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Author Topic: DF2010: Stopping Catsplosion  (Read 1648 times)

Danjen

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DF2010: Stopping Catsplosion
« on: April 12, 2010, 10:05:08 pm »

Welp, in 40d, I never had a problem with catsplosion, either because of quick butchering or atomsmashing. However, I let an immigrant wave with two female cats sneak in undetected who immediately friendlied up to my furnace operator, who already had one female cat. It was a ticking time bomb. Somehow, the bastard ended up with a male cat as well; so, there's 3 breeding cats that are gonna start shooting babies out soon.

How do I fix this? I tried setting [HOMEOTHERM] in the cat's raws to like 100000, but they didn't catch fire and go away.
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Paul

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Re: DF2010: Stopping Catsplosion
« Reply #1 on: April 12, 2010, 10:05:59 pm »

Did you edit the global raws or the local raws that are in your save folder?
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Danjen

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Re: DF2010: Stopping Catsplosion
« Reply #2 on: April 12, 2010, 10:07:58 pm »

Local raws.
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Re: DF2010: Stopping Catsplosion
« Reply #3 on: April 12, 2010, 10:12:48 pm »

You might try setting the melting point of its materials really low, so that they just melt.

-edit- I just checked. Add this to the end of their creature entry:

[SELECT_MATERIAL:ALL]
    [HEATDAM_POINT:9900]

That should immediately make them burn to death without the messy melted puddle that would be created if they melted.
« Last Edit: April 12, 2010, 10:16:29 pm by Paul »
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Danjen

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Re: DF2010: Stopping Catsplosion
« Reply #4 on: April 12, 2010, 10:15:33 pm »

Where would I do that, exactly?

Edit: Attempted to set skin melting point in material_template_default to 0, before reading the above edit. EVERYTHING'S SKIN JUST MELTED AWAY AND THEY BLED TO DEATH.

Also, it worked! :D
Praise you for fixing my little cat problem. I imagine it would have been a lot more Fun to fix it without modding, but I like my fort so far, so.. ^^
« Last Edit: April 12, 2010, 10:27:33 pm by Danjen »
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Re: DF2010: Stopping Catsplosion
« Reply #5 on: April 12, 2010, 10:35:25 pm »

Hehe, glad to help.

If you want another method of killing pets you can set up a burrow with a hallway, lever, and a spike right by the lever attached to it. Assign that specific dwarf to the burrow and order the lever to be pulled on repeat. The owner will go in and start pulling, and the cat will run up and be skewered. It also skewers anything else that happens to follow the dwarf - like children, which is good or bad depending on how crazy you are :)
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Danjen

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Re: DF2010: Stopping Catsplosion
« Reply #6 on: April 12, 2010, 10:40:18 pm »

That's probably a better method than the atomsmasher room I cobbled together.

I play this game and you still think I'm sane. That's cute. :P
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Altaree

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Re: DF2010: Stopping Catsplosion
« Reply #7 on: April 15, 2010, 01:23:24 pm »

remove the [child:1] tag from the cats?
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Snall

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Re: DF2010: Stopping Catsplosion
« Reply #8 on: April 15, 2010, 01:54:40 pm »

My steel clad dwarf-cat-men will be over to 'speak' to your people soon OP.
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darkrider2

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Re: DF2010: Stopping Catsplosion
« Reply #9 on: April 15, 2010, 02:29:39 pm »

Quote
dwarf-cat-men

human-animal hybrid
dwarf-animal hybrid

what have you done!?!?!?!?
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Kipi

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Re: DF2010: Stopping Catsplosion
« Reply #10 on: April 15, 2010, 02:46:42 pm »

Quote
dwarf-cat-men

human-animal hybrid
dwarf-animal hybrid

what have you done!?!?!?!?

The normal crazy experiments??  :-\
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Snall

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Re: DF2010: Stopping Catsplosion
« Reply #11 on: April 15, 2010, 02:51:27 pm »

The breeding power of cats, with the killing power of doorfs.  It's a win win.  Except for they need to eat more normal cats of course..
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Psieye

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Re: DF2010: Stopping Catsplosion
« Reply #12 on: April 15, 2010, 03:54:41 pm »

In d40 I dealt with catspolsions by butchering kittens as soon as they were produced, which gave me a steady supply of bones, skulls and leather (oh and meat too). Alternatively I stuck them all in a cage so they wouldn't breed.

I think I read that DF2010 made kittens only produce 1 skull and not much else because they're so tiny. But you still get rid of the kitten anyway which is the main point. Yes it's a little micromanagement so maybe extravagant cat killing methods are more suitable if you don't want the boring cage option.
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Akura

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Re: DF2010: Stopping Catsplosion
« Reply #13 on: April 15, 2010, 04:12:16 pm »

The breeding power of cats, with the killing power of doorfs.  It's a win win.  Except for they need to eat more normal cats of course..
Cats don't eat. The kill relatively harmless little critters for fun, drop them off by the dwarf they adopt, and apparently they have devoloped some kind of venom in their fangs that prevents their little victims from decomposing properly, leaving their trophies to stand for all time.
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