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Difference between revisions of "Kennel"

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m (and another... should be enough for superior again, and de-migrated)
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{{Quality|Superior|23:40, 29 July 2014 (UTC)}}
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#REDIRECT [[Vermin catcher's shop]]
 
 
{{Building|name=Kennel|key=k
 
|job=
 
1 of
 
* [[Animal training]]
 
* [[Trapping]]
 
|construction=
 
* [[Building material]] (non-[[economic]])
 
|construction_job=
 
1 of
 
* [[Animal training]]
 
* [[Small animal dissection]]
 
* [[Trapping]]
 
|purpose=
 
* Capture [[Vermin]]
 
* [[Tame]] [[Vermin]]
 
}}
 
 
 
{{av}}
 
 
 
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skill]]s enabled.
 
 
 
''(Note that the '''[[labor]]''' associated with the [[skill]] "[[small animal dissection]]"  is used solely at a [[butcher's shop]](namely "Extract from a dead animal").  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''
 
 
 
Kennels allow the capturing of small animals ([[vermin]]) with an animal trap, like a [[butcher's shop]]. The kennels also allow animal trainers to tame these small animals. In a previous version the taming and training of large animals such as [[dog]]s was also done at a kennel, but these tasks are now performed at an animal training [[activity zone]].
 
 
 
==Kennel Tasks==
 
 
 
===Capture a Live Land Animal===
 
Requires: An [[animal trap]] and a [[trapper]].
 
 
 
This task directs the trapper to attempt to capture [[vermin]] with the animal trap. The trapper will carry the animal trap around the fortress, chasing actual [[vermin]] creatures that exist in the fortress but are not rendered on the screen, and will catch one once it reaches it.  Once the vermin creature is successfully caught, the trap will be dropped, and then hauled to an animal [[stockpile]] by anyone with the [[hauling#Animal_hauling|animal hauling]] labour.  Any animal caught in a trap will be identified as "live": for example, a "live rat", a "live rhino lizard", or a "live caphopper".  These animals can be eaten by any dwarves as a delicacy, or can be tamed for adoption using the task below.
 
 
 
Note that [[gnawer|gnawing]] vermin will quickly escape from non-artifact wooden animal traps after being caught, and also note that there is no way to enforce using only non-wooden traps to catch gnawers, other than ensuring that they are the only traps available.  Wooden animal traps do work fine for non-gnawing vermin.
 
 
 
===Tame a Small Animal===
 
Requires: An [[animal trainer]] and trapped "live" vermin.
 
 
 
This task is used to tame caged vermin for adoption as pets; if a live vermin is not tamed as a pet, it may eventually be eaten by a dwarf as a form of exotic cuisine (even things that would make most people cringe, such as hamsters, lizards, and worms).  Vermin can only be tamed if they are in an animal trap and not a [[cage]].  If a vermin you want to train is in a cage, it can be unassigned from the cage, and a recapture task to put it back into an animal trap will be generated automatically.
 
 
 
<!-- Animals that are fed with food that leaves seeds will need to have the seeds {{K|d}}umped to allow the [[cage]] to be re-used in a cage trap. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed. Cages are only re-used for cage traps when truly empty. -->
 
<!-- Above paragraph doesn't really belong in this article -- should merge to [[cage trap]], [[vermin]], or [[animal caretaker]]? which labour is used for feeding animals? -->
 
 
 
 
 
{{buildings}}
 

Latest revision as of 06:00, 3 January 2023