<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Asfghn</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Asfghn"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Asfghn"/>
	<updated>2026-07-27T08:40:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Microcline&amp;diff=145618</id>
		<title>v0.31 Talk:Microcline</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Microcline&amp;diff=145618"/>
		<updated>2011-04-12T00:55:12Z</updated>

		<summary type="html">&lt;p&gt;Asfghn: /* Cyan versus Blue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Microcline magma-safe? ==&lt;br /&gt;
It seems to be magma safe as I have a fortress with a microcline door holding back the magma resevoir--[[User:Scout890|Scout890]] 22:02, 13 November 2010 (UTC)&lt;br /&gt;
:That's because you haven't '''opened''' the door yet - tiles ''adjacent'' to magma only heat up to 10075, while tiles ''containing'' magma heat up all the way to 12000. --[[User:Quietust|Quietust]] 22:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cyan versus Blue ==&lt;br /&gt;
I think it's worth noting how disgusting microcline is. Surely I'm not the only person who thinks this? &amp;quot;You have struck microcline!&amp;quot; to me, brings only a sigh, as I send in the masons to cover this blight.. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:86.181.51.26|86.181.51.26]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:But what if you like blue? [[User:Freya|Freya]] 08:11, 11 December 2010 (UTC)&lt;br /&gt;
::Oh, blue's nice. But, microcline isn't really blue.. It's cyan and cyan is UGLY! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:86.181.51.26|86.181.51.26]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::So you like royal blue over sky-blue?  Or are you a navy fan? --[[User:DeMatt|DeMatt]] 16:24, 14 December 2010 (UTC)&lt;br /&gt;
::::Royal Blue all the way.. :D&lt;br /&gt;
:::::Well, it's nice if you're building a palace out of ice or something. [[User:Freya|Freya]] 02:44, 17 December 2010 (UTC)&lt;br /&gt;
::::::This is the Best Idea Ever. --[[User:Asfghn|Asfghn]] 00:55, 12 April 2011 (UTC)&lt;br /&gt;
:I like it --[[User:Bporgn|Bporgn]] 09:35, 19 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Asfghn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure_plate&amp;diff=144571</id>
		<title>v0.31 Talk:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure_plate&amp;diff=144571"/>
		<updated>2011-04-04T07:42:24Z</updated>

		<summary type="html">&lt;p&gt;Asfghn: /* Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Missing Entries==&lt;br /&gt;
I've noticed there's no goblins on the weight list (arguably one of the most important would-be plate-walkers). A quick second peek revealed that slugmen are missing, too. Someone should cover any missing creatures or, at least, goblins. --[[User:Bronzebeard|Bronzebeard]] 10:35, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I will be writing a script that will read the weights.  It's difficult to write them out, because things change weights based on how old they are.  I'll be thinking of ways to represent this, but II'll keep it as it is right now.&lt;br /&gt;
--[[User:Jargle|Jargle]] 23:19, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I finished importing all the weights info from the raws- THESE NUMBERS ARE IN FACT ACCURATE.  I think I deserve to be angry if people change them since I spent 5 hours on this today. I guess I'm just grumpy. [[User:Jargle|Jargle]] 07:09, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Floors ==&lt;br /&gt;
&lt;br /&gt;
There's some confusion over what kinds of floors plates can be built upon. Just confirmed that they can be built on constructed rock block floors, though others have reported that it doesn't work? Is there some discrepency between 31.03 and .04? [[User:Minus|Minus]] 03:33, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  I've never had any trouble constructing them on any kind of floors.  I don't think you can construct them on a road, though, which someone might easily mistake for a constructed floor.  I'll have to check sometime.  [[User:Uristocrat|Uristocrat]] 03:13, 3 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
Could we add a section explaining the details of the &amp;quot;Resets&amp;quot; vs. &amp;quot;One use only&amp;quot; settings?  I'm still learning and I'm wondering if &amp;quot;One use only&amp;quot; plates can be manually reset after they have been triggered.  I'm sure others will wonder as well!&lt;br /&gt;
