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Editing 40d:Captured creatures

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{{quality|Exceptional|15:45, 29 April 2011 (UTC)}}{{av}}
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You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[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{{version|0.28.181.40d}}, but this is only because animals do not require food.  Caged dwarves (except those in [[jail]]) will quickly starve, for they are never fed.  The only case when a caged creature is fed is during its taming.
You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[cage trap]]s for wild [[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 dwarves (except those in [[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 [[cage]]s or other holding devices.
 
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.
  
 
===Training and taming===
 
===Training and taming===
A dwarf with the [[animal trainer|animal training]] labor enabled can tame wild animals (including [[vermin]]) at a [[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.  
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A dwarf with the [[animal training]] labor enabled can tame wild animals (including [[vermin]]) at a [[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 are "un-tamable". Despite appearing tame, such a creature will go dwarf-killing as soon as it is released, with the added bonus of being immune to traps.
 
Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed are "un-tamable". Despite appearing tame, such a creature will go dwarf-killing as soon as it is released, with the added bonus of being immune to traps.
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You can restrain creatures by assigning them to [[restraint]]s, putting them in cages, or throwing them in [[Activity zone#Pit/Pond|pits or ponds]].  This can reduce [[lag]], and may prevent adoption as pets (so they remain slaughterable without tantruming owners).  This will ''not'' work with [[cat]]s, who adopt their masters, not the other way around, and despite any physical barriers
 
You can restrain creatures by assigning them to [[restraint]]s, putting them in cages, or throwing them in [[Activity zone#Pit/Pond|pits or ponds]].  This can reduce [[lag]], and may prevent adoption as pets (so they remain slaughterable without tantruming owners).  This will ''not'' work with [[cat]]s, who adopt their masters, not the other way around, and despite any physical barriers
  
* '''Cages''': An indefinite number of animals might 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.). There is some doubt whether animals do breed in cages, but an already pregnant animal will definitely give birth while in a cage.
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* '''Cages''': An indefinite number of animals might 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.). There is some doubt whether animals do breed in cages, but an already pregnant animal will definitly give birth while in a cage.
  
:Caveat — When an animal is captured via a [[cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.
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:Caveat — When an animal is captured via a [[Traps#Cage trap|cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.{{v|0.27.176.38c}}
  
 
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.
 
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.
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===How to capture your own Dwarves===
 
===How to capture your own Dwarves===
The easiest and safest way to obtain a Dwarf cage is to build [[jail|prison]]s with only metal cages, and get as many prisoners as you can (ignoring [[mandate]]s is usually efficient).  When you have someone installed in a cage, remove the building ({{k|q}} {{k|x}}).  You now have your very own Dwarf cage, ready for lots of interesting things (e.g. starvation).
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The easiest and safest way to obtain a Dwarf cage is to build [[prison]]s with only metal cages, and get as many prisoners as you can (ignoring [[mandate]]s is usually efficient).  When you have someone installed in a cage, remove the building ({{k|q}} {{k|x}}).  You now have your very own Dwarf cage, ready for lots of interesting things (e.g. starvation).
  
While in the cage, the dwarf cannot be released using most "normal" methods, and will not be fed while in the cage. To release the dwarf, you must attach the cage to a lever, and pull the lever to release the cage.
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Note that the dwarf '''cannot''' be released after its sentence is over and will never be fed. {{v|0.28.181.40d}}
  
 
===Zoo===
 
===Zoo===
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* '''[[Dwarven Atom Smasher]]''': You can set up a 1-tile of garbage dump zone under a raised drawbridge, designate whatever cages with hostiles you have for dumping, and then pulverize them along with their inhabitants by lowering the bridge.
 
* '''[[Dwarven Atom Smasher]]''': You can set up a 1-tile of garbage dump zone under a raised drawbridge, designate whatever cages with hostiles you have for dumping, and then pulverize them along with their inhabitants by lowering the bridge.
  
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a [[chasm]]; then the edge of the tower (the abyss adjacent to the edge of the tower) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.
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* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a [[chasm]]; the the edge of the tower (some of the tower and some of the abyss) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.
  
 
* '''Execution shaft''': Almost the same as an execution tower, except that there is a stairway near a channeled out shaft that allows access to the bottom.  This enables you to [[reclaim|loot the corpses]] afterwards.  It is recommended to place a [[door]] between the landing square and the up stairs, so that it can be locked during execution to ensure that any survivors cannot escape and no dwarves attempt to clean up the mess if multiple critters are being dropped.
 
