v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "Pet"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Interwiki link)
m (grammar,etc)
(19 intermediate revisions by 7 users not shown)
Line 1: Line 1:
 
{{Quality|Exceptional|21:48, 30 September 2016 (UTC)}}
 
{{Quality|Exceptional|21:48, 30 September 2016 (UTC)}}
 
{{av}}
 
{{av}}
'''Pets''' are [[creatures]] that have been adopted by your [[dwarves]]. All creatures that can be [[Animal trainer|trained]] (those who possess either the {{token|PET}} or {{token|PET_EXOTIC}} [[creature token]]s) can be made into pets; in the case of dwarves, that is most creatures that are [[:Category:Humanoids|non-sapient]] and [[Surroundings|non-aligned]]. Most good or evil-aligned creatures are not trainable by dwarves due to missing these tokens, but can be tamed by [[elf|elves]] or [[goblin]]s respectively. All pets will follow their owners around, providing a companionship [[happiness]] bonus (based on the creature's pet value), being fed by their owners if they are [[grazer]]s, and, in many cases, protecting them from harm, either by actively attacking enemies or by acting as meat shields that allow their charges to scramble away to safety.
+
{{Translation
 +
| dwarven = bab
 +
| elvish  = querete
 +
| goblin  = amro
 +
| human  = pathril
 +
}}
 +
'''Pets''' are [[creatures]] that have been adopted by your [[dwarves]]. Almost all domestic animals that are not pets are termed "[[stray]]" animals.  All creatures that can be [[Animal trainer|trained]] (those who possess either the {{token|PET}} or {{token|PET_EXOTIC}} [[creature token]]s) can be made into pets; in the case of dwarves, that is most creatures that are not [[:Category:Humanoids|sapient]] (emphasis on the "[[Animal_trainer#Taming_intelligent_creatures|most]]"). All pets will follow their owners around, providing a companionship [[happiness]] bonus (based on the creature's pet value), being fed by their owners if they are [[grazer]]s, and, in many cases, protecting them from harm, either by actively attacking enemies or by acting as meat shields that allow their charges to scramble away to safety.
 +
 
 +
==Mechanics==
 +
=== Pet value ===
 +
All creatures who can become pets (and some who can't, because of missing the aforementioned creature tokens) possess a '''pet value''' in their raw files which determines how much they are worth. Higher pet values normally imply the animal is more exotic, impressive or uncommon than others. For example, a [[dog]] has a pet value of 30, a [[jaguar]] of 50, a [[panda]] of 300 and a [[cave crocodile]] of 700. A creature with no pet value is treated as having a value of 0. See the full [[list of creatures by pet value]] for details.
  
== Pet value ==
+
Dwarves who adopt creatures with high pet values will be slightly happier than those who adopt creatures with low ones, so Urist McSpiderlover will be especially cheerful to have a [[giant cave spider]] following him around when compared to Urist McCarrotlover and his [[rabbit]]s {{verify}}. Regardless, both low- and high-value pets are a means to keep dwarves from becoming stressed.
All creatures who can become pets (and some who can't, for missing the aforementioned creature tokens) possess a '''pet value''' in their raw files which determines how much they are worth. Higher pet values normally imply the animal is more exotic, impressive or uncommon than others. For example, a [[dog]] has a pet value of 30, a [[jaguar]] of 50, a [[panda]] of 300 and a [[cave crocodile]] of 700. A creature with no pet value is treated as having a value of 0. See the full [[list of creatures by pet value]] for details.
 
  
Dwarves who adopt creatures with high pet values will be slightly happier than those who adopt those with low ones, so Urist McSpiderlover will be especially cheerful to have a [[giant cave spider]] following him around when compared to Urist McCarrotlover and his [[rabbit]]s {{verify}}. Regardless, both low and high value pets are means to keep dwarves from becoming stressed.
+
Pet value is most relevant for [[trading]], as it determines how many [[Currency|dwarfbucks]] you'll receive for selling the creature away. It also interferes directly upon taking [[domestic animal]]s during [[embark]]ing, as animals with higher pet values will cost more points than others. The cost in points in the embarking screen is 1+(pet value/2) for an untrained animal and 1+pet value for a war/hunting one.
  
Pet value is most relevant for [[trading]], as it determines how many [[Currency|dwarfbucks]] you'll receive for selling your creature away. It also interferes directly upon taking [[domestic animal]]s during [[embark]]ing, as animals with higher pet values will cost more points than others. The cost in points in the embarking screen is 1+(pet value/2) for an untrained animal and 1+pet value for a war/hunting one.
+
=== Adopting ===
 +
Pets normally cannot be assigned; rather, dwarves will adopt them on an ''ad hoc'' basis. The only exception is [[Animal trainer|trained hunting and war animals]], which will be adopted by whomever they are assigned to. Dwarves that are idling near a wandering [[stray]] animal set available for adoption may choose to make them their pet, giving them a name, causing the animal to follow them around, and giving the owner a happy "got a pet" [[thought]]. The chances of this event happening are strongly influenced by your dwarves' personal [[preferences]]; while they will rarely go out of their way to adopt animals, every dwarf has a preference for a certain creature, and will select them as pets when available, often resulting in the fortress engraver being followed around by a family of [[dog]]s. If the owner of a pet dies, the pet will keep their name but become a stray.
  
== Adopting ==
+
You can control what animals are up for adoption through the animal [[status]] screen, the first tab on the {{k|z}} menu. There, you can toggle available/unavailable on each tame individual, freeing them up for adoption. Animals will never be adopted out of a [[cage]], and must be let out to roam for adoption to take place. [[Stray]] animals tend to accumulate at [[meeting area]]s, which facilitates adoption. Make sure that your meeting areas are large enough to accommodate all your strays and prevent [[overcrowding]], and be aware that [[grazer|grazing]] animals tend to starve to death in your [[dining room]] if you do not assign them to a [[pasture]] instead.  
Pets cannot be assigned; rather, dwarves will adopt them on an ''ad hoc'' basis. (Except for [[Animal trainer|trained hunting and war animals]], which will be adopted by whomever they are assigned to.) Dwarves that are idling near a wandering [[stray]] animal may choose to make them their pet, giving them a name, causing the animal to follow them around, and giving the owner a happy "got a pet" [[thought]]. The chances of this event happening are strongly influenced by your dwarves' personal [[preferences]]; while they will rarely go out of their way to adopt animals, every dwarf has a preference for a certain creature, and will select them as pets when available, often resulting in the fortress engraver being followed around by a family of [[cavy|cavies]]. If the owner of a pet dies, the pet will keep their name but become a stray.
 
  
You can control what animals are up for adoption through the animal [[status]] screen, the first tab on the {{k|z}} menu. There you can toggle available/unavailable on each tame individual, freeing them up for adoption. Animals will never be adopted out of a [[cage]], and must be let out to roam for adoption to take place. [[Stray]] animals tend to accumulate at [[meeting area]]s, which facilitates adoption. Make sure that your meeting areas are large enough to accommodate all your strays and prevent [[overcrowding]], and be aware that [[grazer|grazing]] animals tend to starve to death in your [[dining room]] if you do not assign them to a [[pasture]] instead.  
+
Note that dwarves with a [[preference]] for an animal may adopt that animal ''despite'' its not being available for adoption.
  
If a [[grazer]] which is ''already'' a pet becomes hungry, it will generate a job for its owner to feed it. However, this job is low-priority, so it's possible for the pet to starve to death if the owner is otherwise occupied.
+
If a [[grazer]] which is ''already'' a pet becomes hungry, it will generate a job for its owner to feed it; however, this job is low-priority, so it's possible for the pet to starve to death if the owner is otherwise occupied.
  
 
[[Cat]]s are notable for being an exception to the rule; they will assign ''themselves'' to dwarves, and cannot be made available or unavailable. Vermin pets will perch on their masters' shoulders, protecting them from those darned cats.
 
[[Cat]]s are notable for being an exception to the rule; they will assign ''themselves'' to dwarves, and cannot be made available or unavailable. Vermin pets will perch on their masters' shoulders, protecting them from those darned cats.
  
