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Author Topic: Slave "Pets"  (Read 2079 times)

Assassinfox

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Slave "Pets"
« on: February 21, 2011, 11:37:30 pm »

Since searching hasn't brought me any results, I guess I'll ask here.

Is it possible to have pets do any sort of labor, or are "slaves" simply impossible to simulate in the current system?

IT 000

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Re: Slave "Pets"
« Reply #1 on: February 21, 2011, 11:41:30 pm »

Castes are the only way I can think of. You can have one caste be entirely different then another, and they still do jobs. The only real 'problem' I can foresee is that slaves may marry their overlords, but this could be staved off by altering their personalities.
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Re: Slave "Pets"
« Reply #2 on: February 21, 2011, 11:42:03 pm »

Learning pets work and can be assigned labours after a (exceedingly buggy) fashion. Speaking pets also work, but require watering and/or feeding. See: Tigermen.

It's possible to tame learning (not speaking, not intelligent) invaders if (and only if) one of them gives birth on the map (in captivity or otherwise) - the resulting baby/child is tameable, although I appear to be one of the only persons to have actually done this.

You're better off using DFusion.
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Assassinfox

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Re: Slave "Pets"
« Reply #3 on: February 22, 2011, 12:14:36 am »

Learning pets work and can be assigned labours after a (exceedingly buggy) fashion. Speaking pets also work, but require watering and/or feeding. See: Tigermen.

So, if I were to, say, create "dwarf slaves", and make them naturally have the mining skill, could I make them dig?

Max White

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Re: Slave "Pets"
« Reply #4 on: February 22, 2011, 12:15:41 am »

Dwarf therapist can make them dig, if I recall. Without it, no, they will just do the same jobs that nobles and children do.

Girlinhat

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Re: Slave "Pets"
« Reply #5 on: February 22, 2011, 12:22:28 am »

Let's broaden the question so we can get a better answer.

Is there any way to get an animal that shows up in the pet options (can be caged, butchered, etc) that can perform regular jobs, such as running a quern or other menial labor?

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Re: Slave "Pets"
« Reply #6 on: February 22, 2011, 12:32:28 am »

Max is pretty much correct. I think hunting, fishing and maybe a couple of other labours worked, with the others routinely failing or not working at all.

Is there any way to get an animal that shows up in the pet options (can be caged, butchered, etc) that can perform regular jobs, such as running a quern or other menial labor?

As I said, yes, last I checked learning pets were capable of performing labours. They did not do so well, and bugged out often. However, I don't think they're butcherable. They're in a kind of quantum state regarding whether they're in the parent civ (dwarves) or not, so some stuff works, some doesn't work. My suggestion: use DFusion.
« Last Edit: February 22, 2011, 12:34:54 am by 3 »
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Assassinfox

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Re: Slave "Pets"
« Reply #7 on: February 22, 2011, 12:38:06 am »

I think it's a rather sad mod that requires an outside utility to be playable.  I'll just stay away from slave labor for now, thanks.

Sorry, that sounds a bit harsh considering I don't know how DFusion works.  Is it like other utilities in that it has to be ran alongside Dwarf Fortress?  Or does it alter the game itself?
« Last Edit: February 22, 2011, 12:45:06 am by Assassinfox »
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Max White

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Re: Slave "Pets"
« Reply #8 on: February 22, 2011, 12:41:27 am »

It is a rather sad mod that requires an outside utility to play. If it means anything at all though, if I recall, adding [BABYSNATCHER] would sometimes cause migrants to be from other entitys. This is just what I remember reading, and havn't tested myself, and also there is the implication that babsnatchers are evil, so your stuck on the baddies side.

Girlinhat

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Re: Slave "Pets"
« Reply #9 on: February 22, 2011, 01:15:23 am »

It's sad, but sometimes there's no other way to get the desired effect.  Like how nothing can be ordered to clean up, and thus DFCleanmap is required if you want to keep your FPS safe from contaminants.  It's not ideal, but that's the whole point.  You get by in whatever way you can.

Rumrusher

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Re: Slave "Pets"
« Reply #10 on: February 22, 2011, 11:15:27 am »

I think it's a rather sad mod that requires an outside utility to be playable.  I'll just stay away from slave labor for now, thanks.

Sorry, that sounds a bit harsh considering I don't know how DFusion works.  Is it like other utilities in that it has to be ran alongside Dwarf Fortress?  Or does it alter the game itself?
both.
it must be ran along with Dwarf fortress and it does alter the game it self.
Dfusion is a combine of darius Friendship/slave enhancer code and writing a engine that allows users to add their own functions. it as easy as reading the Readme file.
you have to just run the friendship at any time to make sentient creatures to do work for you... and use my Flag changer a pointer and the number 26 to take over creatures around the area.
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Grimlocke

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Re: Slave "Pets"
« Reply #11 on: February 22, 2011, 11:21:31 am »

It is a rather sad mod that requires an outside utility to play. If it means anything at all though, if I recall, adding [BABYSNATCHER] would sometimes cause migrants to be from other entitys. This is just what I remember reading, and havn't tested myself, and also there is the implication that babsnatchers are evil, so your stuck on the baddies side.
Havnt seen this happen dispite palying a babysnatcher civ for several forts.


On slave casted in general, they wont work without utlities. I eventualy got them to work with labour screen and butcherablility (some combination of can_speak and pet_exotic), but their hauling is still bugged. They wont let go of hauled items and just mill around with no job. Chaining/caging them also didnt work.

So yes its either mucking around with utilities or waiting for entity creature behaviour to get fleshed out a bit more.
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