Caça
Caça é uma habilidade de sobrevivência em Project Zomboid. Ela permite ao jogador utilizar armadilhas para capturar animais, que então poderão servir de comida. Elevar o nível em caça aumenta as chances de capturar um animal.
Básicos
Para capturar animais:
- Arrume uma armadilha e isca (veja armadilhas e iscas)
- Clique com o botão direito no chão com uma armadilha em seu inventário para coloca-lá em uma área válida (veja áreas).
- Clique com o botão direito na armadilha para adicionar a isca (veja animais).
- Se mantenha a mais de 75 ladrilhos de distância por pelo menos uma hora do jogo. (veja mecânicas).
- Clique com o botão direito na armadilha acionada e selecione "Checar armadilha" para coletar seus espólios.
Armadilhas
Diferentes armadilhas são necessárias para capturar diferentes aniamis. Algumas armadilhas podem criadas utilizando utilizando receitas específicas.
A armadilha mais simples é a ratoeira, que pode ser encontrada pelo mundo. O jogador também pode utilizar a habilidade de caça para criar armadilhas, contanto que o jogador tenha um nivel alto o suficiente na habilidade, e tenha aprendido a criar a armadilha. Todas as armadilhas com a exceção da ratoeira podem ser criadas pelo jogador.
Todas armadilhas precisam de iscas para serem eficazes. Caso esteja usando vegetais como isca, eles precisam estar marcados como (frescos) para que tenham chance de funcionar. Itens congelados podem ser usado como isca sem a necessidade de descongelá-los antes. Armadilhas, mesmo que sem iscas, podem quebrar (veja [[#Mecânicas|mecânicas).
Receitas
Criar uma armadilha requere que o jogador possua os materiais necessários e/ou ferramentas no seu inventário principal. Também é necessário aprender a receita por meio de uma revista de habilidade para que o personagem saiba como criar a armadilha. Uma vez que os pré-requisitos foram satisfeitos, o jogador pode criar a armadilha clicando com o botão direito nos materiais de seu inventário ou abrindo a interface de criação.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Armadilha de Gaiola |
Arame ×5 unit(s) | none | Caça 3 (and) The Hunter Magazine Vol.3/pt-br |
none | none |
Armadilha de Laço |
Tábua ×1 Barbante ×2 unit(s) |
Saw (tag) |
Caça 1 (and) The Hunter Magazine Vol.1/pt-br |
none | 0.25 Carpintaria |
Armadilha de Gravetos |
Vara Resistente ×4 Barbante ×2 unit(s) |
none | The Hunter Magazine Vol.2/pt-br |
none | none |
Armadilha de Caixa |
Tábua ×4 Pregos ×7 |
Saw (tag) |
Carpintaria 1 (and) Caça 2 |
none | 1 Carpintaria |
Armadilha de Caixote |
Tábua ×3 Pregos ×5 |
Saw (tag) |
none | none | 0.75 Carpintaria |
Tipos de armadilha
A resistência de uma armadilha determina a sua chance de capturar algo e se ela quebrará, armadilhas com mais resistência tem chances maiores de capturar presas sem quebrar. Armadilhas de caixote se mostram melhores que armadilhas de caixa em todos os sentidos. Isso é, elas possuem menos pré-requisitos, requerem menos materiais e tem uma chance maior de capturar esquilos. A resistência das armadilhas não aparenta ter relação com o nível de carpintaria ou caça.
Item | Descrição | Resistência | Pode capturar ? | Pode capturar ? | Pode capturar ? | Pode capturar ? | Pode capturar ? | ID do item | Nível de habilidade necessário | |
---|---|---|---|---|---|---|---|---|---|---|
Ratoeira |
Armadilha pequena utilizada por caçadores iniciantes. Serve para capturar camundongos e ratos. | 0.3 | 50 | Sim (30%) | Sim (25%) | Não | Não | Não | Base.TrapMouse | Incriável |
Armadilha de Gravetos |
Armadilha pequena utilizada por caçadores iniciantes. Serve para capturar pequenos passáros. | 0.5 | 15 | Não | Não | Não | Não | Sim (40%) | Base.TrapStick | Caça 0 |
Armadilha de Laço |
Armadilha média utilizada por caçadores aprendizes. Serve para capturar esquilos e coelhos. | 0.5 | 10 | Não | Não | Sim (30%) | Sim (30%) | Não | Base.TrapSnare | Caça 1 |
Armadilha de Caixa |
Armadilha média utilizada por caçadores aprendizes. Serve para capturar esquilos e coelhos. | 1 | 15 | Não | Não | Sim (25%) | Sim (30%) | Não | Base.TrapBox | Caça 2, Carpintaria 1 |
Armadilha de Caixote |
Armadilha média utilizada por caçadores iniciantes. Serve para capturar esquilos e coelhos. | 1 | 15 | Não | Não | Sim (30%) | Sim (30%) | Não | Base.TrapCrate | Caça 0 |
Armadilha de Gaiola |
Armadilha média utilizada por caçadores armadores. Serve para capturar esquilos e coelhos. | 1 | 20 | Não | Não | Sim (40%) | Sim (40%) | Não | Base.TrapCage | Caça 3 |
Bait
Baits vary in attractiveness to different animals. Baiting a trap removes -5 hunger from the chosen bait, so baiting a trap may not consume the entire food item. If there is less than -5 hunger remaining on a potential bait, it cannot be used as bait. Only fresh or stale food can be used as bait, however, when using fruit or vegetables, it must be fresh to be effective. You cannot use rotten food.