== Utility ==
+
==== Determining ownership ====
 +
The easiest way to determine who is the owner of a pet is to use the {{k|z}}-Stocks screen, /Animals. On that is listed every domestic animal in your fortress, and, if they are owned, the name of their owner.
 +
 
 +
For a specific animal, you can also use the {{k|u}}nits menu, under "Pets/Livestock". Select the animal, and {{k|z}}oom to that pet's location, to automatically {{k|v}}iew the details of that creature. At the top of the {{k|g}}eneral information screen (which is the default) are listed the creature's name, the translation of that name, and, if owned, it will state ''"Pet of <the owner>"''. If no owner is listed*, then it is unclaimed.
 +
 
 +
(* Usually an unclaimed pet will also be unnamed, however it is possible for a stray animal to earn a name, usually by killing wild animals - this also happens to be true of wild animals who kill dwarves.)
 +
 
 +
=== Utility ===
 
Pets will provide a happiness bonus to their owner for the duration of their or their owner's lives. If the dwarf dies, the animal becomes a stray, and is available for adoption again. If the pet dies, the owner will get a negative thought, made worse if the pet isn't given a proper [[burial]]. This even happens if the pet dies peacefully, from old age.
 
Pets will provide a happiness bonus to their owner for the duration of their or their owner's lives. If the dwarf dies, the animal becomes a stray, and is available for adoption again. If the pet dies, the owner will get a negative thought, made worse if the pet isn't given a proper [[burial]]. This even happens if the pet dies peacefully, from old age.
  
As long as a creature is somebody's pet, they cannot be [[butcher]]ed, [[restraint|chained]], or [[cage]]d; this can lead to a [[catsplosion]] when there are several crazy old cat ladies in your fortress and you don't immediately butcher all the kittens or geld the tomcats. If you do manage to assign a pet to a cage or restraint (by issuing the order before the adoption), the new owner will attempt to release it. Newly acquired pets that were previously scheduled for butchering will still be butchered, however the new owner will experience a negative thought from the loss of their pet.
+
As long as a creature is somebody's pet, they cannot be [[butcher]]ed, [[restraint|chained]], or [[cage]]d; this can lead to a [[catsplosion]] when there are several crazy cat ladies in your fortress and you don't immediately butcher all the kittens or geld the tomcats. If you do manage to assign a pet to a cage or restraint (by issuing the order before the adoption), the new owner will attempt to release it. Newly acquired pets that were previously scheduled for butchering will still be butchered, however the new owner will experience a negative thought from the loss of their pet.
  
Another possible use is for large grazers, which are unable to keep themselves fed via grazing. By turning them into a pet, you can essentially have a dwarf dedicated to keeping them fed. This could open up some interesting options (such as utilizing tame [[elephant]]s without worrying about them starving themselves).
+
Another possible use is for large grazers, which are unable to keep themselves fed via grazing. By turning them into a pet, you can, essentially, have a dwarf dedicated to keeping them fed. This could open up some interesting options (such as utilizing tame [[elephant]]s, without worrying about them starving themselves).
  
== Good pets ==
+
==Types of pets==
The value of a pet is based upon the species' internal pet value. It also helps if the animals in question aren't useful for anything else, although assigning pets to pastures to keep them in place works fine, allowing such thing as pet [[alligator]] [[egg production|egg farms]]. Milkable and shearable pets are excellent, since they can still be taken to a [[farmer's workshop]] to get their goods. The best pets of all are [[cave dragon]]s and [[megabeast]]s, if the world is old enough and/or you are lucky enough to cage some.
+
=== Good pets ===
 +
The value of a pet is based upon the species' internal pet value. It also helps if the animals in question aren't useful for anything else, although assigning pets to pastures to keep them in place works fine, allowing such things as pet [[alligator]] [[egg production|egg farms]]. Milkable and shearable pets are excellent, since they can still be taken to a [[farmer's workshop]] to get their goods. The best pets of all are [[cave dragon]]s and [[megabeast]]s, if the world is old enough and/or you are lucky enough to cage some.
  
