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Difference between revisions of "40d:Cat"

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(added extra info on adoption, and other uses for cats/kittens)
(confirmed in 0.23 and 0.40, highly unlikely to have changed in between)
 
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{{CreatureInfo|name=Cat|symbol=c|color=rgb(128, 128, 128)|bones=2|fat=1|skin=Yes|skulls=1|chunks=2|meat=2}}
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{{Quality|Exceptional}}
Cats will kill vermin. They are fairly weak animals.
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{{40d creaturelookup/0}}
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{{av}}
  
Cats cannot be assigned as pets. Instead, they choose dwarves as owners. This requires exposure to your dwarves, so if you keep your cats caged away from the fort they will not choose an owner. Cats choose randomly from dwarves they see over time, but have a higher probability of choosing a dwarf who "admires cats" as their owner.
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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.
  
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 neverending trickle of hides, bones and meat for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - cage them up together away from dwarves, and butcher the kittens as they are born. Taking more cats obviously increases your birth rate, and you can let som kittens survive to adulthood to further increase your breeding stocks.
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Cats cannot be assigned as [[pet|pets]]; instead, cats choose [[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.
  
Good job dwarves don't have an animal rights campaign, or the Hammerer would never stop hitting people for kitten genocide.
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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|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 [[Meat industry#Breeding|Breeding]])
  
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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 [[Trap#Upright_Spear.2FSpike|killing]] [[pet|pets]] causes a strong unhappy [[thought]] to the owner.
  
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Cats, by nature, will attempt to pack vermin to their owners - often, the owner will then dismiss the cat, at which point the cat will attempt to bring the vermin remains to an appropriate refuse [[stockpile]]. However, because they lack body parts that can grasp, they will cancel the task with a "too injured" message, leaving the vermin on the floor for another dwarf to clean up. For more info and a fix, see [[Cat cancels Store Item in Stockpile: Too injured]].
  
 
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{{gamedata}}
{{Game_Data|[CREATURE:CAT]
 
[NAME:cat:cats:cat]
 
[TILE:'c'][COLOR:0:0:1]
 
[VERMINHUNTER]
 
[PETVALUE:20]
 
[BUTCHERABLE_NONSTANDARD]
 
[CARNIVORE][NATURAL][PET]
 
[LARGE_ROAMING]
 
[COMMON_DOMESTIC][BENIGN]
 
[PREFSTRING:aloofness]
 
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
 
[BODYGLOSS:PAW]
 
[SIZE:3]
 
[MAXAGE:10:20]
 
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
 
[CHILD:1][CHILDNAME:kitten:kittens]
 
[FAT:1]
 
[DIURNAL]
 
[STANDARD_FLESH]
 
[HOMEOTHERM:10070]
 
[LAYERING:100]
 
[SWIMS_INNATE][SWIM_SPEED:2500]
 
}}
 
 
{{Creatures}}
 
{{Creatures}}
[[Category:Animals]]
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{{Category|Animals}}

Latest revision as of 18:15, 3 October 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.

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.

Cats, by nature, will attempt to pack vermin to their owners - often, the owner will then dismiss the cat, at which point the cat will attempt to bring the vermin remains to an appropriate refuse stockpile. However, because they lack body parts that can grasp, they will cancel the task with a "too injured" message, leaving the vermin on the floor for another dwarf to clean up. For more info and a fix, see Cat cancels Store Item in Stockpile: Too injured.

Races
DwarfElfGoblinHumanKobold
Animals
AlligatorBeak dogBilouBlack-crested gibbonBlack-handed gibbonBlack bearBonoboCatCave crocodileCheetahChimpanzeeCougarCowDeerDogDonkeyElephantElkFoxGazelleGiant batGiant cave spiderGiant cave swallowGiant cheetahGiant desert scorpionGiant eagleGiant jaguarGiant leopardGiant lionGiant moleGiant olmGiant ratGiant tigerGiant toadGorillaGray gibbonGrimelingGrizzly bearGroundhogHarpyHippoHoary marmotHorseIce wolfJaguarLarge ratLeopardLionMandrillMountain goatMuleMuskoxNaked mole dogOne-humped camelOrangutanPileated gibbonPolar bearRaccoonRhesus macaqueSaltwater crocodileSasquatchSiamangSilvery gibbonTigerTwo-humped camelUnicornWarthogWhite-browed gibbonWhite-handed gibbonWolf
Aquatic
Humanoids
Semi-Megabeasts
Megabeasts
Nonexistent