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- cats will hunt them if they are hungry or their instict bar is very low
- i would suggest placing rat traps in the room where your food is to catch them if they move around (they will most likely not leave the room again so a trap right infront of the door wouldn't catch them. alternative you can place rat traps in the paths where they would go from spawning (harvest job (yes also peat)) to your storage rooms (easiest if you enclose your fields)
https://steamcommunity.com/profiles/76561197989981934/screenshot/2103803480204153795/
The building in the centre houses my cold room at the bottom and the gathering room (with all the cooking stations) directly above it. There is only one entrance to the gathering room. I built an extra wall section to hem in that entrance and lined it with Traps. There is no way that Rats can get to my cold room without going along that deadly passage.
The problem with putting Traps in front of doors is that a Trap only stops one Rat at a time. If you're harvesting crops, two Rats can spawn from each tile. So a harvest of 30 tiles can spawn a dozen or more Rats. One Trap either side of a door will only stop two of those Rats, the rest can walk over the full Trap without being harmed. The Trap will only be reset when a worker removes the dead Rat for butchering. So in addition to having my 'corridor of death' setup, I also set all Traps to a default priority of 8 so that workers clear them asap.
In terms of enclosing your crop fields, this is the sort of setup I use:
https://steamcommunity.com/profiles/76561197989981934/screenshot/2103803480204192017/
The crop fields are completely walled in and the only way out is along that Z-shaped corridor that is again lined with Traps. Note the Butcher Block placed close to the Traps for rapid clearing of corpses.
Another idea i was thinking of was to store some food well away from the house as bait sort of and see if the rats will go to that pile of food.
https://steamcommunity.com/profiles/76561197989981934/screenshot/2103803480209129675/
The room on the left is the gathering room, to the right is the Thresher room and below is the cold room. That clusters all my food in one place. It may seem excessive to cluster 11 Traps in that area. But consider the following:
1) Those 11 Traps are the *only* Traps needed in the entire settlement. I don't even need to Trap my crop fields because Rats don't eat crops lying on the ground, they only target them when they have been put in storage.
2) None of the Traps is more than ten tiles away from the Butcher Block. So clearing the Traps is a fast and easy operation.
3) The butchered Rat Meat is right next to a cooking station so it can be cooked immediately. If I prefer to store it, the cold room is only a few tiles away.
4) All the Traps are behind a door. It drives me crazy when I put down Traps outside, only to have Foxes or Wolves wander past during the night and scoff the Rats. I don't go to the effort of Trapping as an act of charity to feed the local wildlife. I want my pound of flesh from the Traps. Or, in the case of Rats, my two pounds of flesh (2 Meat). The door stops Foxes from pilfering the corpses.
The inefficiency involved is that I must now carry seeds from my Thresher room to the barn to fill the Grain Trough. That will take longer than my standard arrangement of having the Thresher and Grain Pallet right next to the barn. However, that must be weighed against this system's efficiency in clearing the Traps and processing/storing the Meat. If I had to do an analysis between the two systems in terms of man-hours spent feeding my pigs and ensuring a Rat-free settlement, my sense is that this system would win handsomely.
Foxes and Wolves are high priority hunting targets, I have no qualms against pulling my hunters out of bed for some easy porch-shootin'. But I think if a horde of rats are waiting in the grass until dark to move, and getting trapped at night, it's because I didn't get them on the paths between plots after harvest.
after, just need to change the location of the item and when a people come to take the chair, desk, ect, the rats they are under are revealed, and if they try to run they are caugh in a trap or if one of your avatar are enough fast to hunt him...
Also you will need alot if you have big farms/clear alotta grass/bogs at the sametime as i've seen 5-7 rats run at one time and they can overrun a few traps just at the door easily
https://steamcommunity.com/profiles/76561197989981934/screenshot/2183743646076138215/
I've been cutting grass like crazy and nothing has come even close to over-running my defenses. Every morning at Sunrise, a worker heads to the Butcher Block and clears up about six Rats from the line of Traps. They get hauled to the cold room in seconds.
There are eleven Traps protecting my grain storage and nine Traps protecting my cold room. These are the only Traps in the settlement, no other area is trapped. I don't want to trap them where they spawn because then it's a long walk to cart the Rat to the Butcher Block. It's also outside so Foxes and Wolves eat the Rat carcasses at night. Luring them into the Corridor of Death, which is inside so they can't be eaten by wildlife, is my preferred approach.
The mistake I made with this design was not giving enough open tiles around the Butcher Block. It's fine for Rats but for Sheep or Deer, there aren't enough tiles to catch the Meat, Pluck and Hides. So some resources get shunted into the grain room while butchering. What I'd do for the next design is make the area around the Butcher Block bigger with more open tiles, and then also move it to the right so that it's above the midpoint of the corridor. That way it's even closer to the Traps, especially the ones near the door which are the most frequently used. It means making a walled alcove above the corridor but that's fine. If the Rats scurry into that alcove, there's no food there and they still have nowhere to go. Whether they go left or right, they're walking straight into a Trap.
I'm also liking the gathering room design in this set-up. The bed in the top right corner is for travellers. I arranged the room so that the last three tasks that the traveller does - drinking, bathing, flute - are all next to the bed, with each task taking the traveller one tile closer to the bed. That way, when they finish the Flute, they can just fall over into the bed. It shaves off a lot of task time which means more Private Room sleep time which results in more Rent and Rep.
dude seriously, your ideas astound me. youre like some kinda clanfolk playing genius lol