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Author Topic: Moving/chaining wild animals/monsters  (Read 927 times)

joaodosgrao

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Moving/chaining wild animals/monsters
« on: September 21, 2017, 02:15:11 am »

So, I was playing a fort that had a rough start, had to rush about 100 levels down into the caves asap, got swarmed by baddies but luckily I had already started setting up a chokepoint with cage traps, lost 2 dwarves but captured a bunch of cundlers ( I think that's the name, the swarmies), 2 trolls, a gorlak, about 6 elks , a giant cave spider and a troglodyte baby.

So, had just switched season, game autosaved, caravan arrived. I order the cages moved to the depot... Only to have the gorlak and a troll go free and kill my best mason and carpenter -_- Is this intented, or a bug?

ctrl+alt+deleted the game for unfairness and for !!SCIENCE!!, decided to chain up the silk spider and a crundle on opposite sides of a room to try and farm silk (now I realize I forgot about the fact that the cave spider doesn't shoot silk when chained). Unfortunately they bot went free on the way to the chain, got killed, I ctrl+alt+deleted and gave up for the day.

Is this a bug, are there safer ways of doing this, what am I missing?
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PatrikLundell

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Re: Moving/chaining wild animals/monsters
« Reply #1 on: September 21, 2017, 02:32:30 am »

Things that cannot be traded are removed from their "containers" before the container is moved to the trade depot. You cannot trade untamed creatures... It's a feature with some bug like consequences.

I don't use chains, but I know that pitting has the issue that creatures sometimes break free while being hauled (the single tile distance from the cage to the hatch), and for some weird reason, if one breaks free the others will as well, even if their hauling happens well separated, so it's not a case of the confusion caused by one breaking free to allow the second one to break free. I've given up on pitting for this mass escape reason (using other execution methods instead).
I generally build cages in place, hook a lever to the each cage, and pull the lever to let the critters out of the cage at their destination (such as e.g. a GCS in the silk farm [although I usually use tamed GCS' in my silk farm, so only the silk target undead is actually released with a lever]).

Creatures breaking free while hauled is probably an intended feature.
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FantasticDorf

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Re: Moving/chaining wild animals/monsters
« Reply #2 on: October 10, 2017, 04:18:38 am »

It might be best to adopt the existing method where you bait the spider released on the far side of the room (in a cage that can be released with a mechanism once everything is re-set) with a line of sight of a soldier through fortifications and 2 doors (1 to be deliberately broken through, and a cage trap in a corridor past that infront of the other)

You can move the cages around by using animal stockpiles, generally its good practice to have a segregated pile of dangerous to slightly less dangerous animals incase they all got free at once.
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