> For the complete documentation index, see [llms.txt](https://dirkscripts.gitbook.io/dirkscripts-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://dirkscripts.gitbook.io/dirkscripts-documentation/resources/dirk-fishing/features/traps.md).

# Traps (Crab Pots)

A fully passive trap system. Place a baited pot in deep enough water, walk away, and return later to a pot full of fish.

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## Placing

Use a trap item, drop it overboard or off a dock, and a **surface buoy** appears at the placement point.

<figure><img src="/files/y5RZNyTSX1tPxI70IkVd" alt=""><figcaption><p>A trap ready to drop in deep enough water.</p></figcaption></figure>

<figure><img src="/files/uSl7VmGLp1Hq6bpkLWzQ" alt=""><figcaption><p>The buoy bobs naturally with the waves so it looks part of the sea.</p></figcaption></figure>

The buoy is a real GTA dynamic object — wave physics drive the bobbing motion automatically.

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## Pulling

Approach your buoy and trigger **Pull In Trap**. The pull is a rope-pull minigame that hauls the trap to the surface.

<figure><img src="/files/uTbgCXOkVSEFj5z9TrxS" alt=""><figcaption><p>Drag the rope to bring the pot up.</p></figcaption></figure>

A cinematic camera pans up with the pot as it surfaces.

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## Inspecting the Haul

Once on deck, hover catches to identify them, then **keep or release** individually. Bait can be swapped without pulling up an empty trap.

<figure><img src="/files/2KyQOttZjW1Pdk0ftd92" alt=""><figcaption><p>Pick which fish to keep and which to release.</p></figcaption></figure>

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## Stale Traps

Abandoned traps don't litter the map forever — they auto-expire on a configurable timer (default 48 hours). The stale time is set under **Basic → General** in the configurator.

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## Behind the Scenes

* Catches accumulate on a per-trap **tick** (default 90 seconds, configurable).
* On open, missed ticks are caught up server-side — capped at 2 hours so a trap left for a week doesn't dump the entire ocean at once.
* Bait preference scales catch chance per species: `biteChance × abundance × trapCatchRate × baitWeight`.
* Trap state survives server restarts — pots persist in the `dirk_traps` table.
