Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Access options for meeting areas and zones  (Read 854 times)

Lord Vetinari

  • Bay Watcher
    • View Profile
Access options for meeting areas and zones
« on: October 04, 2010, 02:40:00 pm »

I'm talking about two options, actually: "a-Allow Dwarves", "b-Allow Pets", with the ability to choose both.

Why? Well, first, I don't like how my luxurious dining hall looks like a stable most of the time, and second, to make actual stables: set a pets only meting zone frome the i menu, put butcher, farmer's workshop and maybe kennels near it and slaughter, milk and train pets efficently because everything is confined inside a single room, at a short distance.
« Last Edit: October 05, 2010, 01:57:15 pm by Lord Vetinari »
Logged

Urist McMick

  • Bay Watcher
  • Wait... what?
    • View Profile
Re: Access options for metting areas and zones
« Reply #1 on: October 04, 2010, 02:52:01 pm »

It's nae a bad idea. But if ye want to store animals for butchering, channel out an area, and make it so the only access is a door impassible to pets, and set it as a pit and assign the animals to it.
Logged
In a World without Walls and Fences, who needs Gates and Windows?
You could bite into your computer screen, chipping teeth and fucking up the screen.

aepurniet

  • Bay Watcher
    • View Profile
Re: Access options for metting areas and zones
« Reply #2 on: October 04, 2010, 02:56:36 pm »

You can do number 2 already. Pets will try and path through a pet forbidden door and not be able to get out of the enclosure. Your dwarfs however won't use that door, since it will involve a restricted traffic zone. They will go the longer way around.

As for 1? Dwarves have pets, if you don't like it, you should use a pet extraction machine.
Logged

Lord Vetinari

  • Bay Watcher
    • View Profile
Re: Access options for metting areas and zones
« Reply #3 on: October 04, 2010, 03:24:40 pm »

Well, I do extract pets from time to time. I'm ok with pets, I mean cats and dogs, but my dining room is filled by cows, donkeys and horses, none of which is adopted by anyone (this is another thing that comes to mind: can the game make distinctions between adopted and unadopted pets? If so, another option to allow adopted pets can be good).

I didn't know about the pit thing, I'm going to try it. But if I understood it right, I need to manually assign every single pet to it. My solution is kinda automatic, as pets will spontaneusly gather there (before objections about animals spontaneously gather near a butcher, judas goats exist in real life).
« Last Edit: October 04, 2010, 05:28:27 pm by Lord Vetinari »
Logged

Urist McMick

  • Bay Watcher
  • Wait... what?
    • View Profile
Re: Access options for metting areas and zones
« Reply #4 on: October 04, 2010, 03:30:46 pm »

Yep, but it's all handled from the pit menu, like caging, so it only takes a few seconds, Also you should be aware that if any animals get out you'll need to manually reassign them
Logged
In a World without Walls and Fences, who needs Gates and Windows?
You could bite into your computer screen, chipping teeth and fucking up the screen.

Mckee

  • Bay Watcher
    • View Profile
Re: Access options for metting areas and zones
« Reply #5 on: October 05, 2010, 12:30:34 am »

If they're not actually pets, just cage the buggers. They'll get butchered just fine and then only proper pets will be at large, following their owners AFAIK.
Logged
'What good is a lesson if your idiot is too dead to learn from it?'

Hyndis

  • Bay Watcher
    • View Profile
Re: Access options for metting areas and zones
« Reply #6 on: October 05, 2010, 12:51:21 pm »

This is a common suggestion, and has been suggested many times in the past. Just search this forum.

I do like the idea of allowing meeting zones for dwarves and/or pets. You can of course have the same activity zone do both, one or the other, or neither depending on what options you select for the activity zone. That would let you keep the animals away from the main meeting zone the dwarves hang out at while at the same time avoiding the pathing issues locked doors cause.
Logged