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Author Topic: init option: IMMIGRANTPETS  (Read 995 times)

nunix

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init option: IMMIGRANTPETS
« on: March 27, 2008, 05:11:00 pm »

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

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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 ]

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Torak

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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.

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Chrispy

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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.

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nunix

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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.

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Othob Rithol

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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.