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Author Topic: Killing da pets  (Read 1174 times)

pubby

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Killing da pets
« on: November 19, 2009, 05:34:28 pm »

I have an animal problem. I keep most of my animals in cages, but the pets just breed anyway and create more.

I need an easy way to murder pets (preferably in a painful way) and deal with the grieving owner (which doesn't involve more death x_x) in a timely fashion.

Right now I've got a room full of spear traps and a cage, but how do I get pets into it?

BTW- wasn't able to find what I need with forum search.
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HAMMERMILL

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Re: Killing da pets
« Reply #1 on: November 19, 2009, 06:09:01 pm »

The method I've seen is to make a long, 1tile wide hallway with spike-traps linked to a lever at the end and doors set to block pets.

Assign the pet-owner to the lever, have him pull the lever on repeat and his pets should follow him, but be stopped by the door and prompty stabbed to death by the spike-traps.

If you give the pet a tomb, the pet-owner should'nt be too upset that the pet died.

Kinda like this
-------------------
I  I  I  D  I  D I  D L |
-------------------
I = spike trap
D= door set to block pets
L= lever
« Last Edit: November 19, 2009, 06:10:59 pm by HAMMERMILL »
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Retro

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Re: Killing da pets
« Reply #2 on: November 19, 2009, 06:46:06 pm »

Another method, since some animals like cats don't always follow directly behind their master - at a major hallway, put doors at both ends and make them non pet-passable. Create a small secondary hallway with doors that goes around this blocked off region that's forbidden, but pet-passable. This makes your dwarves go one way but your pets go another. In the pet-only path, set up a long line of spike traps activated by a pressure plate at either end (or alternatively, activated by a repeater if you have the FPS) and pets will be hurt or killed every time they go by. Another alternative is to do this high up and replace the spikes with a retracting bridge. Either way, the system's the same: Dwarfs go the nice way, pets go the OH GOD MY FACE way.

pubby

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Re: Killing da pets
« Reply #3 on: November 19, 2009, 06:54:44 pm »

What about about a meeting area with one door dwarves can pass, and other cats can pass, with spikes on the cat door hall? I can place plates on the meeting area floor for all the dwaves to dance over.

will work?
« Last Edit: November 19, 2009, 06:57:02 pm by pubby »
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HAMMERMILL

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Re: Killing da pets
« Reply #4 on: November 19, 2009, 07:36:41 pm »

Thats an interesting idea. It might backfire if dwarves decide to take the spear-laden-pet-killing hallways into the meeting area, though.
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pubby

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Re: Killing da pets
« Reply #5 on: November 19, 2009, 08:42:37 pm »

It's pet only into the hallway with low-traffic designations.
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roboticus

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Re: Killing da pets
« Reply #6 on: November 30, 2009, 05:03:19 pm »

you could team this up with the one-way ramp/hallway idea and just shuffle everyone with pets through one way with a non-pet-passable door.  like a pet filter.
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dragon0421

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Re: Killing da pets
« Reply #7 on: November 30, 2009, 05:23:34 pm »

I had two dwarves who each had about a dozen pet cats (stupid personality trait). I recruited one to the military and stationed him in a room where he was surrounded by spike traps. It actually took several pulls to kill just two cats, but the owner quickly went insane and jumped off a cliff. After that it was a simple matter of slaughtering the orphans at the butcher's shop. I'd do the same deal to the second owner, but I have an extra large fort so the dozen cats left are quite useful. I just have to be diligent about caging and slaughtering kittens before they get recruited to his cat army.

I really really wish we could just spay/neuter them. I'm quite surprised this feature hasn't been a priority with Toady. Does he get some kind of sick joy knowing Scamp's digital baby cousins are a staple of dwarven diets? :p
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Shurhaian

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Re: Killing da pets
« Reply #8 on: November 30, 2009, 06:56:54 pm »

The method I've seen is to make a long, 1tile wide hallway with spike-traps linked to a lever at the end and doors set to block pets.

Assign the pet-owner to the lever, have him pull the lever on repeat and his pets should follow him, but be stopped by the door and prompty stabbed to death by the spike-traps.

If you give the pet a tomb, the pet-owner should'nt be too upset that the pet died.

Kinda like this
-------------------
I  I  I  D  I  D I  D L |
-------------------
I = spike trap
D= door set to block pets
L= lever

Actually, I don't think you even need the doors, so long as it's a dead-end hallway with nothing on the nearby z-levels that the pets might path to instead. So long as no other dwarves have a reason to go there, you're fine - and that way you don't need to worry about the delay in pet-impassible doors closing.

Having a trap-lined, restricted-traffic thoroughfare may work for cats... so long as the main pathway is never clogged, which might make dwarves take the restricted path anyway. Having a pressure plate on either end that links to a temporary "emergency shut-off", and triggers only for dwarves, may help there - not perfect, but it may reduce the casualties.
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Dorf3000

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Re: Killing da pets
« Reply #9 on: December 01, 2009, 06:02:51 am »


I need an easy way to murder pets (preferably in a painful way) and deal with the grieving owner (which doesn't involve more death x_x) in a timely fashion.


The short version is to create a dead end room that the dwarf locks himself in, then releases magma in the corridor outside.  The long version is to make sure the magma is gone before the dwarf can get out...
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Grax

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Re: Killing da pets
« Reply #10 on: December 01, 2009, 07:38:39 am »

I usually build a snake-like corridor with ten or so doors in it and grate walls

Code: [Select]
       1    1    1    1    1
>=D====D====D====D====D====D===
   G   G    G    G    G    G   =
   ====D====D====D====D====D===
 W=    G    G    G    G    G
   ====D====D====D====D====D====>
       1    1    1    1    1

= - mined corridor
1 - drainage (floodgates or doors leading out to drainage)
G - grate walls
W - water outlet
D - pet-proof doors


Draft all petowners, set them in front of left door, wait until their pets come closer, set their path to the exit in right.
Repeat with every drafted petowner, making all pets stuck in the corridor.
Pour the water till pets drown, drain the water, collect the corpses. Next, please!
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Finis sanctificat media.

expwnent

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Re: Killing da pets
« Reply #11 on: December 01, 2009, 10:55:46 am »

Remember that pets and dwarves can path diagonally, so you'd have to tweak that design to make it work.
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Grax

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Re: Killing da pets
« Reply #12 on: December 01, 2009, 12:10:43 pm »

Remember that pets and dwarves can path diagonally, so you'd have to tweak that design to make it work.
Please point the tile that won't work as you think?
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Finis sanctificat media.

Shurhaian

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Re: Killing da pets
« Reply #13 on: December 01, 2009, 02:08:11 pm »

Looks fine to me. The G's are not passable(except to water); the D's are; the ='s are, and those are the only diagonal paths around.

Those G's are vertical grates, mind(or bars, or fortifications); they aren't floor grates. It's the 1's that are the drains, presumably either all covered by hatches, or(to save time and mechanisms) dumping into a common cistern, the drain to which is itself blocked by hatch or floodgate or similar.
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expwnent

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Re: Killing da pets
« Reply #14 on: December 02, 2009, 09:58:55 am »

Remember that pets and dwarves can path diagonally, so you'd have to tweak that design to make it work.
Please point the tile that won't work as you think?

Well, it WOULD work to some extent, but it's not guaranteed. A clever/lucky pet might diagonal across the drainage before the water can push it away.
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