Dungeons 3

Dungeons 3

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reo_b Oct 15, 2017 @ 9:03am
Having trouble getting my snots to build traps and doors?
I have 2 tool making machines running with space to store tool boxes, and I have many traps and doors already highlighted (light blue ordered) to be made, but the little snots are not building them. Any ideas why?
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NixBoxDone Oct 15, 2017 @ 9:20am 
Afaik the machines the snots can run only produce the boxes and the actual traps and doors are produced by orcs or goblins in another room.

Depending on how many of those you have and how many boxes you have, you can queue up a lot of traps and doors that get finished only very slowly because your workers are injured or out in the overworld kicking do-gooder buttocks.
Last edited by NixBoxDone; Oct 15, 2017 @ 9:22am
Ultrahoon Oct 15, 2017 @ 9:32am 
They are blue because they are in a queue, but its a multi stage process and lots of other tasks have priority over them (like new room construction etc).

The best way to speed up trap stuff is to pick up the crates from the workshop and dump them onto the tinker machines yourself, then the trap will start to build immediately, and a snot can come pick it up and take it to its location.

If you haven't researched teleporting snots (only works when not carrying) making sure your tinkers cave is near to the location you want to trap and doesnt have all kinds of twisting winding corridors will make it MUCH faster.
Last edited by Ultrahoon; Oct 15, 2017 @ 9:33am
patchnotes  [developer] Oct 15, 2017 @ 10:26am 
In Dungeons 3 you need a Workshop to create toolboxes (done by snots), but you also need a Tinkerer's Cave (including a Tinkerer's Machinarium) where either Orc, Goblins or Nagas take those toolboxes to produce traps and doors.
reo_b Oct 15, 2017 @ 12:02pm 
Figured it out. Needed orcs or goblins to actually build these things.
reo_b Oct 15, 2017 @ 12:03pm 
And as this updates, I see you all answered my question. Thanks! Loving this game so far!
NixBoxDone Oct 15, 2017 @ 3:01pm 
Well, at least you got it on your own. That's commendable. If it had taken you much longer the patchnotes might have had to slap you in the back of the head to speed the process up. :o
tdb Oct 16, 2017 @ 4:05am 
Originally posted by RaTcHeT302:
I think the doors should only cost gold and the traps should only cost one crate, it takes forever to setup anything,

I think a lot of crate costs should be reduced too, some stuff takes like 8 crates but it should be like 4 instead, and anything which takes 4 should be 2 to speed things up
I like things the way they are. I won't object to adding an option for faster gameplay, but please don't remove the current costs entirely.

Originally posted by RaTcHeT302:
evilness and mana could also be used as currency for some items instead of crates to free the workers queue up
Magic toolboxes take mana to create. Evilness is useful for research; I wouldn't want something to continuously drain it away.

Originally posted by RaTcHeT302:
I don't bother with traps as they feel useless to me either way, the manual ones take up a ton of space and I just build the doors because they look pretty
Traps and doors make defending your dungeon so much easier. You just have to be smart about digging your corridors and not leave a straight path from the entrance to your dungeon heart. I tend to gravitate towards the automatic ones, but the manual traps do a whole lot of damage.

Originally posted by RaTcHeT302:
I also think that the gold room should be free, in case people get stuck with no money somehow
You can store a bunch of gold in the dungeon heart room. It's quite literally impossible to get in a situation where you have no gold but require gold to get gold.
NixBoxDone Oct 16, 2017 @ 4:09am 
To be fair: the automatic variant of the first beginner traps (wall darts and floor spikes) don't really do that much damage.

BUT what they do manage to do is kill all the squishy types your monsters tend to ignore in the dungeon where you can't order them to focus fire personally until the tanks are dead.

That alone is worth the about 2 minutes it takes to drag two rooms, place 2 or 3 machines and place the traps.

You'll also get more advanced traps and more damage for your traps via research later - I'm pretty sure this means they'll at least stay able to kill all those mages, scouts and gunners.

If all that's left is tanks, an orc, a naga and one damage dealer should be enough to take them out, leaving the rest of your dungeon denizens free to commence the murdering and mayhemming on the surface. :P
tdb Oct 16, 2017 @ 4:16am 
Originally posted by NixBoxDone:
BUT what they do manage to do is kill all the squishy types your monsters tend to ignore in the dungeon where you can't order them to focus fire personally until the tanks are dead.
Actually you can. Right click the enemy you want dead, and a marker appears above their head. Your creatures will focus on that enemy if they are able. Of course, those pesky mages tend to keep their distance so your melee creatures may be unable to reach them through the tanky enemies. Unless given a lift by the hand of terror of course.
NixBoxDone Oct 16, 2017 @ 4:22am 
Hoh, never actually noticed that.

Getting creatures there isn't a problem - you can just drop some in front, wait for the tanks to charge and then drop more behind.

I was just frustrated at the whole "huge furball" thing because this game has a much bigger emphasis on strengths and weaknesses than DK did - in DK some creatures were harder to beat, but in a direct fight of dungeon vs dungeon or vs heroes, even the tankier dragons / knights rarely survived long.

In this game however the squishier opponents can sometimes die in 3 hits and kill your own dps creatures just as quick, so seeing your whole dungeon ball up around a dwarf for like 20 seconds while they get pelted with lightning is a bit frustrating, lol.
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Date Posted: Oct 15, 2017 @ 9:03am
Posts: 10