Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: "Removing" Pets  (Read 1153 times)

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: "Removing" Pets
« Reply #15 on: October 19, 2011, 10:58:18 pm »

That reminds me of another idea of mine.  I'm starting to worry that my mind may have reached a state of depravity from which there is no realistic return.  I may have to change my screenname so that regular folk don't track me here and look down on my for my bloody debauchery dwarven enthusiasm.
(feel free to necro thread)

IcarusOne

  • Bay Watcher
  • Novice Mechanic
    • View Profile
Re: "Removing" Pets
« Reply #16 on: October 20, 2011, 11:06:11 am »

I usually pasture them all under a drawbridge. ALL non-war/important animal pets. It saves corpse stockpile / coffin room, and thanks to the legendary dining room right above it, they don't seem to mind THAT much. Maybe i should put grates so they can watch their pets die instead. Have had only one tantrum happen thanks to this...which was one of my horribly failed marksdwarves anyway, who lost about 6 cats.

Ofcourse, using a *Menacing Iron Spike* to impale them is more fun, especially if you throw them in a 1x1 spike pit. But it leaves the body a bit too intact... Or actually, we can fix that.
Logged

assimilateur

  • Bay Watcher
    • View Profile
Re: "Removing" Pets
« Reply #17 on: October 20, 2011, 12:36:04 pm »

Maybe they've changed that, but when I still played fortress mode it didn't matter how intact a body was when it came to burying it. As in, even with the body gone completely, they'd put the deceased's name on a coffin. What I'm saying here is that what you're doing seems no different for burial considerations than simply disabling coffins from taking pets.
Logged

IcarusOne

  • Bay Watcher
  • Novice Mechanic
    • View Profile
Re: "Removing" Pets
« Reply #18 on: October 20, 2011, 12:46:31 pm »

Ahh. A shame, i thought they were smashed away to the last atom, including their names in the units list. Oh well, it's still the easiest/non messy way...
That means i should change it to something like ballista practice, right?
Logged

Tevish Szat

  • Bay Watcher
  • [PREFSTRING:diabolical schemes]
    • View Profile
Re: "Removing" Pets
« Reply #19 on: October 20, 2011, 12:52:36 pm »

we now have slabs for totally obliterated bodies, at least for ghost prevention.

Pets don't leave ghosts, therefore atomsmashing them ought to save on burials.
Logged
A medium-sized humanoid fond of fantasy and science-fiction.

Tevish Szat likes books, computers, board games, and cats for their aloofness. When possible, he prefers to consume hamburgers and macaroni and cheese. He needs caffeine to get through the working day.

Varnifane

  • Bay Watcher
    • View Profile
Re: "Removing" Pets
« Reply #20 on: October 20, 2011, 12:57:29 pm »

Do slabs for dead pets affect the happiness of the pet's previous owner?

Can you engrave slabs for pets?
Logged
I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.
Pages: 1 [2]