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 40d:Butcher's shop

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 "40d"). 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 1: Line 1:
{{Quality|Exceptional|06:15, 29 July 2010 (UTC)}}
+
{{workshop|name=Butcher's Shop|key=u|job=[[Butchery]]  
{{workshop|name=Butcher's shop|key=u|job=[[Butchery]]  
 
 
|construction=
 
|construction=
* [[Building material]] (non-[[economic]])
+
1 of
 +
* [[Block]]
 +
* [[Stone]]
 +
* [[Wood]]
 
|construction_job=
 
|construction_job=
 
* [[Butchery]]
 
* [[Butchery]]
Line 11: Line 13:
 
|production=
 
|production=
 
* [[Bone]]s
 
* [[Bone]]s
* [[Chunk]]s
+
* [[Chunks]]
 
* [[Fat]]
 
* [[Fat]]
 
* [[Meat]]
 
* [[Meat]]
 
* [[Skin]]
 
* [[Skin]]
 
* [[Skull]]s
 
* [[Skull]]s
}}{{av}}
+
}}
  
The '''butcher's shop''' is a [[workshop]] used to slaughter livestock that has been designated to be [[butchering|butchered]] in the {{k|z}} (status)-Animals submenu. There is no task for this in the workshop task menu; instead it will be done automatically if it isn't disabled in the {{key|o}}rder-{{key|W}} menu. Unlike butchering [[corpse]]s, slaughtering occurs the instant the [[butcher]] brings the [[animal]] to the shop, and so is not affected by the butcher's skill level, agility, or [[workshop]] [[clutter]].  Although slaughtering is not affected by experience, it does provide experience in the [[butcher]] skill.  If you have many excess animals, you can slaughter them for gains in food, bones, skins, experience and frame rate.   
+
The '''butcher's shop''' is a [[workshop]] used to slaughter livestock that has been designated to be [[butchering|butchered]] in the z-status Animals submenu. There is no task for this in the workshop task menu; instead it will be done automatically if it isn't disabled in the {{key|o}}rder-{{key|W}} menu. Unlike butchering [[corpse]]s, slaughtering occurs the instant the [[butcher]] brings the [[animal]] to the shop, and so is not affected by the butcher's skill level, agility, or [[workshop]] [[clutter]].  Although slaughtering is not affected by experience, it does provide experience in the [[butcher]] skill.  If you have many excess animals, you can slaughter them for gains in food, bones, skins, experience and frame rate.   
  
 
Butchers also do the dirty job of processing animal corpses and body parts for [[meat]], [[fat]], [[skin]], [[bone]]s, and [[skull]]s at the butcher's shop. Higher skill allows them to process these corpses faster. A corpse doesn't have to be particularly close to the workshop to trigger the task, but it needs to be on a (refuse) [[stockpile]].
 
Butchers also do the dirty job of processing animal corpses and body parts for [[meat]], [[fat]], [[skin]], [[bone]]s, and [[skull]]s at the butcher's shop. Higher skill allows them to process these corpses faster. A corpse doesn't have to be particularly close to the workshop to trigger the task, but it needs to be on a (refuse) [[stockpile]].
Line 41: Line 43:
 
* Butchering just one dog, a typical size 5 [[creature]], will create 5 meat, 5 chunks, 5 bones, 1 skull and 1 fat - 17 items, all at once, and your butcher's shop is instantly mired into the 1st level of [[clutter]], with the next task taking 2x as long as it should.  Larger animals (most [[domestic animal]]s are size 8-10) produce much more, creating x4 or x5 clutter delays. Therefore, it's recommended that you not only have nearby stockpiles and ample haulers, but ''multiple'' butcher's shops to distribute the workload of butchering numerous animals, each handling one in turn as the previous shop is cleared out, ready for the next job.  (As an extreme alternative, deconstructing the butcher's shop and then rebuilding it will scatter the contents on the ground and outside - where they'll quickly rot unless hauled.) Some animals travel in herds of as many as 10, and multiple herds are possible.
 
* Butchering just one dog, a typical size 5 [[creature]], will create 5 meat, 5 chunks, 5 bones, 1 skull and 1 fat - 17 items, all at once, and your butcher's shop is instantly mired into the 1st level of [[clutter]], with the next task taking 2x as long as it should.  Larger animals (most [[domestic animal]]s are size 8-10) produce much more, creating x4 or x5 clutter delays. Therefore, it's recommended that you not only have nearby stockpiles and ample haulers, but ''multiple'' butcher's shops to distribute the workload of butchering numerous animals, each handling one in turn as the previous shop is cleared out, ready for the next job.  (As an extreme alternative, deconstructing the butcher's shop and then rebuilding it will scatter the contents on the ground and outside - where they'll quickly rot unless hauled.) Some animals travel in herds of as many as 10, and multiple herds are possible.
 
* Create custom stockpiles for raw hides close to your [[tanner's shop]] (see [[Meat_industry#Tanning|''Tanning'']]) and build your tanner's shop next to your butcher's shop.  Create custom stockpiles for bones and skulls close to your [[craftsdwarf's workshop]] (see [[Meat_industry#Bone carving|''Bone carving'']]), and change the settings on your general refuse pile(s) to ''not'' accept hides, bones or skulls.
 
* Create custom stockpiles for raw hides close to your [[tanner's shop]] (see [[Meat_industry#Tanning|''Tanning'']]) and build your tanner's shop next to your butcher's shop.  Create custom stockpiles for bones and skulls close to your [[craftsdwarf's workshop]] (see [[Meat_industry#Bone carving|''Bone carving'']]), and change the settings on your general refuse pile(s) to ''not'' accept hides, bones or skulls.
* Slaughtering will produce [[chunk]]s, which have no use. They will just rot in your refuse pile. It is advisable to take measures to ward off [[thought|unhappy thoughts]] generated by [[miasma]], such as building your butcher's shops outside or with diagonal entrances.
+
* Slaughtering will produce [[chunk]]s, which have no use. They will just rot in your refuse pile. It is advisable to take measures to ward off [[thoughts|unhappy thoughts]] generated by [[miasma]], such as building your butcher's shops outside or with diagonal entrances.
 
* If your butcher's shop is outdoors and you have the "Dwarves ignore refuse from outside" option set, refuse will stay in the shop. Chunks will rot away and hides will be tanned (if you have a tanner's shop), but the bones and skulls will build up, making the butcher's shop more and more [[Clutter|cluttered]].
 
* If your butcher's shop is outdoors and you have the "Dwarves ignore refuse from outside" option set, refuse will stay in the shop. Chunks will rot away and hides will be tanned (if you have a tanner's shop), but the bones and skulls will build up, making the butcher's shop more and more [[Clutter|cluttered]].
  
Line 49: Line 51:
  
 
{{Workshops}}
 
{{Workshops}}
 +
[[Category:Workshops]]

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: