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Editing 40d Talk:Pet

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==Controlling movement & pathing attempts==
 
==Controlling movement & pathing attempts==
 
I've been looking for a way to lock pets up and keep them from crowding my screen and putting themselves in danger (a river full of [[Carp]], [[Sturgeon]], [[Longnose_gar|Longnose Gar]] AND [[Sea_lamprey|Sea Lampreys]] is as deadly to careless pets as careless dwarves). Tightly-closed doors are largely ineffective, as the pets sit in front of them ready to spring out the moment a dwarf opens one (for example, to lock up another pet). I also suspect the constant pathing errors they generate thinking they can get through on their own (as Someone-else mentioned above) impact performance, though thankfully I don't have enough pets to be sure (yet). I've been working on a way to lock pets away such that they'll sit quietly not attempting to escape as soon as the opportunity presents itself, and it's proving a fairly complex task, since I'm trying to do this WITHOUT killing them. I'm wondering:
 
I've been looking for a way to lock pets up and keep them from crowding my screen and putting themselves in danger (a river full of [[Carp]], [[Sturgeon]], [[Longnose_gar|Longnose Gar]] AND [[Sea_lamprey|Sea Lampreys]] is as deadly to careless pets as careless dwarves). Tightly-closed doors are largely ineffective, as the pets sit in front of them ready to spring out the moment a dwarf opens one (for example, to lock up another pet). I also suspect the constant pathing errors they generate thinking they can get through on their own (as Someone-else mentioned above) impact performance, though thankfully I don't have enough pets to be sure (yet). I've been working on a way to lock pets away such that they'll sit quietly not attempting to escape as soon as the opportunity presents itself, and it's proving a fairly complex task, since I'm trying to do this WITHOUT killing them. I'm wondering:
 
 
1) if info on how to do this, or for that matter detailed info on how to build a pet death-room, should be included in the article and  
 
1) if info on how to do this, or for that matter detailed info on how to build a pet death-room, should be included in the article and  
 
 
2) if anyone else has some insight on how the non-lethal method can/should be pulled off.
 
2) if anyone else has some insight on how the non-lethal method can/should be pulled off.
 
 
Once I get a workable system I'll post the info here, and can do a writeup on the article if people think it would be useful to have a "pet control" section. [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)
 
Once I get a workable system I'll post the info here, and can do a writeup on the article if people think it would be useful to have a "pet control" section. [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)
 
: The only way to interrupt a healthy creatures' pathfinding algorithm is to block all access from its current location.  No [[ramp]]s, [[door]]s, [[floodgate]]s, [[bridge]]s can lead to it on the same z-level.  Surround it with [[wall]]s or [[channel]]s.  Sadly, the only means of getting the animal out of this [http://www.dwarffortresswiki.net/index.php/Activity_zone#Pit.2FPond|Pit/Pond pit] seems to be to drop it down a retractable [[bridge]], connected to its own [[lever]] somewhere.
 
<pre>
 
  SIDE
 
 
  ___pp___        <-- Room, channel floor, pit designation over channel (dump animals here)
 
  __|,,|__        <-- Room, channel floor, retractable bridge covering the channel, walled-off (dumped animals collect here)
 
  ________        <-- Room (animals released into here)
 
 
'_' are floors
 
'|' are built walls
 
',' are bridges
 
'p' means Pit/Pond designation
 
</pre>
 
:[[User:FJH|FJH]] 00:59, 3 April 2009 (UTC)
 
  
 
== Cost of ownership ==
 
== Cost of ownership ==
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:My current fort's first goblin ambush was put down by two stray (untrained) dogs, a stray wardog, and a stray horse FOAL. They were hanging out in a meeting hall near my trapped entrance hallway and charged right in as soon as the gobbos entered (not waiting for them to trip more than a single cage trap, to my chagrin). I groaned but one dog killed 2 of the invaders without getting a scratch, and the other sustained only a couple minor injuries taking down a 3rd. I'm not sure how much the foal helped as he didn't end up getting a name/kill, but he was certainly involved, and had the bloody hooves to prove it. I'm pretty sure the wardog helped significantly but just didn't happen to land a killing blow.
 
