Bay 12 Games Forum

Please login or register.

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

Author Topic: Theory on Cats  (Read 2358 times)

shadowclasper

  • Bay Watcher
  • Urist McSpacemarine, AxeDwarf
    • View Profile
    • My Portfolio
Theory on Cats
« on: October 20, 2009, 11:24:50 am »

While I know the general theory with cats is that having more than 1 cat is courting death for your Fort's FPS... I've actually found that using around 7 cats totally annihilates every vermin in your fortress. Seriously. You just have to keep on the ball when they have kittens and immediately throw them into the cage next to your butcher's shop PRONTO.

Anyone else have ways of dealing with cats? their uses, and how to prevent a catocalypse?
Logged
Project Manager for Towergirls: Subtitle Pending

Totaku

  • Bay Watcher
  • The little oni that strikes the earth
    • View Profile
Re: Theory on Cats
« Reply #1 on: October 20, 2009, 11:55:27 am »

Personally, when it comes to cats I generally keep a few around and do pretty much what you do. It's a simple yet effective method as long as you keep your eye on those cat population under control and give you plenty of meat in the long run. :P

Course on an unrelated note, I would wonder how it would be like to run a Kitty Herding Ranch?(that is if your CPU could handle it. :P) Ok, so I see some of you already spotted this. It's still pretty funny when you think about it.
Logged
That's one small step for man, one giant leap for Otakukind!

And maker of the mod in progress known as Suika Fortress Now for 0.34.xx!

Ubiq

  • Bay Watcher
    • View Profile
Re: Theory on Cats
« Reply #2 on: October 20, 2009, 12:03:58 pm »

I usually just bring a single kitten, put a low priority on them with the caravans every so often, and buy one each time. As a result, I had one fort run almost vermin-free for fifteen years with four male cats.
Logged

Airpi

  • Bay Watcher
  • PREFSTRING:whimsy
    • View Profile
    • I say things. Often.
Re: Theory on Cats
« Reply #3 on: October 20, 2009, 02:01:36 pm »

Kitten mittens, cat tallow, +Cat Skull Totem+s, they're all good. I've said it before, but I think a breeding pair (or several!) of cats can bring a lot to a fortress. Not anything you really need per se, but having a designated butcher and couple of cages is such a small investment anyway, so I usually keep some around. I think the rumors of the dangers of cats are largely exaggerated.
Logged
⊂(゚ヮ゚⊂⌒つ    ⊂(゚ヮ゚⊂⌒つ

Randall Octagonapus

  • Bay Watcher
  • We gota get some medicine for the computer machine
    • View Profile
Re: Theory on Cats
« Reply #4 on: October 20, 2009, 04:05:35 pm »

Personally cats have never been a problem for me. The real enemies are donkeys
I remember one time I realized that my fps was really slow so I checked and my dwarves had 280 pet donkeys
By the end of that year I had a legendary butcher
Logged
would you like a slice of one humped camel cheese or two humped camel cheese on that elf burger?

The Dog Delusion

  • Bay Watcher
    • View Profile
Re: Theory on Cats
« Reply #5 on: October 20, 2009, 04:20:01 pm »

Personally cats have never been a problem for me. The real enemies are donkeys
I remember one time I realized that my fps was really slow so I checked and my dwarves had 280 pet donkeys
By the end of that year I had a legendary butcher

I too have had to face the donkey scourge. For some reasons, my immigrants rarely bring cats, but pretty much every individual dwarf shows up with a pet donkey. I usually keep most of my non-pet animals caged, or I immediately butcher them...but it's hard to keep your animal population under control when immigrants keep showing up with more (already pregnant?) pets that you can't butcher. In one recent fortress, I had over 50 donkeys that had been brought to the fortress as pets, not counting the eventually donkey-splosion of baby asses and hee-hawing that eventually ensued. I read somewhere that Dwarf Companion was eventually going to (or already does?) have the ability to "un-pet" animals, but as far as I know, that's not yet possible...

Anyone have any good advice on getting rid of unwanted animals that are already designated as pets? is it even possible to butcher a pet?
Logged
Keep in mind that the dwarves are essentially alcoholic toddlers, and act accordingly.

Simmura McCrea

  • Bay Watcher
    • View Profile
    • My Steam profile
Re: Theory on Cats
« Reply #6 on: October 20, 2009, 04:25:14 pm »

Personally cats have never been a problem for me. The real enemies are donkeys
I remember one time I realized that my fps was really slow so I checked and my dwarves had 280 pet donkeys
By the end of that year I had a legendary butcher

I too have had to face the donkey scourge. For some reasons, my immigrants rarely bring cats, but pretty much every individual dwarf shows up with a pet donkey. I usually keep most of my non-pet animals caged, or I immediately butcher them...but it's hard to keep your animal population under control when immigrants keep showing up with more (already pregnant?) pets that you can't butcher. In one recent fortress, I had over 50 donkeys that had been brought to the fortress as pets, not counting the eventually donkey-splosion of baby asses and hee-hawing that eventually ensued. I read somewhere that Dwarf Companion was eventually going to (or already does?) have the ability to "un-pet" animals, but as far as I know, that's not yet possible...