:A one-time use pressure plate disappears the instant you step on it, and in my experience it also '''destroys''' all of the mechanisms contained within it, so don't use masterwork mechanisms. --[[User:Quietust|Quietust]] 20:20, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What does &amp;quot;Citizens do not trigger&amp;quot; affect?  Your dwarves, obviously, but what about pets?  And what about traders/diplomats? --[[Special:Contributions/75.183.164.142|75.183.164.142]] 00:04, 9 December 2010 (UTC)&lt;br /&gt;
:I know this question is old, but in case anyone is reading this page and still curious: if &amp;quot;Citizens do not trigger&amp;quot; is activated, pets and other tame animals DO NOT trigger. I'm testing tonight for traders and diplomats, and will edit this with my findings. --[[User:Asfghn|Asfghn]] 07:42, 4 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Units of Measurement ==&lt;br /&gt;
&lt;br /&gt;
The article does not mention the units of measurement for weight.  It certainly isn't pounds or kilograms, a typical goblin doesn't weigh fifty-thousand pounds.  It is confusing to follow with meaningless numbers (unless they truly are meaningless numbers) --[[User:Gamli|Gamli]] 22:35, 11 Sept 2010 (PST)&lt;br /&gt;
: An interesting point; readers would benefit from a reference point. Perhaps the article would be improved if the weight list mentioned up front that that humans weigh 70,000 units and dwarves weigh 60,000 units. [[User:Coaldiamond|-Coaldiamond]] 03:14, 18 September 2010 (UTC)&lt;br /&gt;
: I could be wrong, but the unit of measurement might be grams (not kg).  That gives you 70kg for humans and 60kg for dwarves, which is approximately reasonable. [[User:Uristocrat|Uristocrat]] 02:53, 3 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Instant triggering ==&lt;br /&gt;
&lt;br /&gt;
I tested Pressure Plates a bit today, and it seems like they trigger instantly, at least for Hatch Covers. I didn't want to edit the article without more testing having been done first. Can anyone confirm or dis-confirm my suspicion?--[[User:CaveIn|CaveIn]] 17:00, 17 September 2010 (UTC)&lt;br /&gt;
:That's how they've always worked - stepping on a pressure plate is exactly like pulling a lever, though stepping ''off'' of a pressure plate has a 100-tick delay before the trigger resets. --[[User:Quietust|Quietust]] 17:33, 17 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reversing Signal ==&lt;br /&gt;
&lt;br /&gt;
Since activating a pressure plate sends an ‘open’ signal to its connection,&lt;br /&gt;
it would be possible to send a ‘close’ signal by connecting the activation &lt;br /&gt;
pressure plate to a hatched room filled with water with a different pressure&lt;br /&gt;
plate set to 7/7.&lt;br /&gt;
&lt;br /&gt;
Location 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
|----X----|&amp;lt;br /&amp;gt;&lt;br /&gt;
|---------|         'X' is a floodgate/door/bars&amp;lt;br /&amp;gt;&lt;br /&gt;
|----^----|&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Location 2&amp;lt;br /&amp;gt;&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
  -----------&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~^~ ~|&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~ ~ ~|          'c' is a hatch over  a hole&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~c~ ~|&amp;lt;br /&amp;gt;&lt;br /&gt;
   ----------&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The room at location 2 is full of 7/7 water, keeping the pressure plate activated&lt;br /&gt;
keeping floodgate at ‘X’ open. When the pressure plate at location 1 is activated&lt;br /&gt;
the room drains stoping the activation and therefore closing the floodgate ‘X’ at location 1&amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus -Use magma for more fun!?&lt;br /&gt;
[[User:Haydosss|Haydosss]] 12:06, 7 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Asfghn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=143254</id>
		<title>40d Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=143254"/>
		<updated>2011-03-31T08:18:19Z</updated>

		<summary type="html">&lt;p&gt;Asfghn: /* Disable Cats? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Old Age?==&lt;br /&gt;
&lt;br /&gt;
How old do cats have to be to die of old age? Or is it random? One recently died in my fort, and I'm not sure how old my fort is.&lt;br /&gt;
--[[User:Rotten|Rotten]] 20:46, 9 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bones, etc. count ==&lt;br /&gt;
&lt;br /&gt;
Wile butchering cats I always got stacks of 3 bones... Anyone, check this, please. --[[User:Dorten]]&lt;br /&gt;
