- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "DF2014:Kennel"
LethosorBot (talk | contribs) (LethosorBot moved page DF2014:Kennel to Kennel: Migrating v50 page (2287/4618) (content)) Tag: New redirect |
m |
||
(One intermediate revision by one other user not shown) | |||
Line 1: | Line 1: | ||
− | # | + | {{Quality|Exceptional|20:35, 7 August 2014 (UTC)}} |
+ | {{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 5×5 [[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. | ||
+ | |||
+ | 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 previous versions 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]] labor. 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 {{token|GNAWER|c}} 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 labor is used for feeding animals? --> | ||
+ | |||
+ | {{buildings}} | ||
+ | {{Workshops}} |
Latest revision as of 13:33, 16 June 2024
b-k | |||||||||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||
Job Requirement | |||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 of | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Construction | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Materials | Jobs | ||||||||||||||||||||||||||||||||||||||||||||||||||||
|
1 of | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Purpose | |||||||||||||||||||||||||||||||||||||||||||||||||||||
This article is about an older version of DF. |
A kennel is a large 5×5 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, small animal dissection and/or trapping skills 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.
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 previous versions the taming and training of large animals such as dogs was also done at a kennel, but these tasks are now performed at an animal training activity zone.
Kennel tasks[edit]
Capture a live land animal[edit]
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 animal hauling labor. 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]
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[edit]
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.
Furniture |
Altar • Animal trap • Armor stand • Bed • Box • Bucket • Cabinet • Cage • Coffin • Display case • Pedestal • Restraint • Seat • Slab • Statue • Table • Weapon rack |
---|---|
Tools | |
Access | |
Constructions | |
Machine and trap parts |
Axle • Gear assembly • Lever • Millstone • Pressure plate • Roller • Screw pump • Support • Trap • Water wheel • Windmill |
Other buildings | |
Related articles |
Workshops | |
---|---|
Furnaces | |
Related articles |