== Migrant pets ==
+
=== Migrant pets ===
[[Migrant]] waves will bring stray animals, but may also bring pets along. While this can be a boon, some players may find it a hindrance; animals with no value beyond [[butchery]], such as [[mule|mules]] or [[cavy|cavies]], may be viewed as clutter. If so, you can assign them to a pasture somewhere conveniently dangerous, such as under an [[bridge|atom smasher]] or in a field to trip up [[ambush|ambushers]]. Be warned that dead pets generate negative [[thought]]s.
+
[[Migrant]]s will bring stray animals, but may also bring one or more pets along. While this can be a boon, some players may find it a hindrance; pet animals with no value beyond [[butchery]], such as [[mule|mules]], may be viewed as clutter, and, as pets, cannot simply be butchered. One solution is to assign them to a [[zone]] designated as a pasture somewhere conveniently dangerous, such as under an [[bridge|atom smasher]], or in a field to trip up [[ambush|ambushers]]. Be warned that dead pets do generate negative [[thought]]s, so it's a judgement call as to which is worse.
  
== Vermin ==
+
=== Vermin ===
 
Many types of [[vermin]] can be trained and set as available to be a pet. In practice, dwarves rarely have a preference for vermin and so they generally won't adopt any. Adopted vermin are carried by the dwarf as an item. A dwarf may adopt up to three. Migrant dwarves never arrive with vermin for a pet.
 
Many types of [[vermin]] can be trained and set as available to be a pet. In practice, dwarves rarely have a preference for vermin and so they generally won't adopt any. Adopted vermin are carried by the dwarf as an item. A dwarf may adopt up to three. Migrant dwarves never arrive with vermin for a pet.
  
{{Translation
 
| dwarven = bab
 
| elvish  = querete
 
| goblin  = amro
 
| human  = pathril
 
}}
 
 
[[ru:Pet]]
 
[[ru:Pet]]
 +
 +
{{category|Fortress mode}}

Revision as of 17:57, 25 December 2021

This article is about the current version of DF.
Note that some content may still need to be updated.

"Pet" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: bab
Elvish: querete
Goblin: amro
Human: pathril

Pets are creatures that have been adopted by your dwarves. Almost all domestic animals that are not pets are termed "stray" animals. All creatures that can be trained (those who possess either the [PET] or [PET_EXOTIC] creature tokens) can be made into pets; in the case of dwarves, that is most creatures that are not sapient (emphasis on the "most"). All pets will follow their owners around, providing a companionship happiness bonus (based on the creature's pet value), being fed by their owners if they are grazers, and, in many cases, protecting them from harm, either by actively attacking enemies or by acting as meat shields that allow their charges to scramble away to safety.

Mechanics

Pet value

All creatures who can become pets (and some who can't, because of missing the aforementioned creature tokens) possess a pet value in their raw files which determines how much they are worth. Higher pet values normally imply the animal is more exotic, impressive or uncommon than others. For example, a dog has a pet value of 30, a jaguar of 50, a panda of 300 and a cave crocodile of 700. A creature with no pet value is treated as having a value of 0. See the full list of creatures by pet value for details.

Dwarves who adopt creatures with high pet values will be slightly happier than those who adopt creatures with low ones, so Urist McSpiderlover will be especially cheerful to have a giant cave spider following him around when compared to Urist McCarrotlover and his rabbits[Verify]. Regardless, both low- and high-value pets are a means to keep dwarves from becoming stressed.

Pet value is most relevant for trading, as it determines how many dwarfbucks you'll receive for selling the creature away. It also interferes directly upon taking domestic animals during embarking, as animals with higher pet values will cost more points than others. The cost in points in the embarking screen is 1+(pet value/2) for an untrained animal and 1+pet value for a war/hunting one.

Adopting

Pets normally cannot be assigned; rather, dwarves will adopt them on an ad hoc basis. The only exception is trained hunting and war animals, which will be adopted by whomever they are assigned to. Dwarves that are idling near a wandering stray animal set available for adoption may choose to make them their pet, giving them a name, causing the animal to follow them around, and giving the owner a happy "got a pet" thought. The chances of this event happening are strongly influenced by your dwarves' personal preferences; while they will rarely go out of their way to adopt animals, every dwarf has a preference for a certain creature, and will select them as pets when available, often resulting in the fortress engraver being followed around by a family of dogs. If the owner of a pet dies, the pet will keep their name but become a stray.

You can control what animals are up for adoption through the animal status screen, the first tab on the z menu. There, you can toggle available/unavailable on each tame individual, freeing them up for adoption. Animals will never be adopted out of a cage, and must be let out to roam for adoption to take place. Stray animals tend to accumulate at meeting areas, which facilitates adoption. Make sure that your meeting areas are large enough to accommodate all your strays and prevent overcrowding, and be aware that grazing animals tend to starve to death in your dining room if you do not assign them to a pasture instead.

Note that dwarves with a preference for an animal may adopt that animal despite its not being available for adoption.

If a grazer which is already a pet becomes hungry, it will generate a job for its owner to feed it; however, this job is low-priority, so it's possible for the pet to starve to death if the owner is otherwise occupied.

Cats are notable for being an exception to the rule; they will assign themselves to dwarves, and cannot be made available or unavailable. Vermin pets will perch on their masters' shoulders, protecting them from those darned cats.

Determining ownership

The easiest way to determine who is the owner of a pet is to use the z-Stocks screen, /Animals. On that is listed every domestic animal in your fortress, and, if they are owned, the name of their owner.

For a specific animal, you can also use the units menu, under "Pets/Livestock". Select the animal, and zoom to that pet's location, to automatically view the details of that creature. At the top of the general information screen (which is the default) are listed the creature's name, the translation of that name, and, if owned, it will state "Pet of <the owner>". If no owner is listed*, then it is unclaimed.

(* Usually an unclaimed pet will also be unnamed, however it is possible for a stray animal to earn a name, usually by killing wild animals - this also happens to be true of wild animals who kill dwarves.)

Utility

Pets will provide a happiness bonus to their owner for the duration of their or their owner's lives. If the dwarf dies, the animal becomes a stray, and is available for adoption again. If the pet dies, the owner will get a negative thought, made worse if the pet isn't given a proper burial. This even happens if the pet dies peacefully, from old age.

As long as a creature is somebody's pet, they cannot be butchered, chained, or caged; this can lead to a catsplosion when there are several crazy cat ladies in your fortress and you don't immediately butcher all the kittens or geld the tomcats. If you do manage to assign a pet to a cage or restraint (by issuing the order before the adoption), the new owner will attempt to release it. Newly acquired pets that were previously scheduled for butchering will still be butchered, however the new owner will experience a negative thought from the loss of their pet.

Another possible use is for large grazers, which are unable to keep themselves fed via grazing. By turning them into a pet, you can, essentially, have a dwarf dedicated to keeping them fed. This could open up some interesting options (such as utilizing tame elephants, without worrying about them starving themselves).

Types of pets

Good pets

The value of a pet is based upon the species' internal pet value. It also helps if the animals in question aren't useful for anything else, although assigning pets to pastures to keep them in place works fine, allowing such things as pet alligator egg farms. Milkable and shearable pets are excellent, since they can still be taken to a farmer's workshop to get their goods. The best pets of all are cave dragons and megabeasts, if the world is old enough and/or you are lucky enough to cage some.

Migrant pets

Migrants will bring stray animals, but may also bring one or more pets along. While this can be a boon, some players may find it a hindrance; pet animals with no value beyond butchery, such as mules, may be viewed as clutter, and, as pets, cannot simply be butchered. One solution is to assign them to a zone designated as a pasture somewhere conveniently dangerous, such as under an atom smasher, or in a field to trip up ambushers. Be warned that dead pets do generate negative thoughts, so it's a judgement call as to which is worse.

Vermin

Many types of vermin can be trained and set as available to be a pet. In practice, dwarves rarely have a preference for vermin and so they generally won't adopt any. Adopted vermin are carried by the dwarf as an item. A dwarf may adopt up to three. Migrant dwarves never arrive with vermin for a pet.