&lt;br /&gt;
:Cats are size 3 in the raws so 3 stacks of bones would make sense to me. Maybe they are taking the numbers from kittens, likewise you probably get 3 meat. Can someone confirm this, I don't trust my reading of the raws. --[[User:Shades|Shades]] 04:00, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Bone#=Size --[[User:Savok|Savok]] 12:58, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disable Cats? ==&lt;br /&gt;
&lt;br /&gt;
I'm getting annoyed with all these cats, is there a way to delete them? Maybe removing their creature details? --[[User:AlexFili|AlexFili]] 05:38, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yep, that's the way. Just look for the file raw/objects/creature_domestic.txt and delete the 'cat' creature. Although personally I wouldn't recommend that, since if you just delete the [VERMINHUNTER] the cats act like normal animals, they don't go around slaughtering rats and roaches and they dont 'adopt' owners.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 12:28, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is there anyway to remove cats adoption behaviour whilst leaving their rat catching intact?----&lt;br /&gt;
:None known. The two are tied together in the deeper game code. (If you give, say, dogs the [vermin catcher] tag, they begin to adopt owners same as cats.)--[[User:Albedo|Albedo]] 17:44, 9 August 2009 (UTC)&lt;br /&gt;
::I know this is an old comment, but for anyone looking at the talk page that might not know this:&lt;br /&gt;
::You can remove cats' owner-adopting capability by replacing [VERMINHUNTER] with [AT_PEACE_WITH_WILDLIFE], [RETURNS_VERMIN_KILLS_TO_OWNER], and (most importantly) [HUNTS_VERMIN]—which, along with [ADOPTS_OWNER], is what the [VERMINHUNTER] tag actually implies.--[[User:Asfghn|Asfghn]] 05:25, 31 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too injured? ==&lt;br /&gt;
&lt;br /&gt;
Right after the last siege, I've had a sudden surge of odd announcements along the lines of &amp;quot;Tame Cat Algazud Knogger cancels Store Item in Stockpile: Too Injured&amp;quot;. Several cats exhibit this behavior, none of them actually wounded in any way I can tell. Anyone else seen this? -[[User:Fuzzy|Fuzzy]] 17:51, 9 September 2008 (EDT)&lt;br /&gt;
:I'm guessing that the vermin the cat just killed and wants to move to the stockpile is what's tripping the injured message. I'm seeing it I think every time a cat kills a vermin. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 9 September 2008 (EDT)&lt;br /&gt;
::Ah, well it's still happening. I took a look through the bug list and someone has listed it under &amp;quot;Announcement spamming&amp;quot;. No response yet from The Toady One as best I could tell. It's annoying, but I already have to deal with a lot of spurious cancellation messages, so it's liveable. -[[User:Fuzzy|Fuzzy]] 12:00, 10 September 2008 (EDT)&lt;br /&gt;
:::See [[Cat cancels Store Item in Stockpile: Too injured]]. The cat needs something to grasp with, apparently; either you make a type of grasping mouth and call it CAT_MOUTH, and assign it to CAT, or just change the CAT raws from [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH] to [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:UPPERBODY_PINCERS]. See what he did there? Version .40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 03:24, 30 September 2008 (EDT)&lt;br /&gt;
::::Indeed... whoever wrote that FAQ entry must have been a very wise and knowledgable person. Truly a paragon among men. -[[User:Fuzzy|Fuzzy]] 13:00, 30 September 2008 (EDT)&lt;br /&gt;
:::::It is only right that we should link there from here and let his teachings be known more widely. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:49, 1 October 2008 (EDT)&lt;br /&gt;
::::::Added to the page. --[[User:GreyMario|GreyMaria]] 14:34, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Closed door method of impounding cats ==&lt;br /&gt;
&lt;br /&gt;