* '''Execution shaft''': Almost the same as an execution tower, except that there is a stairway near a channeled out shaft that allows access to the bottom.  This enables you to [[reclaim|loot the corpses]] afterwards.  It is recommended to place a [[door]] between the landing square and the up stairs, so that it can be locked during execution to ensure that any survivors cannot escape and no dwarves attempt to clean up the mess if multiple critters are being dropped.
  
* '''Execution range''': Dig a medium-sized pit (6x6 or more recommended) and set it as a pit/pond as you would with other methods. At one end of the pit, build a wall and cut fortifications in it. When you have prisoners, throw them into the pit and station your marksdwarves next to the wall. They will shoot through the wall, killing the creatures. It is recommended that you build a way for your dwarves to clean out the pit (bridge,floodgate,etc.) since you can store the remains until they become bones and them make more arrows for your marksdwarves to use.
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* '''Execution range''': Dig a medium sized pit (6x6 or more recommended) and set it as a pit/pond as you would with other methods. At one end of the pit, build a wall and cut fortifications in it. When you have prisoners, throw them into the pit and station your marksdwarves next to the wall. They will shoot through the wall, killing the creatures. It is recommended that you build a way for your dwarves to clean out the pit (bridge,floodgate,etc.) since you can store the remains until they become bones and them make more arrows for your marksdwarves to use.
  
Some invaders, such as dwarfs, can not be assigned to a pit. Others, such as [[Thief|thieves]] and certain dangerous creatures (including [[Undead|undead]] and [[Chasm#Hazards|chasm dwellers]]), can easily escape if a dwarf tries to pull them out of the cage and drop them. In these cases, build the invader's cage in a pit and attach it to a lever, releasing it where your marksdwarves can safely kill it.
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Some invaders,like dwarfs{{verify}}, can not be assigned to a pit. In these cases, build some cages in the pit and attach them to lever. Put the invader in the cage and throw the switch. If done correctly, they will mill about in the pit until your marksdwarves can pick them off.
  
*'''Slaughter tower''': Almost identical to the execution shaft, except this one kills masses at once. You need to build a hollow tower ~10 Z-levels high. There should be no floors except for the bottom, and you should get your masons up there by staircases on the outside. Then build a retractable bridge at the top instead of a floor. Build a few Butcher's Workshops and a lever at the bottom of the tower. Connect the lever to the bridge. Now build walls for 1 Z-level on top of the tower such that the bridge is totally unaccessable. Now designate the area 1 Z-level above the bridge as a pit/pond. Assign all the animals you want to sacrifice to be thrown into the pit/pond. Once all of them are in the pit, get a dwarf to pull the lever, and start the butchering.
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*'''Slaughter tower''': Almost identical to the execution shaft, except this one kills masses at once. You need to build a hollow tower ~10 Z-levels high. There should be no floors except for the bottom, and you should get your masons up there by staircases on the outside. Then build a retractable bridge at the top instead of a floor. Build a few Butcher's Workshops and a lever at the bottom of the tower. Connect the lever to the bridge. Now build walls for 1 Z-level on top of the tower such that the bridge is totally unaccessable. Now designate the area 1 Z-level above the bridge as a pit/pond. Assign all the animals you want to sacrifice to be thrown into the pit/pond. Once all of them are in the pit, get a dwarf to pull the lever. Start the butchering!!
  
Note that this can only be done with wild animals - the remains of tame animals cannot be butchered.
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Additional Step: Lock your butchers in so they can butcher corpses faster.
  
 
* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (Magma will melt/burn non-magma-resistant cages along with whatever is inside it. However magma-resistant cages, and any underwater cage, must be opened for this to work because animals in cages do not drown.)
 
* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (Magma will melt/burn non-magma-resistant cages along with whatever is inside it. However magma-resistant cages, and any underwater cage, must be opened for this to work because animals in cages do not drown.)
  
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dog is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts). An injury shaft can also be used to drop the creature into the arena, allowing for an easy kill.
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* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dogs is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts). An injury shaft can also be used to drop the creature into the arena, allowing for an easy kill.
  
 
* '''"Gangplank"''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your [[stone]] for something useful.
 
* '''"Gangplank"''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your [[stone]] for something useful.
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* '''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 [[giant cave spider]], you can release disarmed enemies in a room with it, causing it to shoot significant quantities of [[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.
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[[Category:Creatures]]
 
 
{{Category|Creatures}}
 

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