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Difference between revisions of "40d Talk:Catsplosion"

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(*/ Why is every answer "mod it"? /*)
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:They'll still pick owners down there. And then you can't slaughter them. --[[User:GreyMario|GreyMaria]] 15:48, 10 February 2009 (EST)
 
:They'll still pick owners down there. And then you can't slaughter them. --[[User:GreyMario|GreyMaria]] 15:48, 10 February 2009 (EST)
 
::They shouldn't pick owners if they don't see dwarves. Are you sure?--[[User:Dorten|Dorten]] 23:12, 10 February 2009 (EST)
 
::They shouldn't pick owners if they don't see dwarves. Are you sure?--[[User:Dorten|Dorten]] 23:12, 10 February 2009 (EST)
 +
:::I'm sure. They still pick owners buried -12 z-levels down and 100 tiles away from the nearest dwarf, pitted in a 1x1x1 hole in the center of a 9x9x9 constructed wall cube. --[[User:Rkyeun|Rkyeun]] 04:13, 19 May 2009 (UTC)
  
  

Revision as of 04:13, 19 May 2009

Modding solution without unhappiness

If you remove the [VERMINHUNTER] tag from the raw file of the cat and then load your game, all of the cats who chose their owner (not ones who came with immigrants) will be owner free again and you can butcher them without causing unhappy thoughts. They won't catch vermin anymore, but you can butcher as many as you like and then put the [VERMINHUNTER] tag back if you want to. This has worked for me in the 40d version. Bobokapi 21:39, 12 November 2008 (EST)

Sounds really useful. Add it to the article, but you might want to mention it's a bug (or more likely, because all cats are now re-created as a new type of creature w/o owners, or verminhunter has something to do with the "cats adopt dwarves" thing). unsigned comment by Milskidasith
It does. Someone put VERMINHUNTER on their dogs and found that they adopted owners. Apparently, you need to be of an appropriately independent mindset to go off and hunt rats. -Fuzzy 08:59, 13 November 2008 (EST)

Cat Farm

Why don't you try making a 'cat farm'? Dig a small pit (1 by 1 to 3 by 3) then dig a tunnel to the side. Build floodgates at the entrance, since the little buggers are able to get past tightly closed doors. The tunnel should lead to a room full of butcher's shops. Then designate the channel as a pit and dump all the cats in. Since its a small pit, the fps wouldn't reduce as much. The cats will breed, and breed, and breed. When you want to 'harvest' the cats get them ready to be slaughtered. Open the gate, then once the ones to be slaughtered are removed, close it. Enjoy the cat farm!--Stinhad Limarezum 05:52, 10 February 2009 (EST)

They'll still pick owners down there. And then you can't slaughter them. --GreyMaria 15:48, 10 February 2009 (EST)
They shouldn't pick owners if they don't see dwarves. Are you sure?--Dorten 23:12, 10 February 2009 (EST)
I'm sure. They still pick owners buried -12 z-levels down and 100 tiles away from the nearest dwarf, pitted in a 1x1x1 hole in the center of a 9x9x9 constructed wall cube. --Rkyeun 04:13, 19 May 2009 (UTC)


Is the answer to everything "Mod it"??

I regularly embark with 10 cats, and have gotten to year 30 without a catsplosion... even in the unmodded version of the game... how do I do this? Simple. I embark with 1 stone of whatever sort, build a butcher shop and kill every female cat as soon as I arrive. I then sell any female cats I accedentally buy -without uncaging them- and kill any dwarf who is foolish enough to move to my fortress with a female cat (and take the cat with you!). I have 30 cats and 7 happy cat owners and NO CATSPLOSION. I admit I did have a slight incident where the owner's parents were a bit upset, but really... minor details.

Of course, if there were a mod that would allow me to make a mandate forbidding female cats, I could have the hammerer take care of all of that for me. ... so, yes, the answer to everything is "mod it". --jaz ... on this day, at this time.