Recently, a method was posted to isolate cats by means of tightly-closed doors, luring the owner there by drafting, and then letting him leave while the cat is stymied. I haven't had means to test this exact method, but I do know that cats and other pets will eventually get out of the tightly closed doors if there's ever another Dwarf that will walk through. My experience is that cats especially will just sit by the door with a question mark, waiting for someone to open it so they can slip out (just like real cats!). Similarly, I've seen accounts of people on the board who've noticed peculiarly sneaky muskoxen using the same tactic to get into fortresses. -[[User:Fuzzy|Fuzzy]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In addition, wouldn't this method just cause the pathfinding algorithm to continually execute for the cat, slowing down the FPS anyway? Also this could be moved to the 'catsplosion' page, rather than being here... --[[User:Khimaera UK|JK]] 20:45, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::All animals will pile up at tightly closed doors because they path like dwarves, so they don't understand the door won't open for them.  This should kill your FPS because they are queuing the pathfinding algorithm repeatedly.  Now, if you really want to control the cat problem with tightly closed doors, build a Upright Spike trap right next to the door with a lever on the other side.  When the cats pile up, have someone go pull the lever.  (Works best with 2 doors airlock fashion so you can forbid the other door when you notice a cat pileup to stop dwarves from pathing through the room and letting the cats out before their death). --[[User:Squirrelloid|Squirrelloid]] 21:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Make the floor of the cat impound a retracting bridge. When pulled, cats fall 1 z-level into a completely sealed walled-in room. Now there is no door to escape, and cats cease pathfinding in favor of standing there pitiably until the end of time. Deconstruct a wall to let them out. --[[User:Rkyeun|Rkyeun]] 08:27, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've also noticed that cat's aren't very smart. I once saw 3 trying to get into a human house because there was a lizard inside. They wouldn't go find another victim, they seemed focused on that one lizard. this could potentially have some use for cat death traps.--[[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
== Virgin birth? ==&lt;br /&gt;
&lt;br /&gt;
My current fortress is an obsidian wasteland, complete with haunted area that is spawning undead animals regularly. I only brought 1 cat with me. I haven't kept an eagle's eye on the creatures in the area, but my single female cat just gave birth to kittens. No immigrants have arrived, but I've had the first two caravans come through. They don't bring (uncaged) cats with them, do they?&lt;br /&gt;
&lt;br /&gt;
:Well, the gestation period for cats in RL is about two months and I'm not sure just what the gestation period is in DF. It's entirely possible that traders will have a stray cat tagging along, so if its the opposite gender... you know. I did think that she was pregnant from the start (as in mated before the game 'started'), but given that a year and a half went by...--[[User:Smjjames|Smjjames]] 18:12, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've seen other evidence to suggest that caged males can impregnate uncaged females. Certainly, we have seen evidence that animals which have never come in contact with each other can mate. My most recent fortress included a large array of paired animals (cats, dogs, horses, donkeys, muskox). All of them gave birth within a very narrow time frame right as Autumn began. This suggests that all animals have the same 2-season gestation period. -- 05:07, 20 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Chains ==&lt;br /&gt;
&lt;br /&gt;
Can't you just chain them instead?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:25, 23 July 2009 (UTC)&lt;br /&gt;
:I think you can't chained named pets. Just strays? - Cayzle&lt;br /&gt;
::You &amp;quot;think&amp;quot;? For trivial questions, trivial experiments are called for - and let's be honest, this is hardly a complex or hard-to-answer question.  Just find out instead of wondering or guessing. If you have an empty [[restraint]] (chain or rope), [[pet]]s do not appear on the list of possible animals to assign to it, only &amp;quot;stray&amp;quot; animals - ''with or without names!''.  (An animal that is &amp;quot;named&amp;quot; is not the same as &amp;quot;being a pet&amp;quot;.)  Note also that if a ''stray'' cat is chained, and then later adopts someone after that, the &amp;quot;owner&amp;quot; (the dwarf, not the cat) will get bad thoughts until the animal is released. --[[User:Albedo|Albedo]] 19:19, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== paused adoption ==&lt;br /&gt;
&lt;br /&gt;
