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Editing v0.31:Cat
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{{quality|Exceptional|08:06, 30 June 2010 (UTC)}} | {{quality|Exceptional|08:06, 30 June 2010 (UTC)}} | ||
− | {{ | + | {{CreatureInfo v0.31 |
− | |bone= | + | |name=Cat |
− | |meat= | + | |symbol=c|color=0:0:1 |
− | |fat= | + | |biome=* {{L|Domestic animal|Common domestic}} |
− | |intestine= | + | |bone=4 |
+ | |meat=6-7 | ||
+ | |fat=6 | ||
+ | |intestine=1 | ||
|skin=hide | |skin=hide | ||
|skull=1 | |skull=1 | ||
Line 10: | Line 13: | ||
}} | }} | ||
{{av}} | {{av}} | ||
− | + | :''A small mammalian carnivore. It is usually domestic and hunts vermin.'' | |
− | '''Cats''' will kill | + | '''Cats''' will kill {{L|vermin}} in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion). They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity. |
− | Cats cannot be assigned as | + | Cats cannot be assigned as {{L|pet|pets}}; instead, cats choose {{L|dwarves}} as owners. Cats randomly choose from all the dwarves on the map, but have a ''much'' higher probability of choosing a {{L|dwarf}} who has the {{L|preferences|preference}} "''admires cats for their aloofness''". If a cat is caged, it will not adopt; however, it may adopt the moment it is taken from the cage (perhaps to be immediately butchered), regardless of who removes it from the cage. |
− | Cats are useful around the fort to prevent the unhappy thoughts produced by vermin and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|cats can be butchered]] to provide a small, never-ending trickle of | + | Cats are useful around the fort to prevent the unhappy thoughts produced by vermin and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|cats can be butchered]] to provide a small, never-ending trickle of {{L|skin}}, {{L|bone|bones}} and {{L|meat}} for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See {{L|Meat industry#Breeding|Breeding}}) |
− | Cats are also infamous for the phenomenon known as | + | Cats are also infamous for the phenomenon known as {{L|catsplosion}}. If you are not careful, your cat population may explode causing your {{L|Frames per second|FPS}} to plummet. This can be hard to resolve due to the fact that {{L|Trap#Upright_Spear.2FSpike|killing}} {{L|pet|pets}} causes a strong unhappy {{L|thought}} to their owners. |
− | For those who want to "spay and neuter" their current cat population you can open the raw data file "creature_domestic.txt" in your save directory, find the "Cat" entry, and remove [CHILD:1]. Adding it back will re-enable breeding if your population gets too low. | + | For those who want to "spay and neuter" their current cat population you can open the raw data file "creature_domestic.txt" in your save directory, find the "Cat" entry, and remove [CHILD:1]. Adding it back will re-enable breeding if your population gets too low. (it is not advised to do this to the default files unless you never want more cats than what you embark with) |
− | + | Cats, by nature, will attempt to haul vermin to their owners. The owner will then dismiss the cat, at which point the cat will drop the remains for a dwarf with {{L|labor|refuse hauling}} enabled to clean up. | |
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− | Cats, by nature, will attempt to haul vermin to their owners. The owner will then dismiss the cat, at which point the cat will drop the remains for a dwarf with | ||
{{gamedata}} | {{gamedata}} | ||
{{Creatures}} | {{Creatures}} | ||
{{Category|Animals}} | {{Category|Animals}} |