Jump to content

Recommended Posts

Requirements: Twig (x3), Rock (x1)
Information: Will act like a regular trap but prey that gets caught in it will die automatically, dropping it's loot. Because raw food spoils quickly, it is advised to actively be around the trap before it goes off. Deadfall traps can also be baited but unlike regular traps, there is a 50% chance that the bait can be retrieved after the trap has been activated. This trap cannot be placed over a rabbit hole. The deadfall trap will have 8 uses just like the other traps.
"Basket" Trap Changes: The regular trap should be renamed to basket trap to stop things from getting confusing. The basket trap will continue to trap frogs and spiders, however when retrieving the trap the spider or frog will reappear and will attack you unless they've starved to death. This trap should also not be allowed to be placed over a rabbit hole.

So basically, deadfall traps would be intended for obtaining quick food through active trapping. This is the trap that you would use when being chased by frogs and spiders. You may also use this trap for rabbits to gamble your berry or seeds for a morsel, but you need to be actively trapping to do this or else your morsel and berries may become rot. This trap should never be left unattended, if you're planning to leave a trap unattended, use the basket trap instead.

Because frogs and spiders are hostile mobs, they should not be treated like rabbits. In order to obtain their loot without personally killing them, you should use an appropriate trap instead. One that requires you to be actively there for balance purposes.

Link to comment
https://forums.kleientertainment.com/forums/topic/53889-deadfall-trap/
Share on other sites

So basically, deadfall traps would be intended to get some quick food while basket traps would be for long term storage of food.
Wrong. The "basket trap" fulfills both much better than the "deadfall" trap. When you catch a prey, you can easily murder it, so there's no point to using a deadfall trap except for the fact that it's overwhelmingly cheap to the point of making no sense.

so there's no point to using a deadfall trap except for the fact that it's overwhelmingly cheap to the point of making no sense.

 

Exactly, it's cheap to make but food will spoil sooner since the animal will die once the trap activates. Since Don't Starve Together has the Reign of Giants update, you can ignore a basket trap for 2 days before the rabbit starves become a morsel and then finally spoils.

Since Don't Starve Together has the Reign of Giants update, you can ignore a basket trap for 2 days before the rabbit starves become a morsel and then finally spoils.
then why would you want to add a worse trap that would not be viable for anyone trying to build a food surplus?

then why would you want to add a worse trap that would not be viable for anyone trying to build a food surplus?

 

That's not true, I'll give you two reasons why people may consider this over basket traps.

1) This will help people who don't have, didn't build near, or can't find many grass tufts.

2) Being that you may sometimes retrieve your bait from this trap after it's been activated, it can make obtaining food quicker and easier if you're actively trapping.

Basket traps would be ideal for people who want to setup a trap and ignore it for days before they come back to retrieve it without having to worry that it'll spoil. In my game currently, I'm the person who gets the food. So I would like to be a little more active with trapping instead of ignoring it and going hunting.

1) This will help people who don't have, didn't build near, or can't find many grass tufts.
grass is much more common than rocks, so I don't see how one would have many more spare rocks before the time they can just grab a shovel to get all those grass tufts from the other part of the map, specially as it is the key component to the construction of most of the nescessary structures, while grass would only be used to make fire pits and torches.(but that's just me theorizing. It could most definitely happen. But I think it would be an anomalous situation, and the playstyle should accomodate the game not the other way around)

 

2) Being that you may sometimes retrieve your bait from this trap after it's been activated, it can make obtaining food quicker and easier if you're actively trapping.

 The same effect can be achieved by baiting the grass trap by putting the bait outside of it, forcing the prey to enter the trap without touching it.

In my game currently, I'm the person who gets the food. So I would like to be a little more active with trapping instead of ignoring it and going hunting.
isn't that, like, counterproductive? Wouldn't you be better off leaving the traps to do their work while you do yours of hunting?

Wait, people bait the grass traps?  Why?  Isn't that just a waste of food?

 

You can literally just drop it on top of a rabbit hole, around frog ponds, around spider nests, on top of moleworm burrows, etc. and are basically guaranteed to catch things.

 

Why on earth would you bother baiting them?  o.O

If you want, you could suggest a "Pit Fall Trap"... works best for medium-sized mobs like hounds to Koalefants and the other random hunting Mobs (Ewecus and Warg)

 

Recipe:

  • Teeth Trap x 4
  • Twigs x 16
  • Cut Grass x 16
  • Rocks x 12 (but this would exceed the 3-item recipe norm so you can scratch this)

It's basically a place-able hole (EDIT: and by that I mean like a structure that cannot be picked up again) that is covered in grass that you can walk over... you can lure or chase a mob to walk over this and it will fall, prompting the Teeth Trap sound-effect (4 at the same time or in quick succession), then the mob's "dying-sound", then the loot would "fly-out" of the hole"

 

Once it has been activated, it will have a collision area so no other thing can drop in it (imagine the pond, it cannot be walked over until it becomes frozen)

 

You can fill in the hole again by placing the same amount of grass and twigs from the recipe (first twigs then grass). If the amount of grass//twig you place is too much, it would just use 16 and leave the rest in your cursor (like when placing stacks). If it's not enough then, it will take what you have and build on it but it won't be activated yet... you can place more grass/twigs until it fills up then it will activate.

