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Difference between revisions of "40d:Cat"
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− | Cats | + | '''Cats''' will kill [[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 | + | Cats cannot be assigned as [[pet|pets]]; instead, cats choose [[dwarves]] as owners. Cats will only choose [[dwarf|dwarves]] who have the [[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 takes it. |
− | Cats are also infamous for the [[catsplosion]]: if you are not careful, cats will be everywhere, causing your [[ | + | 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|kittens can be butchered]] to provide a small never-ending trickle of [[skin]] (to become [[leather]]), [[bone|bones]] (for a variety of end-products) and [[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 [[Meat industry#Breeding|Breeding]]) |
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+ | Cats are also infamous for the [[catsplosion]]: if you are not careful, cats will be everywhere, causing your [[Frames per second|FPS]] to plummet, and [[Trap#Upright_Spear.2FSpike|killing]] [[pet|pets]] causes a strong unhappy [[thought]] to the owner. | ||
Cats, by nature, will attempt to pack vermin to their owners - often, the owner will then dismiss the cat, at which point the cat will attempt to bring the vermin remains to an appropriate refuse [[stockpile]]. However, because they lack body parts that can grasp, they will cancel the task with a "too injured" message, leaving the vermin on the floor for another dwarf to clean up. For more info and a fix, see [[Cat cancels Store Item in Stockpile: Too injured]]. | Cats, by nature, will attempt to pack vermin to their owners - often, the owner will then dismiss the cat, at which point the cat will attempt to bring the vermin remains to an appropriate refuse [[stockpile]]. However, because they lack body parts that can grasp, they will cancel the task with a "too injured" message, leaving the vermin on the floor for another dwarf to clean up. For more info and a fix, see [[Cat cancels Store Item in Stockpile: Too injured]]. | ||
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{{Creatures}} | {{Creatures}} | ||
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Latest revision as of 18:15, 3 October 2014
c | |
Portrait | |
---|---|
Biome | |
| |
Tamed Attributes | |
Pet value | 20 |
Not hunting/war trainable | |
Age | |
Adult at: | 1 |
Max age: | 10-20 |
Butchering returns | |
Bones | 3 |
Chunks | 3 |
Meat | 3 |
Fat | 1 |
Skulls | 1 |
Skin | Leather |
This article is about an older version of DF. |
Cats will kill 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 pets; instead, cats choose dwarves as owners. Cats will only choose dwarves who have the 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 takes it.
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, kittens can be butchered to provide a small never-ending trickle of skin (to become leather), bones (for a variety of end-products) and 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 Breeding)
Cats are also infamous for the catsplosion: if you are not careful, cats will be everywhere, causing your FPS to plummet, and killing pets causes a strong unhappy thought to the owner.
Cats, by nature, will attempt to pack vermin to their owners - often, the owner will then dismiss the cat, at which point the cat will attempt to bring the vermin remains to an appropriate refuse stockpile. However, because they lack body parts that can grasp, they will cancel the task with a "too injured" message, leaving the vermin on the floor for another dwarf to clean up. For more info and a fix, see Cat cancels Store Item in Stockpile: Too injured.
[CREATURE:CAT]
[NAME:cat:cats:cat]
[TILE:'c'][COLOR:0:0:1]
[VERMINHUNTER]
[PETVALUE:20]
[CARNIVORE][NATURAL][PET]
[LARGE_ROAMING]
[COMMON_DOMESTIC][BENIGN]
[PREFSTRING:aloofness]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[BODYGLOSS:PAW]
[SIZE:3]
[MAXAGE:10:20]
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
[CHILD:1][CHILDNAME:kitten:kittens]
[FAT:1]
[DIURNAL]
[STANDARD_FLESH]
[HOMEOTHERM:10070]
[LAYERING:100]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE] |