Traps
Traps work while you're away. Set them, ride off, and come back to see what you caught.
🧰 Trap types
| Item | Catches | Bait | After a catch |
|---|---|---|---|
trap_snare | Tiny and small game | None needed | Re-arms itself |
trap_cage | Small and medium animals | One bait from your inventory, which decides what it draws in | Needs fresh bait (Bait trap) |
Trap types, props, sizes and bait are set in Config.Traps.types.
📍 Setting a trap
Use the item from your inventory to set it where you stand. You can't set a trap on horseback, in water, in town or too close to another of your own traps. Each hunter can have Config.Traps.max traps out (4).
Your traps show on the map (blips), and the Camp tab of the journal tells you which ones have sprung.
⏳ Catches
- A catch comes in 10 to 25 minutes (
catchTime). What it holds depends on the region and the bait. - There's an
emptyChance(20%) that something took the bait and left nothing. - A sprung trap shows its catch when you come near. Check trap to take it.
- A catch left longer than
rotAfterminutes (40) starts to spoil, losing a grade everyrotStepminutes (20). - Traps can break when checked (
breakChance, 8%). - Pick up trap puts it back in your inventory.
Traps are saved in the database, so they stay where they were set across restarts.