Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: init option: IMMIGRANTPETS  (Read 997 times)

nunix

  • Bay Watcher
    • View Profile
init option: IMMIGRANTPETS
« on: March 27, 2008, 05:11:00 pm »

Simple on/off to keep immigrants from bringing pets.
Logged

Baro

  • Bay Watcher
    • View Profile
Re: init option: IMMIGRANTPETS
« Reply #1 on: March 27, 2008, 05:19:00 pm »

Actually this feature already exists but is hidden away in the animals screen, just press b and animals vanish!  you even get a little bit of food for all your trouble, but don't tell anyone!  And if anyone pouts at the loss of their pet, just send them out to hunt, nothing takes a dwarf's mind off troubles like unarmed hunting.

[ March 27, 2008: Message edited by: Baro ]

Logged

Torak

  • Bay Watcher
  • God of Gods of Blood.
    • View Profile
Re: init option: IMMIGRANTPETS
« Reply #2 on: March 27, 2008, 05:28:00 pm »

quote:
Originally posted by Baro:
<STRONG>Actually this feature already exists but is hidden away in the animals screen, just press b and animals vanish!  you even get a little bit of food for all your trouble, but don't tell anyone!  And if anyone pouts at the loss of their pet, just send them out to hunt, nothing takes a dwarf's mind off troubles like unarmed hunting.

[ March 27, 2008: Message edited by: Baro ]</STRONG>


Next time try giving information that's true.


You cant set claimed pets to be butchered.

Logged
As you journey to the center of the world, feel free to read the death announcements of those dwarves that suffer your neglect.

One billion b-balls dribbling simultaneously throughout the galaxy. One trillion b-balls being slam dunked through a hoop throughout the cosmos. I can feel every single b-ball that has ever existed at my fingertips, I can feel their collective knowledge channeling through my veins. Every jumpshot, every rebound and three-pointer, every layup, dunk and free throw.

Chrispy

  • Bay Watcher
    • View Profile
Re: init option: IMMIGRANTPETS
« Reply #3 on: March 27, 2008, 07:27:00 pm »

quote:
Originally posted by Torak:
<STRONG>

Next time try giving information that's true.


You cant set claimed pets to be butchered.</STRONG>


No, but you can set immigrants to stand right there, beside that pillar, don't mind the mechanism.

Logged
Quote from: Toady
"This suggestion is very broad."
≡«+large yellow diamond+»≡
On the item is an exceptionally designed image of a diamond in yellow diamond.

nunix

  • Bay Watcher
    • View Profile
Re: init option: IMMIGRANTPETS
« Reply #4 on: March 28, 2008, 12:38:00 pm »

You're assuming I want to kill (digital) kittens and the like, and that I want to devote fortress design and build time for traps.

There're a lot of options to turn on or off undesired aspects of the game (for personal preference or to deal with implementation or whatever); which is what this request is. Pets are tied up into caravans, and rather than trying to heavily mod my raw files, I'd rather they just didn't show up. Still the option to buy off a caravan and adopt.

Logged

Othob Rithol

  • Bay Watcher
  • aka Dark Snathi, Rain & Tom Bombadil
    • View Profile
Re: init option: IMMIGRANTPETS
« Reply #5 on: March 29, 2008, 01:58:00 am »

I agree with the OP. I tend to run pet-free fortresses like a lot of people. Since you can't slaughter pets, that means building a de-petinator, and having to work around the system.

A good alternate would be a toggle to allow pets to be butchered.