i'm one of the types to spend about 2 hours just designing keeping the game paused and draw digging plots when 4 games out of 5 i get a &amp;quot;(so in so) cat has adopted (named dwarf)&amp;quot;. always happens if a dwarf has a liking to cats and never otherwise. not a bug report or anything just a finding as nothing is &amp;quot;wrong&amp;quot;. [[User:Soul4hdwn|Soul4hdwn]] 00:03, 7 September 2009 (UTC)&lt;br /&gt;
:Yeah, had this happen too.  It appears a few of the timers (liaison conversations, adoption, etc.) work off of a real time counter, and not seasons.  Incredibly aggravating in this case.--Gotthard 04:53, 7 September 2009 (UTC)&lt;br /&gt;
:: The question is, did the dwarf like cats before the cat adopted him? --[[User:RomeoFalling|RomeoFalling]] 05:09, 20 September 2009 (UTC)&lt;br /&gt;
::There seems to be a strange issue with using the mouse to designate areas which causes some events to act as though a game tick has occured with each click, which results in meetings progressing, record-keepers performing record-keeping, and cats adopting owners even when the game is paused. Using the keyboard doesn't seem to cause this to happen.--[[User:Quil|Quil]] 23:13, 12 November 2009 (UTC)&lt;br /&gt;
:::It's a known bug.--[[User:Albedo|Albedo]] 11:52, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cats fixed? ==&lt;br /&gt;
&lt;br /&gt;
 However, in earlier versions, because they lack body parts that can grasp, they will cancel&lt;br /&gt;
 the task with a &amp;quot;too injured&amp;quot; message,&lt;br /&gt;
&amp;quot;In earlier versions&amp;quot;?! When did this get fixed? We're still using 0.28.181.40d, and have been for years. No new version, no code fix, neh?--[[User:Albedo|Albedo]] 10:20, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think in Mayday's release cats have [grasp]. [[User:VengefulDonut|VengefulDonut]] 14:34, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot link Animals ==&lt;br /&gt;
&lt;br /&gt;
I can't determine how to link animals to Category:Animals. --[[User:Bombcar|Bombcar]] 18:19, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Asfghn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=143246</id>
		<title>40d Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=143246"/>
		<updated>2011-03-31T05:25:25Z</updated>

		<summary type="html">&lt;p&gt;Asfghn: /* Disable Cats? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Old Age?==&lt;br /&gt;
&lt;br /&gt;
How old do cats have to be to die of old age? Or is it random? One recently died in my fort, and I'm not sure how old my fort is.&lt;br /&gt;
--[[User:Rotten|Rotten]] 20:46, 9 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bones, etc. count ==&lt;br /&gt;
&lt;br /&gt;
Wile butchering cats I always got stacks of 3 bones... Anyone, check this, please. --[[User:Dorten]]&lt;br /&gt;
&lt;br /&gt;
:Cats are size 3 in the raws so 3 stacks of bones would make sense to me. Maybe they are taking the numbers from kittens, likewise you probably get 3 meat. Can someone confirm this, I don't trust my reading of the raws. --[[User:Shades|Shades]] 04:00, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Bone#=Size --[[User:Savok|Savok]] 12:58, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disable Cats? ==&lt;br /&gt;
&lt;br /&gt;
I'm getting annoyed with all these cats, is there a way to delete them? Maybe removing their creature details? --[[User:AlexFili|AlexFili]] 05:38, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yep, that's the way. Just look for the file raw/objects/creature_domestic.txt and delete the 'cat' creature. Although personally I wouldn't recommend that, since if you just delete the [VERMINHUNTER] the cats act like normal animals, they don't go around slaughtering rats and roaches and they dont 'adopt' owners.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 12:28, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is there anyway to remove cats adoption behaviour whilst leaving their rat catching intact?----&lt;br /&gt;
:None known. The two are tied together in the deeper game code. (If you give, say, dogs the [vermin catcher] tag, they begin to adopt owners same as cats.)--[[User:Albedo|Albedo]] 17:44, 9 August 2009 (UTC)&lt;br /&gt;
::I know this is an old comment, but for anyone looking at the talk page that might not know this:&lt;br /&gt;
&lt;br /&gt;
::You can remove cats' owner-adopting capability by replacing [VERMINHUNTER] with [AT_PEACE_WITH_WILDLIFE], [RETURNS_VERMIN_KILLS_TO_OWNER], and (most importantly) [HUNTS_VERMIN]—which, along with [ADOPTS_OWNER], is what the [VERMINHUNTER] tag actually implies.--[[User:Asfghn|Asfghn]] 05:25, 31 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too injured? ==&lt;br /&gt;
&lt;br /&gt;
