It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the t query. If put into a stockpile or claimed, captured individuals will be prevented from escaping. If a cage trap has captured something while forbidden and been left alone for an extended period of time (nearly a year or longer) the caged individual escapes and you will get the announcement "Something has emptied a cage!". Alternatively, simply order your dwarves to stay within a safe burrow until any threats have been dealt with. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a mechanic will carry a stone out to the trap anyway. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Forbidding traps after they are built will keep Urist McSuicide from deciding to reload a trap in the middle of a siege. In combat situations, mechanics have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be near them. Note that only dwarves with the mechanic labor enabled will reload cage, stone, or weapon traps. Conscious dwarves do not set off self-triggered traps. Any unconscious creature will trigger traps, including your own dwarves. Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of thieves, flying creatures and other occasional fun surprises. Traps will block the passage of caravan wagons. They can be built indoors or outdoors on a vacant floor (natural or constructed). Most traps need one mechanism, a dwarf with the mechanic labor designated (more skilled mechanics take less time to build a trap), and at least one other component depending on the type of trap – a stone, a cage, or one or more weapons. Traps can be built from the build-> Traps/Levers menu. On the other hand, they are immobile and can only lie in wait for foes to walk over them. Unlike soldiers, they're always on duty, and, once set up, need less management. Traps are a relatively quick and easy method of defending a fortress.
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