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Author Topic: Animal room  (Read 977 times)

madk

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Animal room
« on: June 11, 2010, 12:15:53 pm »

I marked this room as a meeting hall, and for some reason the animals are congregating in it. Anyone have any idea why? It's kinda freaking me out. I think they're conspiring to overthrow my command.

Robocorn

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Re: Animal room
« Reply #1 on: June 11, 2010, 12:16:48 pm »

Pets meet in the meeting room too. Those are your dwarves' pets.

tehc

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Re: Animal room
« Reply #2 on: June 11, 2010, 12:17:44 pm »

stray animals automatically go to meeting halls.

I usually just butcher the useless animals that drag your wagon and then build a small room with some ropes in them and attach my dogs and cats in there to breed.
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forsaken1111

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Re: Animal room
« Reply #3 on: June 11, 2010, 12:23:24 pm »

Just tie them up elsewhere.

With ropes.
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Hyndis

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Re: Animal room
« Reply #4 on: June 11, 2010, 01:09:41 pm »

I prefer the pit breeding method.

Create a small room, just 3x2 or something. Put retractable bridges as the floor. Dump animals into this tiny pit from the top. You only need a 1 Z level drop.

The animals can then happily breed in there. When you need meet just mark all animals for butchering in the stocks menu (yes, ALL animals) and then pull a lever. 3 bridges, 3 levers. Each pulling of a lever drops 1/3rd of the animals. Since they're all marked for butchering your dwarves will haul them away as soon as they can path to the animals and butcher them. Keeps your meeting zones tidy.
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forsaken1111

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Re: Animal room
« Reply #5 on: June 11, 2010, 01:13:15 pm »

I prefer the pit breeding method.

Create a small room, just 3x2 or something. Put retractable bridges as the floor. Dump animals into this tiny pit from the top. You only need a 1 Z level drop.

The animals can then happily breed in there. When you need meet just mark all animals for butchering in the stocks menu (yes, ALL animals) and then pull a lever. 3 bridges, 3 levers. Each pulling of a lever drops 1/3rd of the animals. Since they're all marked for butchering your dwarves will haul them away as soon as they can path to the animals and butcher them. Keeps your meeting zones tidy.
I like the autobutcher myself.

30 z-level shaft, and at the top many female animals and one or two male animals are tied up against the walls. There is no exit. The floor is dotted with 5 floor hatches linked to a pressure plate in the center.

When a baby wanders over the pressure plate, food drops 30 z-levels and explodes on impact in a room next to my butcher shop.

Its very tidy and automated. The refuse pile is right nearby.
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Hyndis

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Re: Animal room
« Reply #6 on: June 11, 2010, 01:42:46 pm »

You can't butcher tame animals that die of other causes.
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forsaken1111

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Re: Animal room
« Reply #7 on: June 11, 2010, 01:47:51 pm »

You can't butcher tame animals that die of other causes.
What? Cause in 40d my butchers would grab all their little parts and butcher em right up. I have not recreated it in the new version yet as I am waiting for certain fixes.
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Eidako

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Re: Animal room
« Reply #8 on: June 11, 2010, 02:15:00 pm »

I usually just butcher the useless animals that drag your wagon and then build a small room with some ropes in them and attach my dogs and cats in there to breed.

attach my dogs and cats in there to breed.

cats...breed

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forsaken1111

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Re: Animal room
« Reply #9 on: June 11, 2010, 02:15:45 pm »

Yeah cats+breeding=bad plan
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Sphalerite

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Re: Animal room
« Reply #10 on: June 11, 2010, 03:23:26 pm »

You can't butcher tame animals that die of other causes.
What? Cause in 40d my butchers would grab all their little parts and butcher em right up. I have not recreated it in the new version yet as I am waiting for certain fixes.
In 40d, and s far as I can tell in 31.0x, tame animals that died of any cause other than being deliberately slaughtered at a butcher's shop cannot be butchered.  Wild animals can be butchered no matter how they died, but tamed animals killed by falls or any other cause won't be butchered.

Also, this:

30 z-level shaft, and at the top many female animals and one or two male animals are tied up against the walls. There is no exit. The floor is dotted with 5 floor hatches linked to a pressure plate in the center.

When a baby wanders over the pressure plate, food drops 30 z-levels and explodes on impact in a room next to my butcher shop.

won't work.  The delay of a pressure plate opening a floor hatch is zero.  The animal will step on the pressure plate, causing the floor hatch to instantly open before being stepped on.  You need to use a retracting bridge, which has a 100 step delay between pressure plate and bridge retraction. 

I have built real working autobutchers.  I worked through a lot of trial and error to figure out how to get the design to actually work, a lot of the things that people think will work didn't.  You need to use wild animals, because tame animals that die in falls won't be butchered.  You can use bridges triggered by pressure plates for the drop, although my design simply used an auto-repeater to make the kill bridge cycle on and off constantly.  I did use pressure plates to distinguish between adult and baby animals, and relied on the fact that floor hatches open instantly to make corridors that would block adult animals from leaving by having a floor hatch just following a pressure plate.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

forsaken1111

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Re: Animal room
« Reply #11 on: June 11, 2010, 03:59:38 pm »

Yeah, I know they're instant. The point is that when one steps on the button it drops a few others (whoever happens to be on those floor hatches) down the shaft. And yes, it did work. Maybe I was using wild animals, I'd have to pull out my archived save to check, but the thing worked just fine.
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