Right after the last siege, I've had a sudden surge of odd announcements along the lines of &amp;quot;Tame Cat Algazud Knogger cancels Store Item in Stockpile: Too Injured&amp;quot;. Several cats exhibit this behavior, none of them actually wounded in any way I can tell. Anyone else seen this? -[[User:Fuzzy|Fuzzy]] 17:51, 9 September 2008 (EDT)&lt;br /&gt;
:I'm guessing that the vermin the cat just killed and wants to move to the stockpile is what's tripping the injured message. I'm seeing it I think every time a cat kills a vermin. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 9 September 2008 (EDT)&lt;br /&gt;
::Ah, well it's still happening. I took a look through the bug list and someone has listed it under &amp;quot;Announcement spamming&amp;quot;. No response yet from The Toady One as best I could tell. It's annoying, but I already have to deal with a lot of spurious cancellation messages, so it's liveable. -[[User:Fuzzy|Fuzzy]] 12:00, 10 September 2008 (EDT)&lt;br /&gt;
:::See [[Cat cancels Store Item in Stockpile: Too injured]]. The cat needs something to grasp with, apparently; either you make a type of grasping mouth and call it CAT_MOUTH, and assign it to CAT, or just change the CAT raws from [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH] to [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:UPPERBODY_PINCERS]. See what he did there? Version .40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 03:24, 30 September 2008 (EDT)&lt;br /&gt;
::::Indeed... whoever wrote that FAQ entry must have been a very wise and knowledgable person. Truly a paragon among men. -[[User:Fuzzy|Fuzzy]] 13:00, 30 September 2008 (EDT)&lt;br /&gt;
:::::It is only right that we should link there from here and let his teachings be known more widely. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:49, 1 October 2008 (EDT)&lt;br /&gt;
::::::Added to the page. --[[User:GreyMario|GreyMaria]] 14:34, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Closed door method of impounding cats ==&lt;br /&gt;
&lt;br /&gt;
Recently, a method was posted to isolate cats by means of tightly-closed doors, luring the owner there by drafting, and then letting him leave while the cat is stymied. I haven't had means to test this exact method, but I do know that cats and other pets will eventually get out of the tightly closed doors if there's ever another Dwarf that will walk through. My experience is that cats especially will just sit by the door with a question mark, waiting for someone to open it so they can slip out (just like real cats!). Similarly, I've seen accounts of people on the board who've noticed peculiarly sneaky muskoxen using the same tactic to get into fortresses. -[[User:Fuzzy|Fuzzy]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In addition, wouldn't this method just cause the pathfinding algorithm to continually execute for the cat, slowing down the FPS anyway? Also this could be moved to the 'catsplosion' page, rather than being here... --[[User:Khimaera UK|JK]] 20:45, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::All animals will pile up at tightly closed doors because they path like dwarves, so they don't understand the door won't open for them.  This should kill your FPS because they are queuing the pathfinding algorithm repeatedly.  Now, if you really want to control the cat problem with tightly closed doors, build a Upright Spike trap right next to the door with a lever on the other side.  When the cats pile up, have someone go pull the lever.  (Works best with 2 doors airlock fashion so you can forbid the other door when you notice a cat pileup to stop dwarves from pathing through the room and letting the cats out before their death). --[[User:Squirrelloid|Squirrelloid]] 21:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Make the floor of the cat impound a retracting bridge. When pulled, cats fall 1 z-level into a completely sealed walled-in room. Now there is no door to escape, and cats cease pathfinding in favor of standing there pitiably until the end of time. Deconstruct a wall to let them out. --[[User:Rkyeun|Rkyeun]] 08:27, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've also noticed that cat's aren't very smart. I once saw 3 trying to get into a human house because there was a lizard inside. They wouldn't go find another victim, they seemed focused on that one lizard. this could potentially have some use for cat death traps.--[[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
== Virgin birth? ==&lt;br /&gt;
&lt;br /&gt;