:My current fort's first goblin ambush was put down by two stray (untrained) dogs, a stray wardog, and a stray horse FOAL. They were hanging out in a meeting hall near my trapped entrance hallway and charged right in as soon as the gobbos entered (not waiting for them to trip more than a single cage trap, to my chagrin). I groaned but one dog killed 2 of the invaders without getting a scratch, and the other sustained only a couple minor injuries taking down a 3rd. I'm not sure how much the foal helped as he didn't end up getting a name/kill, but he was certainly involved, and had the bloody hooves to prove it. I'm pretty sure the wardog helped significantly but just didn't happen to land a killing blow.
 
:In any case, the answer's YES, animals will fight if presented with the enemy, and they can be very effective even untrained. They didn't pursue the 2 goblins that fled, interestingly (I was still happy to order double alpo/oats all around for valor, though *grin*) [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)
 
:In any case, the answer's YES, animals will fight if presented with the enemy, and they can be very effective even untrained. They didn't pursue the 2 goblins that fled, interestingly (I was still happy to order double alpo/oats all around for valor, though *grin*) [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)
 
 
Dogs will fight any hostiles that come near.  Other animals will counter-attack, but will otherwise avoid combat.  I've even tested this in adventurer mode, horses will run away from me, but if I swing at them, they have a mean counter.  The passive "other animals" listed above, unfortunately, includes all tamed animals except dogs.  So sadly, a tame bear/elephant/wolf/gorilla/etc. is essentially livestock. --[[User:Smartmo|Smartmo]] 02:24, 1 May 2009 (UTC)
 
  
 
== Named and owned pet in cage ==
 
== Named and owned pet in cage ==
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::Generally its prefstring, although common pets may be less bound by that.  Also, cats adopt dwarves (not vice-versa), so whether the dwarf likes cats or not is completely irrelevant.  What is relevant is whether the cat likes the dwarf - there are dwarves that cats will *not* adopt.  Presumably this is based on personality somehow. --[[User:Squirrelloid|Squirrelloid]] 21:58, 18 January 2009 (EST)
 
::Generally its prefstring, although common pets may be less bound by that.  Also, cats adopt dwarves (not vice-versa), so whether the dwarf likes cats or not is completely irrelevant.  What is relevant is whether the cat likes the dwarf - there are dwarves that cats will *not* adopt.  Presumably this is based on personality somehow. --[[User:Squirrelloid|Squirrelloid]] 21:58, 18 January 2009 (EST)
 
:::According to [[Cat]] a dwarf "liking cats" IS relevant. The cats choose the owners but apparently are more likely to choose dwarves who have the cat prefstring. [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)
 
:::According to [[Cat]] a dwarf "liking cats" IS relevant. The cats choose the owners but apparently are more likely to choose dwarves who have the cat prefstring. [[User:Kirig Stonebeard|Kirig Stonebeard]] 15:21, 10 March 2009 (EDT)
::::With this said, I'm going to change the Dragon Prefstring to the same as cats. :3--[[User:CrazyMcfobo|CrazyMcfobo]] 17:10, 2 August 2009 (UTC)
 
 
==Are animals monogamous?==
 
I've got 1 rooster and 3 chickens right now (playing as human, and with a mod) and am wondering whether or not animals, by default, are monogamous. As in, my rooster can only knock up one of those chickens at a time, not like they get married like dwarves and refuse to touch another one, even if the chicken dies. I'm just wondering if I might be able to keep a dozen chickens happy with one rooster or not. [[User:Shardok|Shardok]] 22:45, 12 August 2009 (UTC)
 
*One male is sufficient to impregnate any number of females. A typical meat industry will have a male chained up in one area and numerous females chained up in another area. --[[User:Quietust|Quietust]] 18:21, 4 September 2009 (UTC)
 
 
==Immigrating with pets==
 
''Immigrants often arrive with one or more pet animals (limited to dogs, cats, cows, horses, mules, or donkeys)'' Should maybe changed to reflect immigrants in modded games arriving with modded animals (needs to be verified) probably it is anything in the raws that has [PET] and [COMMON_DOMESTIC].
 

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