What labor is used to throw animals in pits? I decided to throw all of my non-thief goblin prisoners down my execution shaft, but a human caravan outside keeps attacking them all even though they've been done trading for months, and it's getting bothersome. I didn't want to cancel their assignment to the pit and then re-assign them all since that would take a while, so I would like to just cancel the relevant labor in all of my dwarves so they'll stop moving them so the humans will leave. Which labor is needed for that?
I've canceled Animal Hauling, but the wiki only mentions that being used for animal-filled cages. They're still being moved, but that might just be because it takes a while for them to finish their current task. I also thought that it might be Animal Training or Animal Care, but the wiki only mentions those as being used for actual animal training and nothing, respectively. Which labor is it that I need to cancel?
The labor Animal Hauling is used to move animals between cages, and to catch loose animals and put them in the appropriate pen/pasture.
Presumably, taking an animal to a pit would use Animal Hauling or garbage dumping, depending on how Toady reasoned when he coded it.
Pen/Pasture and Pit jobs have no assigned labor currently. Any dwarf can and will do it, and you can't control which.
Presumably a future update will make it use Animal Hauling.
portal that just decided to move it's exit, AFTER it had already been used successfully for travel in both ways. The details: I am playing a normal single player game (so no other players are creating portals in the world), my only mod being a texture pack. I created a nether portal a little while back (just a few weeks, no new releases since then that I know of) and used it to go gather some nether... portal might be forced to move out of a big chunk of solid matter and therefore get pushed "out of range" from your overworld portal, and so spawning a new overworld portal when used. But my portal had
almost black color before, but when I am watching it happen they always pop back out after a second or two. But I am definitely losing them (I used to have many more), and I just found some lime green wool on the ground when I returned back to the pen after spelunking for a while so I know the lime sheep died. My question is: What design can I use for my pen that will prevent my animals from...Originally my farm (sheep and chickens) was at ground level with fences around it. I noticed that when logging into the game the animals would teleport themselves outside the fences. They don't seem
How do I throw goblins or any other creatures into a pit? I have 3 level pit where I want to throw a variety of enemies into. The lowest level is the actual pit, and spans 6x6 squares. I have specified the zone for this, and picked 'pit'. The uppermost layer is where the dwarves are supposed to go to throw the enemies into the pit. The enemy would fall through the second layer and then land in the pit. These two layers have a 1x1 hole where the enemies are supposed to fall through. I have specified each of the 1x1 hole to be a channel. When I want my dwarves to throw a goblin into the pit
So my hunterdwarf has been out in the field, and he's killed and hauled back some chinchilla corpses to my butcher shop. The only problem is that when the corpses are placed in the butcher shop neither does it trigger an automatic butcher animal job, nor will it let me manually assign the job. If I manually assign it'll just give the announcement: Blah blah, Farmer cancels butcher an animal: Needs butcherable nearby unrotten item. As far as I can tell from the wiki etc. any animal that my hunters kill should be butcherable, so I have no idea why it wont let my dwarfs feast on delicious
I'm just wondering if there is a list somewhere of the base prices used for the goods in Patrician III, so I know what to set as reasonable auto-buy/sell rates for goods. As I play the game, it seems..., and abundance would decrease the price. I want to set my auto-buy prices at just below this 'base' value to ensure that I'm getting a good deal, and auto-sell prices at just above this 'base' value to prevent flooding the market. I've found the wiki, which has a list of 'highest and lowest' from watching fluctuations in gameplay, but can't figure out the base values from them.
So I've managed to acquire my first animals, and I'm trying to figure out how to maximize their rate of reproduction. My first thought was to split my animals into two different pastures, but I'm not sure if this will actually help or hurt the rate of reproduction. The help menu states that animals in a pasture not being worked will reproduce slower, and I'm assuming this applies to pastures with only one herdsmen as well. I'm also not sure if the number of animals in the pastures makes a difference (that is, will 4 sheep reproduce faster than 2 sheep?). What affects the reproduction rate
damage in their first normal attack but attacks done via combos using the Alt key only do 1 Damage making it entirely useless I would like to slow Utawarerumono down so that i can pull off combos for Eruru as Eruru even though she only heals i have learned that her healing can be a combo aswell allowing me to heal my characters faster however just like attacking character, her combos using the Alt key will just heal 1 HP which is just as useless EDIT: this is a screenshot on the ingame benchmark test as for the specs of my PC, i can't find the paper which has them all written down and i
I bought some animals from a caravan because I thought "oh cool, animals!" but I don't really know what I can do with them. I guess the dwarves would like a bit of jaguar meat, but that seems a waste. I tried using my kennel to train wardogs (acording to the wiki, this will actually train other animals too) and train hunting dogs (ditto), but it told me there were no animals available. So I tried moving the caged animals from the stockpile to somewhere else and tried again. Still no luck. The animals were tame, so I tried releasing them from their cages and trying again. Still no luck
was weak-stomached when Urist McBruisedguts came to the hospital after a battle that lead to a domino effect of animals being grossed out? Is it some seasonal animal flu? They're walking around fine, just leaving green trails...all over my food stockpiles, hospital, barracks, above-ground farms, workshops, mega-pile, and everywhere else... Should I lock them all in a room and send in the Hazmat team after/if it passes? Should I have an animal genocide and hope Urist McAxelord doesn't go berserk? Should I just assign all my dwarves to just cleaning to try to stop the possible domino effect going