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.

Editing 23a:Meat industry

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "23a"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 69: Line 69:
  
 
====Pens====
 
====Pens====
Animals on [[restraint]]s still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  By making a series of 1x1 rooms with doors set to ''locked'' and restraining the animals there, the animals have nowhere to go and so [[path]]ing is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See [[Restraint]] for proper removal technique.)
+
Animals on [[restraint]]s still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  By making a series of 1x1 rooms with doors set to "non-pet-passable", and restraining the animals there, the animals have nowhere to go and so [[path]]ing is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See [[Restraint]] for proper removal technique.)
  
Doors can also be set to "pet-impassable", but pets don't actually understand this during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there and repeatedly slam into the door (going prone each time) until a dwarf comes by and opens the door (at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Actually locking the doors will save your framerate, but releasing the animals will require extra micromanagement.
+
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Actually locking the doors will save your framerate, but releasing the animals will require extra micromanagement.
  
 
== Butchering ==
 
== Butchering ==

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: