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Difference between revisions of "23a:Cat"

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{{CreatureInfo|name=Cat|symbol=c|color=0:0:1|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|biome=Common domestic}}
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{{23a creaturelookup/0}}
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{{av}}
  
'''Cats''' will kill {{L|vermin}} in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion).  They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.{{verify}}
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'''Cats''' will kill [[vermin]] in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion).  They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.{{verify}}
  
Cats cannot be assigned as {{L|pet|pets}}; instead, cats choose {{L|dwarf|dwarves}} as owners. Cats randomly choose from all the dwarves on the map, but have a ''much'' higher probability of choosing a {{L|dwarf}} who has the {{L|preferences|preference}} "''admires cats for their aloofness''".  If a cat is caged, it will not adopt, however it may adopt the moment it is taken from the cage (perhaps to be immediately butchered), regardless of who takes it.
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Cats cannot be assigned as [[pet]]s; instead, cats choose [[dwarf|dwarves]] as owners. Cats will only choose [[dwarf|dwarves]] who have the [[Preferences|preference]] "''admires cats for their aloofness''".  If a cat is caged, it will not adopt, however it may adopt the moment it is taken from the cage (perhaps to be immediately butchered), regardless of who takes it.
  
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin, and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|kittens can be butchered]] to provide a small never-ending trickle of {{L|skin}} (to become {{L|leather}}), {{L|bone|bones}} (for a variety of end-products) and {{L|meat}} for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See {{L|Meat industry#Breeding|Breeding}})
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Cats are useful around the fort to prevent the unhappy thoughts produced by vermin, and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|kittens can be butchered]] to provide a small never-ending trickle of [[skin]] (to become [[leather]]), [[bone]]s (for a variety of end-products) and [[meat]] for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See [[Meat industry#Breeding|Breeding]])
  
Cats are also infamous for the [[catsplosion]]: if you are not careful, cats will be everywhere, causing your {{L|Frames per second|FPS}} to plummet, and killing {{L|pet|pets}} causes a strong unhappy {{L|thought}} to the owner.
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Cats are also infamous for the [[catsplosion]]: if you are not careful, cats will be everywhere, causing your [[Frames per second|FPS]] to plummet, and killing pets causes a strong unhappy [[thought]] to the owner.
  
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To reap the benefits of cat ownership (i.e. pest control) without the risk of catsplosion, take care to only allow '''male''' cats to roam freely.
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{{gamedata}}
 
{{Creatures}}
 
{{Creatures}}
 
{{Category|Animals}}
 
{{Category|Animals}}

Latest revision as of 20:56, 3 March 2014

Cat

c

Portrait
Biome

Tamed Attributes
Pet value 20

· Breeding

Not hunting/war trainable

Age
Adult at: 1
Max age: 10-20
Butchering returns
Bones 3
Chunks 3
Meat 3
Fat 1
Skulls 1
Skin Leather

Wikipedia article

This article is about an older version of DF.

Cats will kill vermin in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion). They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.[Verify]

Cats cannot be assigned as pets; instead, cats choose dwarves as owners. Cats will only choose dwarves who have the preference "admires cats for their aloofness". If a cat is caged, it will not adopt, however it may adopt the moment it is taken from the cage (perhaps to be immediately butchered), regardless of who takes it.

Cats are useful around the fort to prevent the unhappy thoughts produced by vermin, and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, kittens can be butchered to provide a small never-ending trickle of skin (to become leather), bones (for a variety of end-products) and meat for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See Breeding)

Cats are also infamous for the catsplosion: if you are not careful, cats will be everywhere, causing your FPS to plummet, and killing pets causes a strong unhappy thought to the owner.

To reap the benefits of cat ownership (i.e. pest control) without the risk of catsplosion, take care to only allow male cats to roam freely.

Races
DwarfElfGoblinHumanKobold
Animals
Aquatic
Humanoids
Semi-Megabeasts
Megabeasts
Nonexistent