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Editing v0.31:Captured creatures
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− | You can capture creatures in a variety of ways, including | + | You can capture creatures in a variety of ways, including {{L|animal trap}}s for {{L|vermin}}, {{L|Traps#Cage_Trap|cage traps}} for wild {{L|animal}}s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment, but this is only because animals do not require food. Caged animals have lifetimes, though, so they will die eventually. Caged dwarves (except those in {{L|jail}}) will quickly starve, for they are never fed. The only case when a caged creature is fed is during its taming. |
− | Below is a collection of some things you can do with creatures in | + | Below is a collection of some things you can do with creatures in {{L|cage}}s or other holding devices. |
===Training and taming=== | ===Training and taming=== | ||
− | A dwarf with the | + | A dwarf with the {{L|animal trainer|animal training}} labor enabled can tame wild animals (including {{L|vermin}}) at a {{L|kennel}}. A tame animal has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps. |
Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed even off the map are "un-tamable". Despite appearing tame, such a creature will go dwarf-killing as soon as it is released. | Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed even off the map are "un-tamable". Despite appearing tame, such a creature will go dwarf-killing as soon as it is released. | ||
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Elven merchants often sell caged animals, even some that can't normally be trained. Often cages that appear empty on the trading screen (ie, -oaken cage-) will have tame rats, squirrels or other small animals in them. Tamed animals can act as a guard, attacking hostile creatures. | Elven merchants often sell caged animals, even some that can't normally be trained. Often cages that appear empty on the trading screen (ie, -oaken cage-) will have tame rats, squirrels or other small animals in them. Tamed animals can act as a guard, attacking hostile creatures. | ||
− | Dragons and other | + | Dragons and other {{L|megabeast}}s may also be tamed, but this requires a {{L|Dungeon master}} which is currently buggy (0.31.10). Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master. |
− | Tamed vermin and animals may be adopted as | + | Tamed vermin and animals may be adopted as {{L|pet}}s by the dwarves, and animals may also be {{L|Butchery|slaughter}}ed for food. {{L|Cage}}s and {{L|restraint}}s are also useful in {{L|meat_industry|animal husbandry}}. |
===Holding=== | ===Holding=== | ||
− | You can restrain creatures by assigning them to | + | You can restrain creatures by assigning them to {{L|restraint}}s, putting them in cages, or throwing them in {{L|Activity zone#Pit/Pond|pits or ponds}}. This can reduce {{L|lag}}, and may prevent adoption as pets (so they remain slaughterable without tantruming owners). This will ''not'' work with {{L|cat}}s, who adopt their masters, not the other way around, and despite any physical barriers |
* '''Cages''': An indefinite number of animals may be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). "Large animal caging" jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (But is not ''assigned'' to the cage, so your dwarves will free it if you don't stop them.). Animals do not breed in cages, but an already pregnant animal will give birth while in a cage. | * '''Cages''': An indefinite number of animals may be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). "Large animal caging" jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (But is not ''assigned'' to the cage, so your dwarves will free it if you don't stop them.). Animals do not breed in cages, but an already pregnant animal will give birth while in a cage. | ||
− | :Caveat — Do not reassign any animal that is not tame (for example, one captured via a | + | :Caveat — Do not reassign any animal that is not tame (for example, one captured via a {{L|Traps#Cage trap|cage trap}}). If you do, the dwarf moving the animal will open the cage and then flee due to the proximity of the wild animal. |
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* '''Chains/ropes''': Installed chains ({{k|b}}-{{k|v}}) and assign animals to them {{k|q}}. They'll be able to move one tile in any direction (including up/down/diagonal). | * '''Chains/ropes''': Installed chains ({{k|b}}-{{k|v}}) and assign animals to them {{k|q}}. They'll be able to move one tile in any direction (including up/down/diagonal). | ||
− | * '''Pits/ponds''': You can designate an area as pit or pond by creating an | + | * '''Pits/ponds''': You can designate an area as pit or pond by creating an {{L|Activity zone#Pit/Pond|activity zone}}, designating it as pit/pond and assigning animals to it by setting its properties by pressing {{k|P}}. Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity. |
===Other uses=== | ===Other uses=== | ||
− | * ''' | + | * '''{{L|Zoo}}''' areas may be defined from a built cage via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive happy or unhappy thoughts from seeing an animal in a zoo based on their preferences. Owning the cage containing a loved animal is even better. |
− | * '''Confiscating prisoner items''': You can strip a captured critter of its equipment. First, use {{k|d}}-{{k|b}}-{{k|c}} and {{k|d}}-{{k|b}}-{{k|d}} to mark the entire stockpile of cages (and ''every item in the cages'' | + | * '''Confiscating prisoner items''': You can strip a captured critter of its equipment. First, use {{k|d}}-{{k|b}}-{{k|c}} and {{k|d}}-{{k|b}}-{{k|d}}to mark the entire stockpile of cages (and ''every item in the cages'' for reclaiming and then for dumping, then use {{k|k}} (for unbuilt cages) or {{k|t}} (for built cages) to view and undump the cage itself. After you ordered the items dumped, dwarves will come and strip the items from your captives. If they do not, double-check that you've reclaimed ({{k|d}}-{{k|b}}-{{k|c}}) - all the equipment a hostile carries is {{k|f}}orbidden by default. |
* '''Usage as an execution device''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and then releasing the beast. Remember to also install a cage trap to recapture the beast afterward. | * '''Usage as an execution device''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and then releasing the beast. Remember to also install a cage trap to recapture the beast afterward. | ||
− | * '''Silk farming''': If you are the lucky owner of a tamed | + | * '''Silk farming''': If you are the lucky owner of a tamed {{L|giant cave spider}}, you can release disarmed enemies in a room with it, causing it to shoot significant quantities of {{L|silk}} which can then be woven into expensive cloth. Creative arrangements of doors, chains, and fortifications can allow a setup which generates a near-constant stream of silk using a single creature as bait. |
{{Category|Creatures}} | {{Category|Creatures}} |