City tasks
Trap Building
Queue wall traps by kind and tier; it builds them at the Trap Factory in your order.
Trap Building walks to the Trap Factory and builds the wall traps you queue — any kind and tier — one batch at a time, in your list order. Each batch is finished with a speedup so the next one can start.
It runs from two places, and each keeps its own settings. As a plan task: Duties ▸ Tasks ▸ Add to plan, then Instances ▸ Open an instance ▸ Task setup ▸ Trap Building. As a daily activity: Duties ▸ Daily activities ▸ Trap building ▸ ⚙. The two do not hold each other, so switch on one, not both.
- Footer notice
- Track progress across runs checkbox
- A kind crest
- The tier rail
- A batch row
- PLAN COST bar
Set it up as a plan task
- Map and calibrate the Trap Factory in City Mapper, and give this instance its city map (link the map to its emulator, or pick it as City map in Settings).
- On Duties, click the Trap Building chip under Add to plan.
- Open Task setup ▸ Trap Building. Click a kind crest, then tap tiers on the rail to add batches.
- Set each batch's count — a new batch starts at 1 — and drag them into build order.
- Tick Track progress across runs for a long-term goal, then press Save changes.
Set it up as a daily activity
- On Duties ▸ Daily activities, switch Trap building on. It ships with 150 Trap T1 a turn.
- Click ⚙, change the batches on the Task setup tab, and press Done.
The settings form
Summary line
Build traps at the Trap Factory.
Track progress across runs
On: the bot remembers how many of each batch it has built and keeps going until every target is met; a finished plan does not visit the factory at all. Off: every run builds the full counts again. Default: Off.
Kind crests
Trap, Rock, Abatis, Fire Arrow. Click one to show its tiers on the rail. Every kind you add lands in the same list — they are all built at the Trap Factory.
Tier rail
The picked kind's tiers, highest first. Tap a tier to add a batch; tap again to remove it. Hover a tier to see its cost per unit.
Batch rows
One per batch: the kind's badge, the tier, a count, the batch's cost, a grip and ✕ to remove it. A new batch lands after the other batches of its kind.
Count
How many to build in that batch. Drag sideways, click to type, or click and scroll. Range 1 to 99,999,999. A new batch starts at 1.
Progress (tracking on)
Reads, for example, 40 / 150 built, with a thin bar under the row.
Drag to reorder
Drag a row by anywhere that is not a control. The factory has one queue, so the list order is the build order, top first.
Empty list hint
Pick a kind above, then tap its tiers — every kind you add lands here.
PLAN COST
The plan's bill in food, wood, stone and ore, and N traps queued. Costs come from Resources ▸ Traps.
Footer notice
The bot walks to the Trap Factory via your city map — map it in City Mapper first. Tiers it hasn't unlocked are skipped, and it builds in the order listed here, top first. Drag a row to change that order.
Reset progress
Shown while tracking is on and some batch has progress. Sets every built-so-far count back to zero; press Save changes to keep it.
Empty library message
No trap tiers in the library yet — add them under Resources → Traps.
Save changes / All tasks
Save changes appears only while you have unsaved edits; All tasks goes back to the card grid.
An empty list shows under Needs setup — the task needs at least one batch.
The Trap building duty
- Reset task settings
- Record line
- Reset records
- Done
- The Trap T1 × 150 batch row
Schedule tab
Default: Once a day. The Schedule tab is the same on every Daily activities row — How often (Once a day or Every few hours), Run before plan tasks, Come back every, Run cap, Retry when it fails and Reset schedule. Each is explained on Daily activities.
Task setup tab
The same board, headed this duty's own copy — the Task plan keeps its own. Default: Trap T1 × 150, tracking off.
Reset task settings
Asks first, then restores the shipped batch; the schedule is kept.
Record line and Reset records
What the duty remembers about its turns, and a button that forgets it (it asks first).
Done
Saves both tabs. ✕ or Esc discards.
How it runs
- Checks there is work. With tracking on and every batch done, it finishes without walking anywhere.
- Opens the Trap Factory on your city map and checks its Build window opened.
- Checks the factory. If traps are already being built, it leaves them and stops. If trap capacity is full, it stops and says how much is used.
- Builds each batch in list order. It swipes the build list to that trap and reads the name to confirm the kind and tier — it never builds on a trap it could not confirm. A tier that is not unlocked is skipped.
- Builds the batch: it reads the most the factory will take, enters the smaller of that, what is still needed and the capacity left, taps Train, checks the batch started, then clears it with Training Speedup and Finish All.
- Stops the run when capacity fills or the queue stays busy. A batch it cannot afford is skipped and the next one is tried.
- Returns to the city.
- What it spends: the traps' resources, and one speedup per batch. It never taps Instant Train.
- When speedups run out: the log says No Finish All on the speedup panel — most likely out of speedups, and the batch builds on its own clock.
- What it reports: Opening the Trap Factory → Opened the Trap Factory, then a row per batch, Trap — T1 ×150 → Built 150 Trap T1. The run ends on Built 150 traps or No traps built.
- When the plan task runs: once each time you press Start. Its Rhythm sheet offers no How often — only When it may run.
Examples
- Daily batch: switch the Trap building duty on — Trap T1 × 150, tracking off.
- Fill the wall over time: plan task, Fire Arrow T8 × 20,000, tracking on.
- Cheap first, then strong: Rock T3 × 2,000 above Abatis T6 × 500. The factory builds the Rock batch first.
Troubleshooting
The run fails with “Trap Factory not reachable”.
Map and calibrate the Trap Factory in City Mapper. The plan row's chip calls it “trap_factory”.
It says “Traps are already being built at the Trap Factory”.
A batch was already building. The factory has one queue, so the run leaves it and tries on its next turn.
It says “The Trap Factory is full”.
Trap capacity is used up. Upgrade the Wall, or wait until traps are lost.
The log says “… isn't unlocked yet”.
The Trap Factory needs upgrading for that tier. The rest of the list still runs.
The log says “Couldn't settle on … in the build list”.
It could not confirm it reached that trap, so it did not build it. Something may have covered the window; the next run tries again.
The log says “the Trap Factory won't take any right now”.
Most likely the city cannot afford even one of that trap. The next batch is tried.
Which order are traps built in?
Your list order, top first. Drag the rows to change it.