Anyone have any good advice on getting rid of unwanted animals that are already designated as pets? is it even possible to butcher a pet?
Killing the owner allows the pet to be butchered. If you don't want to do that, however, a pressure plate linked to a spike trap in a single tile corridor ought to do it, if you time it right.
Logged

Deadmeat1471

  • Bay Watcher
    • View Profile
Re: Theory on Cats
« Reply #7 on: October 20, 2009, 04:53:11 pm »


Anyone else have ways of dealing with cats? their uses, and how to prevent a catocalypse?

Bridge.
Magma below.
Garbage dump designation
????
Profit.
Logged

Iden

  • Bay Watcher
  • Legendary Speardwarf
    • View Profile
Re: Theory on Cats
« Reply #8 on: October 20, 2009, 05:34:14 pm »

Kitten Mittens will solve the breeding problem. Smoothed stone floors + Kitten Mittens... they'll never be able to breed after that. No more cat problem.

I also think one of the problems may stem from the fact that there doesn't seem to be any rabbits. I think the exclusion of rabbits in Dwarf Fort has lead to cats breeding like rabbits, instead. Y'know, since rabbits can't do it, themselves. Maybe the inclusions of rabbits will fix the problem. Then you'd have a rabbit population explosion.... but at least then you can hunt them and trap them and slaughter them for a reliable food source.

Let's just be happy that there aren't huge litters every time a cat gives birth. Last thing we need is a little of 12 kittens followed by a litter of 4 kittens followed shortly later by a litter of 7 kittens......
Logged
Legendary Conversationalist
Legendary Persuader
Legendary Writer of Epics

I support AMMDF!

Derakon

  • Bay Watcher
    • View Profile
Re: Theory on Cats
« Reply #9 on: October 20, 2009, 05:57:40 pm »

The main way to split pets from their owners is with traffic designations combined with doors. This stems from two effects: a) pets ignore traffic designations, and b) pets don't realize doors are pet-impassable until they get to them.

So make two parallel corridors, one marked restricted and one, slightly longer, marked high-traffic. Put two doors in the restricted one. The dwarf walks down the high-traffic corridor; his pet walks down the restricted one. Lock the two doors, and the pet is trapped, ready to be dealt with as you see fit.

Code: [Select]
##.##.##
#..##+##
#.###.##
#.###.##
#..##.##
##.##+##
##.##.##
Logged
Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

zchris13

  • Bay Watcher
  • YOU SPIN ME RIGHT ROUND~
    • View Profile
Re: Theory on Cats
« Reply #10 on: October 20, 2009, 06:15:36 pm »

The biggest thing is that cats only become problems after many years of running a fortress.
Logged
this sigtext was furiously out-of-date and has been jettisoned

Nidokoenig

  • Bay Watcher
    • View Profile
Re: Theory on Cats
« Reply #11 on: October 21, 2009, 11:23:30 am »

What I tend to do is try to make sure there's only one female cat on the map at any one time. I let the number of toms increase until vermin are gone, then cage the female if that's possible. This keeps the number of litters down. I do tend enable butchery on everyone, though, so slaughter is pretty quick.

That's a nice little trick there, Derakon. Now to work out which fiendish idea of mine to hook it up to. Do falling animals do damage if they land on someone? A catfall trap would be cool. If they do damage, great for gobbos. If they don't, a great way to freak out traders, and to split bodies to make more stacks of bones for decorating.
Logged

Aspgren

  • Bay Watcher
  • Every fortress needs a spike pit.
    • View Profile
Re: Theory on Cats
« Reply #12 on: October 21, 2009, 12:24:00 pm »

The economy of my current fort relies on cave spiders. For this reason cats are forbidden.

The first cat that came with an immigrant killed several cave spiders and the population in the dining room area took time to recover. I managed to lock that cat away but by now I have built an execiton chamber and kill any immigrant who dares bring a cat into the fort. The cat is then turned into biscuits.

ZERO TOLERANCE
Logged
The crossbow squad, 'The Bolts of Fleeing' wouldn't even show up.
I have an art blog now.

Time Kitten

  • Bay Watcher
  • Evil Spirit
    • View Profile
Re: Theory on Cats
« Reply #13 on: October 21, 2009, 02:23:40 pm »

I'd perfer trappers, to capture spiders and pets and such, keeping vermin rates down, lag down, and emergency supper ready. but I like cats in dangerous areas, such as ones with exposed giant cave spiders better.  That, and I lock one in my food store.
Logged

martinuzz

  • Bay Watcher
  • High dwarf
    • View Profile
Re: Theory on Cats
« Reply #14 on: October 21, 2009, 05:32:50 pm »

I bring 2 cats on embark. Kill the female.. Buy some more from caravans.. Kill the females. 4 - 5 cats is good for vermin control. Never mind the cave spiders. I have a GCS farm anyway.
Migrants bringing female cats get a death job along with their cat.
Logged
Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479
Pages: [1] 2