My current fortress is an obsidian wasteland, complete with haunted area that is spawning undead animals regularly. I only brought 1 cat with me. I haven't kept an eagle's eye on the creatures in the area, but my single female cat just gave birth to kittens. No immigrants have arrived, but I've had the first two caravans come through. They don't bring (uncaged) cats with them, do they?&lt;br /&gt;
&lt;br /&gt;
:Well, the gestation period for cats in RL is about two months and I'm not sure just what the gestation period is in DF. It's entirely possible that traders will have a stray cat tagging along, so if its the opposite gender... you know. I did think that she was pregnant from the start (as in mated before the game 'started'), but given that a year and a half went by...--[[User:Smjjames|Smjjames]] 18:12, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've seen other evidence to suggest that caged males can impregnate uncaged females. Certainly, we have seen evidence that animals which have never come in contact with each other can mate. My most recent fortress included a large array of paired animals (cats, dogs, horses, donkeys, muskox). All of them gave birth within a very narrow time frame right as Autumn began. This suggests that all animals have the same 2-season gestation period. -- 05:07, 20 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Chains ==&lt;br /&gt;
&lt;br /&gt;
Can't you just chain them instead?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:25, 23 July 2009 (UTC)&lt;br /&gt;
:I think you can't chained named pets. Just strays? - Cayzle&lt;br /&gt;
::You &amp;quot;think&amp;quot;? For trivial questions, trivial experiments are called for - and let's be honest, this is hardly a complex or hard-to-answer question.  Just find out instead of wondering or guessing. If you have an empty [[restraint]] (chain or rope), [[pet]]s do not appear on the list of possible animals to assign to it, only &amp;quot;stray&amp;quot; animals - ''with or without names!''.  (An animal that is &amp;quot;named&amp;quot; is not the same as &amp;quot;being a pet&amp;quot;.)  Note also that if a ''stray'' cat is chained, and then later adopts someone after that, the &amp;quot;owner&amp;quot; (the dwarf, not the cat) will get bad thoughts until the animal is released. --[[User:Albedo|Albedo]] 19:19, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== paused adoption ==&lt;br /&gt;
&lt;br /&gt;
i'm one of the types to spend about 2 hours just designing keeping the game paused and draw digging plots when 4 games out of 5 i get a &amp;quot;(so in so) cat has adopted (named dwarf)&amp;quot;. always happens if a dwarf has a liking to cats and never otherwise. not a bug report or anything just a finding as nothing is &amp;quot;wrong&amp;quot;. [[User:Soul4hdwn|Soul4hdwn]] 00:03, 7 September 2009 (UTC)&lt;br /&gt;
:Yeah, had this happen too.  It appears a few of the timers (liaison conversations, adoption, etc.) work off of a real time counter, and not seasons.  Incredibly aggravating in this case.--Gotthard 04:53, 7 September 2009 (UTC)&lt;br /&gt;
:: The question is, did the dwarf like cats before the cat adopted him? --[[User:RomeoFalling|RomeoFalling]] 05:09, 20 September 2009 (UTC)&lt;br /&gt;
::There seems to be a strange issue with using the mouse to designate areas which causes some events to act as though a game tick has occured with each click, which results in meetings progressing, record-keepers performing record-keeping, and cats adopting owners even when the game is paused. Using the keyboard doesn't seem to cause this to happen.--[[User:Quil|Quil]] 23:13, 12 November 2009 (UTC)&lt;br /&gt;
:::It's a known bug.--[[User:Albedo|Albedo]] 11:52, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cats fixed? ==&lt;br /&gt;
&lt;br /&gt;
 However, in earlier versions, because they lack body parts that can grasp, they will cancel&lt;br /&gt;
 the task with a &amp;quot;too injured&amp;quot; message,&lt;br /&gt;
&amp;quot;In earlier versions&amp;quot;?! When did this get fixed? We're still using 0.28.181.40d, and have been for years. No new version, no code fix, neh?--[[User:Albedo|Albedo]] 10:20, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think in Mayday's release cats have [grasp]. [[User:VengefulDonut|VengefulDonut]] 14:34, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot link Animals ==&lt;br /&gt;
&lt;br /&gt;
I can't determine how to link animals to Category:Animals. --[[User:Bombcar|Bombcar]] 18:19, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Asfghn</name></author>
	</entry>
</feed>