Cage traps leaves me with pain-in-the-ass snatcher prisoners that I can't do shit with but let rot in my animal stockpile.
Anyway, thanks.
Also, does modding ethics require a world regen? So many kobold skulls...
You could try modding the ethics in your save file's raws, and if that doesn't work, look for a save editing utility. I haven't used one yet, but they're supposed to be pretty good. That said, skulls are generally worth fuck all, and I'd advise to just leave them to rot or to throw them into some magma.
If you don't want to bother with cage traps, there are always stone traps. Their lethality against something like a goblin is almost guaranteed. And if you want to pit a goblin (or a wild animal, for that matter), what might work is building the cage right next to the pit. I don't think it's fool-proof either, but it's probably your best shot when it comes to pitting. Other than that, once you have a military, you can just station them for a second in your animal stockpile and designate your prisoners for pitting. Your civilians will open the cages, get startled, and then your soldiers will kill the escapees. That's what I do with wild animals I don't care enough about to domesticate.
Your best bet is to build their cage and use some sort of mechanical logic to throw them into a pit (you can link a cage to a lever to open it).
You mean a mechanically opened cage "ejects" its contents onto an adjacent tile? I thought it was random, with a chance of the prisoner remaining exactly where the cage used to be.
While I'm at it, allow me to restate an earlier question of mine:
Have millstones been nerfed, or is my game running even slower than it used to? Unless my memory fails me, in .28 a dwarf would all but instantly mill something, while taking considerably longer at the quern, while now the difference seems to be negligible.