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

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(Removed verify tag on feathers - have discovered animals with feathers produce them in-game when butchered)
(put uses and items into a table)
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A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.
 
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.
  
An butchered animal results into various items as are:
+
An butchered animal results into various items with different uses:
  
*A {{L|skull}} (may vary for critters with more than one head)
+
{| border="1px solid black"
*An associated number of {{L|bone|bones}}
+
!Item
*Various {{L|prepared organs}}
+
!Uses
**An associated number of prepared eyes
+
|-
**Prepared lungs
+
|{{L|meat}}
**A prepared heart
+
| food
**Prepared intestines
+
|-
**Chopped liver
+
|prepared eyes
**Tripe
+
| food
**Sweetbread
+
|-
**A prepared spleen
+
|prepared lungs
**A pair of prepared kidneys
+
| food
**Prepared brain
+
|-
*An associated number of fat
+
|prepared heart
*{{L|Nervous tissue}}
+
| food
*A skin (to be tanned into {{L|leather}})
+
|-
*{{L|Hair}}
+
|prepared intestines
*{{L|Cartilage}}
+
| food
*{{L|Hoof|Hooves}}
+
|-
*{{L|horn|horns}}
+
|chopped liver
*{{L|nail}}
+
| food
*Feather in place of hair (if bird)
+
|-
*An associated number of {{L|meat}}
+
|tripe
*A Scale in place of (raw) Skin (if reptile)
+
| food
 +
|-
 +
|sweetbread
 +
| food
 +
|-
 +
|prepared spleen
 +
| food
 +
|-
 +
|prepared kidneys
 +
| food
 +
|-
 +
|prepared brain
 +
| food
 +
|-
 +
|fat
 +
| can be {{L|cook|cooked}} to {{L|tallow}}
 +
|-
 +
|{{L|skull}} (may vary for critters with more than one head)
 +
| crafting skull {{L|totem||totems}}
 +
|-
 +
|{{L|bone|bones}}
 +
| can be crafted into bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material
 +
|-
 +
|{{L|Hoof|Hooves}}
 +
| can be used for {{L|crafts}}
 +
|-
 +
|{{L|horn|horns}}
 +
| can be used for {{L|crafts}}
 +
|-
 +
||Nervous tissue
 +
| ??
 +
|-
 +
|skin
 +
| can be tanned into {{L|leather}}
 +
|-
 +
|{{L|Hair}}
 +
| ??
 +
|-
 +
|{{L|Cartilage}}
 +
| ??
 +
|-
 +
|{{L|nail}}
 +
| ??
 +
|-
 +
|Feather (if bird)
 +
| ??
 +
|-
 +
|}
  
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 {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}.
 
The fat can be rendered into {{L|tallow}} at a {{L|kitchen}} and then serve various purposes.
 
 
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.
 
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.
The skin can be made into {{L|leather}} at a {{L|tanner's shop}}
 
  
All other remains can be eaten and/or cooked.
+
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).
  
 
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.
 
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.

Revision as of 16:57, 26 April 2010

This article is about an older version of DF.

Template:Elven

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 with different uses:

Item Uses
Template:L food
prepared eyes food
prepared lungs food
prepared heart food
prepared intestines food
chopped liver food
tripe food
sweetbread food
prepared spleen food
prepared kidneys food
prepared brain food
fat can be Template:L to Template:L
Template:L (may vary for critters with more than one head) crafting skull Template:L
Template:L can be crafted into bone Template:L, bone Template:L, or used as a Template:L material
Template:L can be used for Template:L
Template:L can be used for Template:L
Nervous tissue ??
skin can be tanned into Template:L
Template:L ??
Template:L ??
Template:L ??
Feather (if bird) ??

The purpose of Template:L, Template:L, tusks, and other creature specific body parts and Template:L is not yet known.

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).

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
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