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Author Topic: Empty cages not considered empty  (Read 426 times)

Laguana

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Empty cages not considered empty
« on: June 10, 2007, 03:27:00 am »

I searched for this, and didn't see anything, so i hope i didn't miss anything.

I set up some cage traps, caught some animals, then tamed them.
Some of the cages had seeds etc in them, but some didn't, and just had tame animals in them.

I built the cage, released the animal by un-assigning it, then unbuilt the cage, so now it is an empty cage again: loo[k]ing at it shows nothing in it, and nothing flashes on it. However, those cages aren't used in my cage traps. I've got about 4 of these pre-used empty cages, yet my mechanics keep cancelling resetting the cage traps due to a lack of cages.

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Veroule

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Re: Empty cages not considered empty
« Reply #1 on: June 10, 2007, 11:12:00 am »

The ones with seeds are not considered empty for the trap.  They are considered empty for a stockpile though.  Cleaning of cages is on the bug list.

Cages that have bones or shells can be cleaned by bringing them to the trade depot.  Those that have seeds won't clean when brought to the depot, you will have to trade them away or destroy them.

Cages that are built are a building.  You have to unbuild them for them to be used again.  I prefer to leave 1 cage built, more if my carpenters make masterpiece cages.  Then move the captured animals from the trap cage to the single built one.  Then you can release them if you want.  The benefit of this is that moving the creatures is a job a noble can handle.

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slMagnvox

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Re: Empty cages not considered empty
« Reply #2 on: June 10, 2007, 06:11:00 pm »

quote:
Originally posted by Laguana:
<STRONG>I built the cage, released the animal by un-assigning it, then unbuilt the cage, so now it is an empty cage again: loo[k]ing at it shows nothing in it, and nothing flashes on it. However, those cages aren't used in my cage traps. I've got about 4 of these pre-used empty cages, yet my mechanics keep cancelling resetting the cage traps due to a lack of cages.</STRONG>

Could it be something simple like the cages being tasked for storage in a stockpile?

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Laguana

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Re: Empty cages not considered empty
« Reply #3 on: June 11, 2007, 04:28:00 am »

quote:
Originally posted by Veroule:
<STRONG>The ones with seeds are not considered empty for the trap.  They are considered empty for a stockpile though.  Cleaning of cages is on the bug list.

Cages that have bones or shells can be cleaned by bringing them to the trade depot.  Those that have seeds won't clean when brought to the depot, you will have to trade them away or destroy them.

Cages that are built are a building.  You have to unbuild them for them to be used again.  I prefer to leave 1 cage built, more if my carpenters make masterpiece cages.  Then move the captured animals from the trap cage to the single built one.  Then you can release them if you want.  The benefit of this is that moving the creatures is a job a noble can handle.</STRONG>


Yeah, I'm aware of all this. Sorry that i didn't make it clearer, but the cages i'm referring to are entirely empty, and they're also not a building, and they're sitting in a stockpile.

I can build them into cages if i wanted to, and there's nothing in them, either flashing or when looking inside it.

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Toady One

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Re: Empty cages not considered empty
« Reply #4 on: June 12, 2007, 12:30:00 am »

And the mechanic can get between everything?  Can't think of anything else.
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Laguana

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Re: Empty cages not considered empty
« Reply #5 on: June 12, 2007, 01:20:00 am »

As far as i could tell, yeah. Once i made a new cage, it went on there straight away, and people could walk to the stockpile to get at the other cages fine.
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