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Difference between revisions of "v0.31:Butcher's shop"

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m (that would still be created in 1 piece/stack, no?)
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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.
 
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.
 
{{Workshops}}
 
{{Workshops}}
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It is worthwhile keeping the butcher's shop locked off when a hunter is out hunting, so that he does not drag kills directly into the butcher's shop (where they explode). If he cannot access it, he will drag it to the fresh hide stockpile instead.

Revision as of 03:39, 22 April 2010

This article is about an older version of DF.

Template:Human

Butcher's shop

b-w-u

X X X
X X X
X X X
Job Requirement

Butchery

Construction
Materials Jobs

1 of

1 of

Materials Used
  • Template:L
  • Corpses of untamed non-sentient animals
Goods Created

The butcher's shop is used to butcher Template:L 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 v, moving the curser over the animal and pressing s, or by going into the animal list by pressing z, Enter and then by choosing the animal(s) for butchering by pressing 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.

A butcher's shop is operated by any dwarf with the 'butchery' Template:L enabled.

An butchered animal results into various items as are:

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).

The Template:L, Template:L, Template:L and Template:L can be used for Template:L. The fat can be rendered into Template:L at a Template:L and then serve various purposes. The purpose of Template:L, Template:L, tusks, and other creature specific body parts and Template:L is not yet known. The skin can be made into Template:L at a Template:L

All other remains can be eaten and/or cooked.

Note that results may vary from creature to creature as, for example, a creature without Template:L will not produce any.

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.

Hauling and stockpile considerations

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.

Workshops
Furnaces
Related articles

It is worthwhile keeping the butcher's shop locked off when a hunter is out hunting, so that he does not drag kills directly into the butcher's shop (where they explode). If he cannot access it, he will drag it to the fresh hide stockpile instead.