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Difference between revisions of "v0.34:Overcrowding"

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'''Overcrowding''' occurs when too many [[tame]] animals share the same tile. Overcrowded animals may become enraged and start fights with other animals or passing dwarves. While large animals may be dangerous, the common result is spamming the combat [[reports]] log.
 
'''Overcrowding''' occurs when too many [[tame]] animals share the same tile. Overcrowded animals may become enraged and start fights with other animals or passing dwarves. While large animals may be dangerous, the common result is spamming the combat [[reports]] log.
  
To avoid overcrowding, groups of animals should not be confined to small spaces, such as [[pasture]]s, small [[meeting hall]]s, and [[Activity_zone#Pit.2FPond|pits]]. For non-grazing creatures, a [[cage]] can easily hold any number of animals without overcrowding. [[Grazer]]s generally require a [[pasture]], however multiple creatures in the same pasture tend to cluster in the upper-left corner, potentially leading to overcrowding despite sufficient pastureland. Each animal can be assigned to its own pasture to prevent overcrowding, at the expense of space and significant micromanagement.  
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To avoid overcrowding, groups of animals should not be confined to too small spaces, such as ill-devised  [[pasture]]s, small [[meeting hall]]s, or [[Activity_zone#Pit.2FPond|pits]]. For non-grazing creatures, a [[cage]] can easily hold any number of animals without overcrowding. [[Grazer]]s generally require a [[pasture]], however multiple creatures in the same pasture tend to cluster in the upper-left corner, potentially leading to overcrowding despite sufficient pastureland. Each animal can be assigned to its own pasture to prevent overcrowding, at the expense of space and significant micromanagement.  
  
 
Interestingly, [[swimming]] creatures do not appear to experience overcrowding. Adding [[water]] to a containment pit/pond at a depth of 4/7 will curtail fighting, though it does make the animals more difficult to recover.
 
Interestingly, [[swimming]] creatures do not appear to experience overcrowding. Adding [[water]] to a containment pit/pond at a depth of 4/7 will curtail fighting, though it does make the animals more difficult to recover.

Revision as of 01:51, 2 April 2013

This article is about an older version of DF.
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A prone creature, a common sign of overcrowding.

Overcrowding occurs when too many tame animals share the same tile. Overcrowded animals may become enraged and start fights with other animals or passing dwarves. While large animals may be dangerous, the common result is spamming the combat reports log.

To avoid overcrowding, groups of animals should not be confined to too small spaces, such as ill-devised pastures, small meeting halls, or pits. For non-grazing creatures, a cage can easily hold any number of animals without overcrowding. Grazers generally require a pasture, however multiple creatures in the same pasture tend to cluster in the upper-left corner, potentially leading to overcrowding despite sufficient pastureland. Each animal can be assigned to its own pasture to prevent overcrowding, at the expense of space and significant micromanagement.

Interestingly, swimming creatures do not appear to experience overcrowding. Adding water to a containment pit/pond at a depth of 4/7 will curtail fighting, though it does make the animals more difficult to recover.