As of 41.77, recently added forageables such as caterpillars, millipedes and slugs are never successful as bait. Termites and pillbugs are not able to be used as trap bait at all.
Item | Can be grown? | Can be foraged? | Attractiveness for ? | Attractiveness for ? | Attractiveness for ? | Attractiveness for ? | Attractiveness for ? | Comments | Item ID |
---|---|---|---|---|---|---|---|---|---|
Apple | No | Yes | 40 | 35 | |||||
Banana | No | Yes | 35 | ||||||
Bell Pepper | No | Yes | 30 | 40 | |||||
Bread | No | No | 50 | ||||||
Bread Slice | No | No | 50 | ||||||
Cereal | No | Yes | 45 | 45 | |||||
Cabbage | Yes | Yes | 40 | ||||||
Carrot | Yes | Yes | 45 | ||||||
Cheese | No | No | 60 | 60 | |||||
Cheese (Processed) | No | No | 55 | 55 | |||||
Chocolate | No | Yes | 30 | 30 | |||||
Cockroach | No | Yes | 50 | ||||||
Cooked Popcorn | No | Check Comments | 40 | Uncooked Popcorn can be foraged | |||||
Corn | No | Yes | 45 | 40 | 35 | ||||
Cricket | No | Yes | 50 | ||||||
Grasshopper | No | Yes | 50 | ||||||
Lettuce | No | Yes | 40 | 40 | |||||
Orange | No | Yes | 40 | ||||||
Peach | No | Yes | 35 | 35 | |||||
Peanuts | No | Yes | 40 | ||||||
Peanut Butter | No | Yes | 40 | 40 | 45 | ||||
Potato | Yes | Yes | 35 | ||||||
Tomato | Yes | Yes | 35 | 35 | 35 | ||||
Worm | No | Yes | 50 | Can be found when digging furrows or in Composter. |
Zones
Animals can only be found in certain zones. All traps are usable in every zone, but not all traps are effective at catching animals in certain areas. Roads do not count as trapping zones. Zones cannot be determined definitively from in-game interaction. Zones are hard-coded: a zone won't be re-classified via player actions (e.g. de-foresting, fires, farming etc.)
Animals
The following animals can be caught in game currently: rabbits, squirrels, birds, mice, and rats.
Item | Description | Strength | Trap | Zones | Bait | Item ID | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mouse |
Small animal that can usually be found around farms, trailer parks and urban settings. They can be found rarely in the forests. Active all day long. Butchering will produce Rodent meat. |
0.2 | - | Farm (60), Trailer Park (60), Town (50), Vegetation (20), Forest (10), Deep Forest (10) |
|
Base.DeadMouse | |||||||||||||||||||||
Rabbit |
Small animal that can usually be found in the forests. They can be found rarely in urban settings. Nocturnal creature that usually is out between 19:00 and 5:00. Butchering will produce rabbit meat. |
0.2 | 24 | Deep Forest (15), Forest (12), Vegetation (10), Trailer Park (2), Town (2) |
|
Base.DeadRabbit | |||||||||||||||||||||
Rat |
Small animal that can usually be found around farms, trailer parks and urban settings. They can be found rarely in the forests. Active all day long and a bit more rare than mice. Butchering will produce rodent meat. |
0.2 | - | Farm (50), Trailer Park (40), Town (30), Vegetation (20), Forest (10), Deep Forest (10) |
|
Base.DeadRat | |||||||||||||||||||||
Small Bird |
Small bird that can be found all over Kentucky. Active all day long. Butchering will produce small bird meat. | 0.2 | - | Farm (35), Town (30), Vegetation (30), Trailer Park (20), Forest (20), Deep Forest (20) |
|
Base.DeadBird | |||||||||||||||||||||
Squirrel |
Small animal that can usually be found in the forests. They can be found rarely in urban settings. Nocturnal creature that usually is out between 19:00 and 5:00. Butchering will produce rodent meat. |
0.2 | 20 | Deep Forest (15), Forest (12), Vegetation (10), Trailer Park (2), Town (2) |
|
Base.DeadSquirrel |
Spoils
An animal corpse is created when the player checks a successful trap (not when the animal is first trapped). Until then, the animal is stuck in the trap (hence the noise potentially attracting zombies). Butchered meat inherits the proportion of freshness the corpse had. For example, a Dead Bird butchered with 2 days freshness remaining (out of a total possible of 8), will yield Small Bird Meat with 0.5 days freshness remaining.
Hunger numbers in this table represent the base hunger. Trapped animals can vary in size, based on a randomly generated number, within limits that vary by animal type. The animal's size will proportionally modify the corpse's hunger, weight, macronutrients and XP gained. Butchered meat inherits the corpse's hunger.
