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Trapping is a survivalist skill in Project Zomboid. It allows the player to use traps to catch animals, which can then be butchered to be used as food. Higher Trapping skill increases the chance of catching an animal.
Basics
To trap animals:
- Get a trap and bait (see trap and bait).
- Right-click on the ground while a trap is in your inventory to place the trap in a valid zone (see zones).
- Right-click the trap to add bait for the animal you want (see animals).
- Wait over 75 tiles away for at least an hour of in-game time (see mechanics).
- Right-click the sprung trap and choose 'Check trap' to collect your spoils.
Traps
Different traps are required to catch different animals. Some traps are craftable via Recipes.
The simplest trap a player can use is a mouse trap, which can be found in the world. The player can also use their trapping skill to create traps, if the player's skill is high enough and if they have learned the crafting recipes. All traps except Mouse Traps can be crafted by the player.
All traps need bait to be effective. When using fruit or vegetables as bait, it must be labeled (Fresh) to have a chance at being effective. Frozen items can be used as bait without needing to be thawed first. Traps placed without bait can still break (see mechanics).
Recipes
All traps except Mouse Traps can be crafted by the player. Creating a trap requires the player to have the necessary materials and/or tools in your main inventory to make it. You will also need to learn the recipe for the trap from a skill magazine in order to know how to craft them. Once these prerequisites have been met, you can select the crafting option by either right-clicking the materials in your inventory or opening the crafting interface.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Cage Trap |
Wire ×5 unit(s) | none | Trapping 3 (and) The Hunter Magazine Vol. 3 |
none | none |
Snare Trap |
Plank ×1 Twine ×2 unit(s) |
Saw (tag) |
Trapping 1 (and) The Hunter Magazine Vol. 1 |
none | 0.25 Carpentry |
Stick Trap |
Sturdy Stick ×4 Twine ×2 unit(s) |
none | The Hunter Magazine Vol. 2 |
none | none |
Trap Box |
Plank ×4 Nails ×7 |
Saw (tag) |
Carpentry 1 (and) Trapping 2 |
none | 1 Carpentry |
Trap Crate |
Plank ×3 Nails ×5 |
Saw (tag) |
none | none | 0.75 Carpentry |
Trap types
A trap's strength determines its chance of catching something and if it will break, so higher strength traps have a higher chance of catching something and not breaking. Trap Crates currently appear strictly better than Trap Boxes. That is, they require less prerequisites, less materials and have a higher chance of catching squirrels. Trap strength does not appear to be affected by carpentry or trapping skill.
Item | Description | Strength | Can catch ? | Can catch ? | Can catch ? | Can catch ? | Can catch ? | Item ID | Skill Level | |
---|---|---|---|---|---|---|---|---|---|---|
Mouse Trap |
Small trap used by beginner trappers. Used to catch mice and rats. | 0.3 | 50 | Yes (30%) | Yes (25%) | No | No | No | Base.TrapMouse | Uncraftable |
Stick Trap |
Small trap used by beginner trappers. Used to catch small birds. | 0.5 | 15 | No | No | No | No | Yes (40%) | Base.TrapStick | Trapping 0 |
Snare Trap |
Medium size trap used by novice trappers. Used to catch squirrels and rabbits. | 0.5 | 10 | No | No | Yes (30%) | Yes (30%) | No | Base.TrapSnare | Trapping 1 |
Trap Box |
Medium size trap used by apprentice trappers. Used to catch squirrels and rabbits. | 1 | 15 | No | No | Yes (25%) | Yes (30%) | No | Base.TrapBox | Trapping 2, Carpentry 1 |
Trap Crate |
Medium size trap used by beginner trappers. Used to catch squirrels and rabbits. | 1 | 15 | No | No | Yes (30%) | Yes (30%) | No | Base.TrapCrate | Trapping 0 |
Cage Trap |
Medium size trap used by journeyman trappers. Used to catch squirrels and rabbits. | 1 | 20 | No | No | Yes (40%) | Yes (40%) | No | Base.TrapCage | Trapping 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 where you plan to set up your traps. Then, go back into your map, and place another mark at 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 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, another 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 (similarly 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. |