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Difference between revisions of "v0.34:Animal trainer"

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{{av}}
 
{{av}}
  
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works at a [[kennel]], taming certain animals (with food), and turning some [[tame animals]] into war or hunting animals.
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'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works at an [[animal training zone]], taming certain animals (with food), turning some [[tame animals]] into war or hunting animals and reinforcing tameness of animals captured in a [[cage trap]] and tamed later.
  
 
==Notes==
 
==Notes==
  
The kennel offers the option 'train a war dog'. In fact, a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'. Also, many exotic animals (signified by the [[Creature token#P|[PET_EXOTIC]]] tag in their [[raw file]]) require a [[Dungeon master]] in the fortress to allow animal trainers to train them.
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Animal tab ({{k|}} - {{k|Enter}}) has a list of all animals that are tame (and belong to your civilization) or are caged and can be tamed. Each animal on the list can be assigned a trainer, who will then tame (if needed) the animal, increase its tameness (if not born from tamed animals) or train it for war or hunting (if selected for hunting or training). Not all animals can be trained for war or hunting. Taming or increasing tameness requires food (edible [[plant]] for herbivores, [[meat]] for carnivores), which the trainer will bring to the animals. If a caged animal is fed a plant, [[seed]]s will stay in the cage, possibly making it unusable until all the in it seeds are [[dump]]ed.
  
The animal to be trained is selected randomly from the list of unrestrained, uncaged, and unpastured trainable animals. Animals within a pasture can only be trained by a kennel built within that pasture, again unrestrained and unchained. The only ways to choose which animal gets trained is by ensuring no other trainable animal can get to the kennels, e.g. by tying them up or caging them, or building a kennel surrounded by a small pasture with only a single trainable animal within it and issuing the train command from that kennel.
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Certain animals are trivial to tame ([[domestic animals]] are well known by dwarven civilizations), some are rather easy to tame (animals from [[Cavern]]s aren't alien to dwarves). Other creatures will require more attention, at least until your fortress manages to get familiar with them. Which animals are known and how well can be checked in the second sub-tab in "Animals" tab. Badly trained animals can revert to a wild state, resulting in [[fun|dragons rampaging through the fortress]].
  
 
== Trainable Animals  ==
 
== Trainable Animals  ==
 
Giant versions of these animals are also trainable.
 
Giant versions of these animals are also trainable.
  
* [[Dog]]*
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* [[Dog]]
 
* [[Leopard]]
 
* [[Leopard]]
 
* [[Lion]]
 
* [[Lion]]
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* [[Mandrill]]
 
* [[Mandrill]]
 
* [[Gorilla]]
 
* [[Gorilla]]
* [[Grizzly bear]]*
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* [[Grizzly bear]]
 
* [[Polar bear]]
 
* [[Polar bear]]
 
* [[Giant eagle]]
 
* [[Giant eagle]]
* [[Elephant]]*
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* [[Elephant]]
 
* [[Giant bat]] (hunting only)
 
* [[Giant bat]] (hunting only)
 
* [[Giant cave swallow]] (hunting only)
 
* [[Giant cave swallow]] (hunting only)
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If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.
 
If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.
 
<nowiki>*</nowiki> These animals do not require a Dungeon Master to be tamed.
 
 
When taming an animal, the animal trainer does not in fact work in the kennel, but rather, brings food to the animal.  If the animal is caged, and the food leaves seeds, this will result in a [[cage]] containing seeds -- which leaves the cage unusable for some purposes, such as loading [[trap#Cage Trap|cage traps]].  Currently, the only known way to remove seeds from a cage is to dump the seeds (without dumping the cage).
 
  
 
== Bugs ==
 
== Bugs ==

Revision as of 17:10, 24 March 2012

Skill: Animal Trainer
Association  
Profession Ranger
Job Title Animal Trainer
Labor Animal training
Tasks
Workshop

Kennel

Attributes
  • Agility
  • Toughness
  • Endurance
  • Intuition
  • Patience
  • Empathy
This article is about an older version of DF.

Animal trainer is the skill associated with the animal training labor. An animal trainer works at an animal training zone, taming certain animals (with food), turning some tame animals into war or hunting animals and reinforcing tameness of animals captured in a cage trap and tamed later.

Notes

Animal tab ( - Enter) has a list of all animals that are tame (and belong to your civilization) or are caged and can be tamed. Each animal on the list can be assigned a trainer, who will then tame (if needed) the animal, increase its tameness (if not born from tamed animals) or train it for war or hunting (if selected for hunting or training). Not all animals can be trained for war or hunting. Taming or increasing tameness requires food (edible plant for herbivores, meat for carnivores), which the trainer will bring to the animals. If a caged animal is fed a plant, seeds will stay in the cage, possibly making it unusable until all the in it seeds are dumped.

Certain animals are trivial to tame (domestic animals are well known by dwarven civilizations), some are rather easy to tame (animals from Caverns aren't alien to dwarves). Other creatures will require more attention, at least until your fortress manages to get familiar with them. Which animals are known and how well can be checked in the second sub-tab in "Animals" tab. Badly trained animals can revert to a wild state, resulting in dragons rampaging through the fortress.

Trainable Animals

Giant versions of these animals are also trainable.

If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.

Bugs

  • Wild animals can't be tamed with food bought from the embark screen or from caravans. If no home-grown food is available, you'll get a "needs unrotten item" error. Bug:3667
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