 

It would have a durability like a tent in that in can be used only once or twice...  then it fills itself in and would become just disappear and become like a regular part of the ground... no trace...

 

You could you the existing "caves" entrance object as a template and remove the rope from the art... and since caves aren't in yet, they could make a good mod...

...

But that's just me... O__O

If you want, you could suggest a "Pit Fall Trap"... works best for medium-sized mobs like hounds to Koalefants and the other random hunting Mobs (Ewecus and Warg)

 

Recipe:

  • Teeth Trap x 4
  • Twigs x 16
  • Cut Grass x 16
  • Rocks x 12 (but this would exceed the 3-item recipe norm so you can scratch this)

It's basically a place-able hole (EDIT: and by that I mean like a structure that cannot be picked up again) that is covered in grass that you can walk over... you can lure or chase a mob to walk over this and it will fall, prompting the Teeth Trap sound-effect (4 at the same time or in quick succession), then the mob's "dying-sound", then the loot would "fly-out" of the hole"

 

Once it has been activated, it will have a collision area so no other thing can drop in it (imagine the pond, it cannot be walked over until it becomes frozen)

 

You can fill in the hole again by placing the same amount of grass and twigs from the recipe (first twigs then grass). If the amount of grass//twig you place is too much, it would just use 16 and leave the rest in your cursor (like when placing stacks). If it's not enough then, it will take what you have and build on it but it won't be activated yet... you can place more grass/twigs until it fills up then it will activate.

 

It would have a durability like a tent in that in can be used only once or twice...  then it fills itself in and would become just disappear and become like a regular part of the ground... no trace...

 

You could you the existing "caves" entrance object as a template and remove the rope from the art... and since caves aren't in yet, they could make a good mod...

...

But that's just me... O__O

 

The pitfall sounds like something I'd like to kill players with instead. :snarlingspider:

 

If you want, you could suggest a "Pit Fall Trap"... works best for medium-sized mobs like hounds to Koalefants and the other random hunting Mobs (Ewecus and Warg)

 

Recipe:

  • Teeth Trap x 4
  • Twigs x 16
  • Cut Grass x 16
  • Rocks x 12 (but this would exceed the 3-item recipe norm so you can scratch this)

It's basically a place-able hole (EDIT: and by that I mean like a structure that cannot be picked up again) that is covered in grass that you can walk over... you can lure or chase a mob to walk over this and it will fall, prompting the Teeth Trap sound-effect (4 at the same time or in quick succession), then the mob's "dying-sound", then the loot would "fly-out" of the hole"

 

Once it has been activated, it will have a collision area so no other thing can drop in it (imagine the pond, it cannot be walked over until it becomes frozen)

 

You can fill in the hole again by placing the same amount of grass and twigs from the recipe (first twigs then grass). If the amount of grass//twig you place is too much, it would just use 16 and leave the rest in your cursor (like when placing stacks). If it's not enough then, it will take what you have and build on it but it won't be activated yet... you can place more grass/twigs until it fills up then it will activate.

 

It would have a durability like a tent in that in can be used only once or twice...  then it fills itself in and would become just disappear and become like a regular part of the ground... no trace...

 

You could you the existing "caves" entrance object as a template and remove the rope from the art... and since caves aren't in yet, they could make a good mod...

...

But that's just me... O__O

 

This is literally exactly what I just suggested.  <.<

Well I'm back again to defend my post. I extremely want this trap to be added because to me, rocks and twigs are far more abundant to get than cut grass. Rock is renewable through meteors in DST and will only be more abundant and easier to get once caves get implemented, so I don't find rocks scarce. Cut grass is a little difficult to get, unless you live right next to it. However even relocating them isn't a very high priority, being that manure and rot can be better used for berry bushes. With sticks, you can replant them as soon as you get a shovel.

Also, I just don't like that a basket somehow kills spiders and frogs. This game needs a little more depth and resorting to two traps is taking away from the survivability aspect. In fact, I have ideas for even more traps that I'd wish to see later in the game. However, I'd like to see a trap intended for killing and for catching.

I've updated my original post for further clarification.

My point still stands. When you get to a point you have a free usage of rocks, you don't really need rabbits for food. As for the Frogs, they are mostly the only viable way of dealing with them. Your trap would only add another way or the same way with slightly different materials which doesn't really add much variety, only changes only using one trap to only using other trap.

And for the spiders... Well those I have no experience with, as I mostly play wendy, so you might have a point there. I can't argument over it.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...