Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [40d] cage trap caged hunting dog oddities  (Read 362 times)

Troas

  • Bay Watcher
    • View Profile
[40d] cage trap caged hunting dog oddities
« on: July 11, 2009, 10:51:16 pm »

Setup - I have a hunting dog that is minus one eye after a confrontation with a goblin ambush.  He still follows the hunter around but due to phantom pain he goes unconscious fairly often.  And when he goes unconscious over the cage trap I have at the entrance to the fort it activates, caging the dog.  As I consider him a wounded veteran I'm not interested in putting him down, I just release him from the cage whenever I see him in the animal stockpile.  All well and good so far.   

two bugs:
1) when caged the hunting dog does not show up on the assign list for pre-built cages.  I have to build his cage and release him from it. 
2) a cage trap had been loaded with a zinc cage I'd bought from the merchants intending to melt in the smelter since I don't have sphalerite on the map.  The dungeon master picked up the zinc cage and started walking to the smelter - with the dog still inside.  As I happened to see this I stopped the melt order to save the dog, I don't know what would have happened had the melt object order proceeded.

Logged
You'd think handing out the crossbows to brain damaged dwarfs would be a bad idea but it isn't

Save the catgirls!

Corona688

  • Bay Watcher
    • View Profile
Re: [40d] cage trap caged hunting dog oddities
« Reply #1 on: July 12, 2009, 07:23:34 pm »

Saw a movie on dwarf fortress map archive of melting a dwarf cage.  The dwarf escaped with minor injuries, and gave the melter a black eye!
Logged
You never know when you might need a berserk dwarf to set loose somewhere.