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Difference between revisions of "40d Talk:Pet"
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Will a pet attack enemies attacking its owner? How does pets work for protection? Can a tame mule or whatever actually be any good in a fight?--[[User:Dwaref|Dwaref]] 22:33, 28 June 2008 (EDT) | Will a pet attack enemies attacking its owner? How does pets work for protection? Can a tame mule or whatever actually be any good in a fight?--[[User:Dwaref|Dwaref]] 22:33, 28 June 2008 (EDT) | ||
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+ | == Pets should have an option to be disabled == | ||
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+ | As far as I can see they provide no real benefit to game-play and should just be turned into an optional feature. | ||
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+ | Most of the pets features are just annoying, no butchery, unable to tie to a rope... | ||
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+ | Either give us the option to butcher/de-pet an animal, or make pets optional so we don't have to suffer with this constant annoyance. --[[User:AlexFili|AlexFili]] 04:53, 17 July 2008 (EDT) |
Revision as of 08:53, 17 July 2008
Is there a reliable way to remove pets? On some of my fortresses, I wind up with 100+ pets and actually see a framerate hit because of it. I don't really care if their owners get an unhappy thought, they'll straighten out when they drink their masterwork beer. Ripheus 21:06, 3 March 2008 (EST)
- Non pet-passable door + death room might work. (A drawbridge would probably work nicely). Get the dorf to walk into the room (build something in there or draft them and station them there), wait for the pet, set door as tightly closed, get the dorf to leave the room, drop bridge. +Kitten tallow biscuits+. --Wabbiteh 06:21, 10 March 2008 (EDT)
- Death rooms are mandatory in fortresses requiring high fps. Best if you station them near main corridor with few backup corridors. It may be possible to trap pets by just door settings alone. Animals don't know that tightly-closed doors count as forbidden for them and will not include them in pathfinding calculations (they see free corridor, not closed door). They will stand before tightly closed door and won't find a better way. Forbidden doors count as obstacle and will be bypassed if possible. This may be used to create automatic death rooms (if they are controlled by pressure plates you may need absolutely no dwarven intervention). Also, you can't butcher cats killed by anything other than butcher, so no +Kitten Tallow Biscuit+ for you. --Someone-else 17:35, 9 May 2008 (EDT)
Worked and worked well, thank you sir. I prefer the spike trap, personally. Ripheus 22:55, 24 March 2008 (EDT)
On the z-animals menu, at least once the economy starts, non-cat pets have a price listed next to them. Is it possible to buy pets off owners? If so, how? (If not, why the monetary value?) --Squirrelloid 02:22, 29 April 2008 (EDT)
- If you mark stray pet as available it'll have price too. It's the price at which a dwarf can buy a pet, whether it's owned by other dwarf or is stray. That's what I think.--Dorten 03:22, 29 April 2008 (EDT)
Will a pet attack enemies attacking its owner? How does pets work for protection? Can a tame mule or whatever actually be any good in a fight?--Dwaref 22:33, 28 June 2008 (EDT)
Pets should have an option to be disabled
As far as I can see they provide no real benefit to game-play and should just be turned into an optional feature.
Most of the pets features are just annoying, no butchery, unable to tie to a rope...
Either give us the option to butcher/de-pet an animal, or make pets optional so we don't have to suffer with this constant annoyance. --AlexFili 04:53, 17 July 2008 (EDT)