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« on: November 23, 2009, 03:05:52 pm »
The permeability notion is redundant, precisely because the door stays open behind a dwarf; I've had my dwarves grab animals and pull them through a corridor of pet-impassible doors, no problem. Changing that setup such that dwarves close those doors would still work so long as the doors are closed behind the towed animal, not on top of them - treat the dwarf+animal as a multi-tile creature.
Having newly-assigned work animals not count as pets right away would be good as well; having them able to be unassigned while in this stage, also good. But as mentioned, long acquaintance(or not so long, prefs depending) would lead to the dwarf adopting the animal as a pet outright.
In general, the work animal system needs an overhaul. It's kludgy and can't be used on some of the dwarves who most warrant it(experienced military, and nobles). It'll do the basics for putting some extra protection on vulnerable dwarves, but forever after those dwarves' new pets will be adding to the FPS problem.
I think it'd be really nice if dwarves could pick up a work animal on their way out of the fortress, and return the animal when they're no longer doing an outdoor task. Possibly as a different assignment control - one for permanent companions(which become pets if not revoked before the dwarf grows to like them), one for "risky" labours(anything which inherently leaves the fortress - hunting, plant gathering, fishing) and on-duty military. When going on duty / activating a risky job, the dwarf will gather work animals up to the number set, go do it, and when that task is done, release the animals again. A designated "animal holding area", or perhaps the ability to designate a zoo like jails are currently(so that the animals get chained/caged automatically) rather than just as "a meeting room from a cage", could help with this.