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Dwarf Fortress => DF General Discussion => Topic started by: zwei on June 27, 2011, 07:04:52 am

Title: Is inevitable catsplosion thing of the past?
Post by: zwei on June 27, 2011, 07:04:52 am
It occured to me that in past 5 forts I ran, I never had any cat trouble.

In previous versions, you would evetunally end up with breeding pair of cats (or any other domestic animal) by just being lucky with migrant pets.

But now migrants can arrive with much more different types of domestic animals so changes of getting breeding cat pair randomly are much slimmer.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: GreatWyrmGold on June 27, 2011, 07:11:52 am
Also, cats only adopt dwarves who like cats.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: zwei on June 27, 2011, 07:31:50 am
Also, cats only adopt dwarves who like cats.

Indeed, and with more animals avaiable for "liking", chances of getting those are slimmer too.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Sphalerite on June 27, 2011, 07:52:22 am
Furthermore, pets (including cats) can be assigned to pastures.  So it's easy to confine pet cats to the food stockpile where they can hunt vermin, or under the atomsmashed if you need to cull the population.

My only concern about cats now is if I'm trying to run a cave spider silk industry, and even there pastures pretty much solve the problem.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: tomas1297 on June 27, 2011, 08:11:13 am
or under the atomsmashed if you need to cull the population.
You cruel, amoral bastard...Why didn't I think of that!?
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Cyroth on June 27, 2011, 08:52:45 am
Also, there is now a maximum on the amount of animals allowed on the map, I think its 50 per type.
As soon as you get your 50th cat the cats will stop breeding. Already pregnant cats will give birth, but no new femals will get pregnant.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: AutomataKittay on June 27, 2011, 08:56:30 am
Also, there is now a maximum on the amount of animals allowed on the map, I think its 50 per type.
As soon as you get your 50th cat the cats will stop breeding. Already pregnant cats will give birth, but no new femals will get pregnant.

It's been like that since 40d or earlier, IIRC, doesn't stops cats from being problematic to control, due to their adopting habits. Though pastures does sounds like it solves it, along with adjusting animal preferences.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Neonivek on June 27, 2011, 09:08:37 am
Unfortunately pastures have created another problem...

I have NO idea why my migrants bring their animals who need pastures with them... I can't feed them as I have no grass.

Thus I pretty much butcher any pasture animal I come across.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: BronzeElemental on June 27, 2011, 10:04:39 am
I have a tough time keeping my cats alive, they seem to be the first thing invading forces go for.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Johuotar on June 27, 2011, 10:05:41 am
I have NO idea why my migrants bring their animals who need pastures with them... I can't feed them as I have no grass.

Thus I pretty much butcher any pasture animal I come across.

Not problem for me, I have always just butchered everything I see.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: KurzedMetal on June 27, 2011, 11:22:29 am
Unfortunately pastures have created another problem...

I have NO idea why my migrants bring their animals who need pastures with them... I can't feed them as I have no grass.

Thus I pretty much butcher any pasture animal I come across.

Pets follow their masters, you just have to update your outside pasture (if you have one) every migration wave if you don't want grazing animals to starve.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Neonivek on June 27, 2011, 11:32:11 am
You don't seem to understand... I have NO grass whatsoever.

I have enough fruits and vegetables to feed a herd of wild elephants but not a spot of grass to be found.

Yet since I can't feed animals with my own stock it means that Dwarves keep bringing in animals to die of starvation.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Organum on June 27, 2011, 01:57:26 pm
Why don't you penetrate the caverns?
Title: Re: Is inevitable catsplosion thing of the past?
Post by: kirrian on June 27, 2011, 03:10:05 pm
Why don't you penetrate the caverns?

That's what she said!

...

Sorry... couldn't help myself. =P

On a lighter note; I just keep dumping them into the volcano.  Fly, kitties, fly!  I have noticed my pasture of Honey Mustard Badgers (or whatever) is stable and has gone (temporarily?) sterile.  As have my brown bears and dogs.  Must get more dogs killed.... "here gobbo gobbo....".

I did notice that one poor hauler has like a dozen (I exaggerate maybe) cats following him around.  The stone is affecting my FPS more then the kitties, so I don't mind so much.  Can't part with stone... must process stone... MORE BLOCKS!

Title: Re: Is inevitable catsplosion thing of the past?
Post by: Sphalerite on June 27, 2011, 03:16:25 pm
Honey Mustard Badgers

...

I must mod these in now.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Lagslayer on June 27, 2011, 04:14:01 pm
If cats are a problem, then put the cat-loving dwarf in a danger room (armor optional). If the dwarf dies, then you can slaughter the cats. If the cats die, then the immediate problem is solved.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: abadidea on June 27, 2011, 04:19:34 pm
I also noticed a complete lack of catsplosion on my fort on the current version. In fact, I noticed that I couldn't recall a single "Meowingtons has adopted Urist" message, unless the game no longer broadcasts those by default anyway.

I was one of those people who made maximum-size pastures and then ran into the bug/malfeature of animals starving to death on top of grass while walking towards some other grass. For a while, until I figured out that the problem could be prevented with smaller pastures, I had VERY few animals and took to breeding cats *deliberately*, with limited success.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Michael on June 27, 2011, 05:03:01 pm
Why don't you penetrate the caverns?
That might not necessarily work.

Perhaps it was a bug, but the one time I breached a cavern, there was a lot of mud, but no fungus to be found (neither the "grass", "shrub", nor "tree" class appeared to be represented).
Title: Re: Is inevitable catsplosion thing of the past?
Post by: AutomataKittay on June 28, 2011, 12:36:52 am
Why don't you penetrate the caverns?
That might not necessarily work.

Perhaps it was a bug, but the one time I breached a cavern, there was a lot of mud, but no fungus to be found (neither the "grass", "shrub", nor "tree" class appeared to be represented).

I don't think it's a bug, I've occasionally encountered those caverns. You just have to start muddifying other part of underground, IIRC.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Organum on June 28, 2011, 03:07:29 am
I've had that happen too, although I got bored with that fort before I was able to see if a barren underground meant no moss for the fort.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: tolkafox on June 28, 2011, 03:37:29 am
I have goatsplosions now :( Slaughtering all those useless billy goats (except the large one with gigantic muscles) seems to have the adverse affect of mass nanny goat birthing. I get birthing spam right before spring, and have to scramble new pastures for the kids.

At least with cats you can shove them in one cage.
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Montague on June 28, 2011, 06:30:51 am
Training spears set in upright spear traps and a lever are brutally effective at keeping the pet population at bay.

Danger rooms in my fort have eventually killed every single last non-slaughter-able pet in the fortress. Huzzah!
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Caldfir on June 28, 2011, 09:21:45 am
Yeah, goatsplosions are easy to set up, but they are butcherable (except for named pets of course), and do not adopt dwarves, so the problem is easy to fix. 
Title: Re: Is inevitable catsplosion thing of the past?
Post by: Root Infinity on June 28, 2011, 10:07:35 am
Why don't you penetrate the caverns?
That might not necessarily work.

Perhaps it was a bug, but the one time I breached a cavern, there was a lot of mud, but no fungus to be found (neither the "grass", "shrub", nor "tree" class appeared to be represented).
I encountered the same thing - that happens when the cavern has no water - nothing can grow.

I don't think it's a bug, I've occasionally encountered those caverns. You just have to start muddifying other part of underground, IIRC.