Item | Description | Days Fresh | Days until Rotten | Cook Time | Burn Time | Hunger (base value) | Unhappiness | Item ID | |
---|---|---|---|---|---|---|---|---|---|
Dead Bird |
Corpse of a Small Bird. Can be butchered into small bird meat. | 0.2 | 8 | 12 | 25 | 60 | -20 | 20 | Base.DeadBird |
Dead Mouse |
Corpse of a Mouse. Can be butchered into rodent meat. | 0.2 | 6 | 10 | 10 | 50 | -10 | 30 | Base.DeadMouse |
Dead Rabbit |
Corpse of a Rabbit. Can be butchered into rabbit meat. | 0.2 | 8 | 12 | 25 | 60 | -40 | 20 | Base.DeadRabbit |
Dead Rat |
Corpse of a Rat. Can be butchered into rodent meat. | 0.2 | 6 | 10 | 10 | 60 | -15 | 30 | Base.DeadRat |
Dead Squirrel |
Corpse of a Squirrel. Can be butchered into rodent meat. | 0.2 | 8 | 12 | 25 | 60 | -30 | 20 | Base.DeadSquirrel |
Rabbit Meat |
Obtained by butchering a rabbit. | 0.3 | 2 | 4 | 25 | 70 | -30 | - | Base.Rabbitmeat |
Rodent Meat |
Obtained by butchering a mouse, rat, or squirrel. | 0.3 | 2 | 4 | 20 | 70 | -15 | - | Base.Smallanimalmeat |
Small Bird Meat |
Obtained by butchering a small bird. | 0.3 | 2 | 4 | 20 | 70 | -15 | - | Base.Smallbirdmeat |
Mechanics
Traps can break or trigger without trapping an animal inside, so check them often. Traps will not catch anything while any player is within 75 tiles of them.
There are two methods of simplifying the process of determining how far 75 tiles is:
- If playing with the map enabled, the simplest method is to load up the map, zoom in all the way, and mark your location using something like the dot from Exclamation Mark drawing. Then, close your map, and use the "Walk To" function to walk 10 tiles in the direction of where you plan to set up your traps. Then, go back in to your map, and place another mark of your location. From here, zoom out on your map, and you have an idea of what 10 tiles looks like, and can draw another 6 markings of equal distance in the direction of where you want to place your trap for a total of 80 tiles (5 more tiles than required, but the distance is negligible).
- Alternatively, if you're not using the map, one way to count tiles is to use the right-click "move to" function, or if your traps are deep in the forest, build a picket every 10 tiles. If any player moves within this area, there is no need to attend to the traps to "reset" them (unless the player wants to check on them, of course), just move out of range again.
Zombies are attracted to traps with animals in them (similar to their response to generators).
Due to a patched exploit, traps cannot be placed near walls or windows (the UI should prevent you from doing so), nor should the player build windows near the traps, once placed otherwise the traps will be destroyed.
Traps "tick" every in-game hour to check:
- if an animal is caught
- if bait is lost
- if the trap is destroyed
Times when animals may get caught in a trap:
- Rabbit or squirrel: 19:00 to 05:00 (7:00 PM to 5:00 AM)
- Bird, mouse, or rat: any time
Every in-game hour the game will run the following checks for every animal type:
- Is the animal catchable at this time?
- Is the animal catchable in this zone?
- Is the trap baited?
- Is the bait valid for this animal?
- Is the bait fresh?
- Are there no players within 75 tiles?
If the answer to all these questions is yes for that animal, then the chance of catching that animal in that hour is:
Chance = (Trap type + Bait type + 1.5 * Skill) / 100 * (Zone + 1.5 * Skill) / 100
Each animal that passes this check is added to a list of potential catches. One animal from that list is randomly chosen as the spoils. If no animals passed this check, no spoils are chosen.
If an animal was not caught, the game will then check each hour if the trap should either lose its bait or be destroyed, with the trap strength being the only variable.
Chance to lose bait: 1 / (strength + 10)
Chance to destroy trap: 1 / (40 * strength)
If a trap loses its bait or is destroyed, the animal is not caught.
There appears to be no constraints on the number of traps in a zone, proximity of traps to one another (or their configuration), or way to deplete animals from a zone.
Leveling
A player gains trapping experience when they collect an animal from a trap that they placed. The amount of experience gained for this action is proportional to the animal's size (noting that size is slightly randomised, see spoils), with a floor of 3 XP.
Certain occupations and traits can raise the initial Trapping skill, and the XP multiplier for the skill.
Occupations
Name | Points | Notes |
---|---|---|
Park Ranger | +2 Trapping +2 Foraging +1 Carpentry |
Park rangers know all the trap recipes. |
Traits
Name | Points | Notes |
---|---|---|
Hiker | +1 Trapping +1 Foraging |
Hikers know the snare, stick, and wooden crate trap recipes. |
Hunter | +1 Trapping +1 Aiming +1 Sneaking |
Hunters know all the trap recipes. |
External links
- Forum post introducing trapping
- Reddit post analysing Trapping source code
- Reddit post playtesting aspects of Trapping