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Editing v0.31:Butcher's shop

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{{Quality|Exceptional|09:44, 9 August 2010 (UTC)}}
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{{av}}{{elven}}
{{Workshop
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{{workshop|name=Butcher's shop|key=u|job=Butchery
|name=Butcher's shop
 
|key=u
 
|job=*[[Butcher|Butchery]]
 
 
|construction=
 
|construction=
* [[Building material]] (non-[[economic]])
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1 of
 +
* {{L | Block}}
 +
* {{L | Stone}}
 +
* {{L | Wood}}
 
|construction_job=
 
|construction_job=
 
1 of
 
1 of
*[[Butchery]]
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* {{L | Butchery}}
*[[Small animal dissection]]
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* {{L | Small animal dissection}}
*[[Trapping]]
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* {{L | Trapping}}
 
|use=
 
|use=
* [[Tame animals]]
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* {{L | Tame animals}}
 
* Corpses of untamed non-sentient animals
 
* Corpses of untamed non-sentient animals
 
|production=
 
|production=
* [[Skin]]
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* {{L | Skin}}
* [[Fat]]
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* {{L | Fat}}
* [[Meat]]
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* {{L | Meat}}
* [[Bone]]
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* {{L | Bone}}
* [[Prepared organs]]
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* {{L | Prepared organs}}
* [[Skull]]
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* {{L | Skull}}
* [[Scale]]
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* {{L | Scale}}
* [[Hooves]]
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* {{L | Hooves}}
* [[Ivory]]
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* {{L | Ivory}}
* [[Tooth]]
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}}
* [[Hair]]
 
* [[Wool]]
 
}}{{av}}
 
 
 
The '''butcher's shop''' is used to butcher [[Tame animals|tame animals]], corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the cursor over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals.
 
 
 
A butchered animal results into various items with different uses:
 
 
 
{| {{prettytable}}
 
!Item
 
!Uses
 
|-
 
|[[Meat]] and [[Prepared organs]]
 
|Eaten raw or [[kitchen|cooked]]
 
|-
 
|[[Fat]]
 
|[[kitchen|Cooked]] to [[tallow]]
 
|-
 
|[[Skull]]
 
|Crafting skull [[totem|totem]]
 
|-
 
|[[Bone|Bones]]
 
|Crafting bone [[bolt|bolts]], bone [[craft|crafts]], or used as a [[decoration]] material
 
|-
 
|[[Hoof|Hooves]], [[Horn]]s, [[Shell]]s, [[Nail]]s,[[Tooth|Teeth]]
 
|Used for [[crafts]] or used as a [[decoration]] material
 
|-
 
|[[Skin]]
 
|Tanned into [[Leather]]
 
|-
 
|[[Hair]]
 
|Spun into [[thread]], but not weaved into [[cloth]]
 
|-
 
|[[Cartilage]]
 
|Currently no uses. {{version|0.31.25}}
 
|-
 
|Nervous tissue
 
|Currently no uses. {{version|0.31.25}}
 
|-
 
|Feather, [[Scale]], and [[Chitin]]
 
|Currently no uses. {{version|0.31.25}}
 
|-
 
|Wool
 
|Spun into [[Yarn]]
 
|}
 
 
 
==Menu==
 
'''Butcher's Shop'''
 
 
 
*{{k|b}}'''Butcher a dead animal'''
 
Renders a dead animal into its component parts of [[meat]], [[fat]], [[skin]], [[bone]]s, and [[skull]]s. Usually used on animals that your [[hunter]] brings back, or tame animals you chose for slaughter.
 
  
*{{k|e}}'''Extract from a dead animal'''
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The butcher's shop is used to butcher {{L|Tame animals}} and corpses of some slain animals as well as to process skeletons (of wild animals only). Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile nearby (something like 10 tiles?) beforehand.
Requires a caged [[fire snake]], [[cave spider]], or [[phantom spider]] and [[Animal dissector|animal dissection]]. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).
 
Produces [[Fire snake|liquid fire]] and [[venom]], respectively.
 
  
*{{k|a}}'''Capture a live land animal'''
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A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.
Requires an [[animal trap]] and [[trapping]].
 
The trapper will take the trap and chase vermin until it catches one.
 
  
==Common Uses==
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An butchered animal results into various items as are:
*Produce meat for food.
 
*Produce skin for leather.
 
*Produce bones for bolts.
 
  
==Helpful Strategies==
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*A {{L|skull}} (may vary for critters with more than one head)
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*An associated number of {{L|bone|bones}}
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*Various {{L|prepared organs}}
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**An associated number of prepared eyes
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**Prepared lungs
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**A prepared heart
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**Prepared intestines
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**Chopped liver
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**Tripe
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**Sweetbread
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**A prepared spleen
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**A pair of prepared kidneys
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**Prepared brain
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*An associated number of fat
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*{{L|Nervous tissue}}
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*A skin (to be tanned into {{L|leather}})
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*{{L|Hair}}
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*{{L|Cartilage}}
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*{{L|Hoof|Hooves}}
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*{{L|horn|horns}}
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*{{L|nail}}
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*Feather in place of hair (if bird) {{verify}}
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*An associated number of {{L|meat}}
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*A Scale in place of (raw) Skin (if reptile)
  
=== Hauling and stockpile considerations ===
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Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like (no meat, no fat, no skin).
  
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.
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The {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}.
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The fat can be rendered into {{L|tallow}} at a {{L|kitchen}} and then serve various purposes.
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The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.
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The skin can be made into {{L|leather}} at a {{L|tanner's shop}}
  
The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the '''Butcher a dead animal''' job.  Similarly, there is a maximum distance for the [[Main:Tanner's shop|Tanner's shop]] to notice a skin and automatically trigger a '''Tan a skin''' job.  It is not known precisely what "close enough" is, in either case.
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All other remains can be eaten and/or cooked.
  
=== Clutter Reduction and Rotting Prevention ===
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Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.
  
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot.
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Partial corpses as well as mutilated corpses seem to provide not the expected "full set"; the number of bones may be lower, organs may be missing.
To prevent rotten meat from producing [[miasma]] channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.
 
  
==Notes==
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== Hauling and stockpile considerations ==
*A butcher's shop is operated by any dwarf with the 'butchery' [[labor]] enabled.
 
*Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).
 
*There are currently some bugs relating to butchered products and [[clutter]].
 
*Partial corpses as well as mutilated corpses do not provide the "full set"; the number of bones may be lower, organs may be missing.
 
*You can't butcher vermin fish, that is done at the [[Main:Fishery|Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.
 
*Tamed animals that die of starvation seem to be unbutcherable, although those that die of old age may be butchered.
 
  
==See Also==
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One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile.
  
:*[[Creature]] pages for butchering results.
 
:*[[Meat industry]]
 
:*[[Stockpile]]
 
  
 
{{Workshops}}
 
{{Workshops}}

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