You will need cage trap, an animal training zone, and some plants or meat depending on whether the animal is herbivorous or carnivorous. ![]() Once you have a captured, trainable creature trapped in a cage, you can start trying to domesticate it. ![]() Bug: 6051 To make use of captured creatures that you cannot or do not want to tame, see live training and mass pitting. Captured war mounts and any other named enemies of your civilization can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy even worse these creatures may cause a loyalty cascade if you order your military to deal with the situation. Additionally, creatures ignore cage traps entirely. Just because you have a creature stowed away in your cages stockpile does not mean that it can be trained, as only creatures with the or creature token can be trained. Note that animal traps are not used in this role, but are instead used by trappers to capture live vermin, and thus surprisingly enough trappers are not involved in the trapping of actual creatures. The same is true of the caverns, although since they are usually not nearly so expansive capturing passing creatures is a little easier on the other hand you have to be much more worried about exposing your dwarves to the various subterranean nasties. Wild creatures can only be captured by cage traps as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. Which animals appear at your fortress (and thus which animals you can attempt to tame, besides the subterranean creatures that are randomly present) is dependent upon your surroundings, which is in turn dependent upon the local biome, or biomes if your fortress overlaps multiple regions. In order to domesticate an animal you must first have an animal to domesticate, so before you can do any training you must capture some wild animals. I think it's only on reclaiming the player's previous forts, as reclaiming a worldgen fort that was wiped out allows the items in it to be unforbidden and used.Domesticating wild animals Capture Items from a reclaimed fort seem to be sometimes buggy in that they can be marked for dumping but are never hauled for dumping or placement in a stockpile. This is also known as a quantum stockpile because the tile can hold an unlimited amount of items. If it's attached to the skeleton though, it can't be used.Ī garbage zone simply is where items marked for dumping are dumped. Severed pieces of sentients can be used for crafting however, such as a severed arm that rotted away to bones. ![]() The same with sentient invaders their corpses will clutter your refuse stockpile. After they die otherwise they are unusable. Stray animals will not be buried unless they are pets, so those can clutter a corpse stockpile as they can't be used for crafting or butchered without being set for butchering while alive. Corpse stockpile handles fort residents and animals. Refuse stockpiles are for refuse items, which include corpses of non-fort residents and animals, such as goblin invaders. That way when you run out it's automated to build more, if the order is set to repeat. If you have run out of barrels and your food stockpile is full of items outside of barrels, you can set a workshop order in your carpenter or stoneworker workshop to something like make 10 barrels/stone pots when under 10 empty barrels are available. If you have stockpile space make sure you have dwarves able to haul the item in time to make it to the stockpile. The room itself will still fill with miasma however. ![]() You can make diagonal entrances to your refuse stockpile because miasma doesn't flow diagonally through such gaps. You can have the workshop outside or add a ceiling above a room that was open to the outside originally.
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