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40d Talk:Butcher's shop

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Distance[edit]

Would anyone put there an info about how close to the butchery the corpse must be to be counted as "naearby"?--Dorten 01:28, 11 January 2008 (EST)

Uh...relatively close? Like, one square or something? I don't know... - Znex 01:36, 11 January 2008 (EST)
No. Yes, you dont know.
I 'believe' the standard distance a workshop looks is 20 tiles. Not sure where I saw that figure, but that exact number is in my mind. Something to keep in mind is that if a creature is overkilled (many flying limbs and whatnot) that it won't leave a corpse, just remains, and remains aren't butcherable. --Edward 07:46, 11 January 2008 (EST)
No. The standard distance a workshop looks is unlimited. Also, a butcher will pick up a corpse as far away as 50 tiles - if its on a stockpile. --Koltom 12:34, 7 March 2008 (EST)
The butcher will always kill the animal that is farthest away first, the same goes for caging animals.--CrazyMcfobo 01:37, 24 July 2009 (UTC)

Type of stockpile[edit]

What stockpile should be next to a Butcher's shop -

  1. Food -> Meat activated or
  2. Refuse -> Corpses -> leave out the non-butcherable ones (Dwarf, for example)

Locic tells me, Refuse -> Corpses, which are then turned into Food -> Meat + Fefuse -> Item Types -> Fresh raw hide. But is this right? GarrieIrons 00:02, 10 February 2008 (EST)

And I have just watched, as one of my charming gentlemen picked up a not-rotten deer corpse from the butchers shop and dumped it on the refuse heap! The hunter dropped it right where it needed to go then somebody took it away! Glad I've got them next to each other...GarrieIrons 00:31, 10 February 2008 (EST)
yeah, its a bit tricky - i prefer to have tanner, butcher and (modified)refuse stockpile in one room, shutting the door whenever the butcher(i also make tanner) is in (until hes finished) or when some ass tries to take off with my precious corpses. a close food pile is not needed, the meat will be hauled off sooner or later, at least 24 tiles far. --Koltom 08:05, 15 February 2008 (EST)

Clutter[edit]

My butcher's shops always develop a lot of clutter quickly, and when I try to designate the chunks and skulls, etc. for dumping, the dwarves refuse to dump them. I usually end up using multiple Craftsdwarf shops to handle all the bones and skulls. Is there a way to make the dwarves dump the items? Is this just a glitch? --Tachyon 12:03, 1 August 2008 (EDT)

I'm unsure why items marked for dumping wouldn't get dumped, assuming you have dwarves sitting around longer than it takes to assign them a dumping job. As for keeping the clutter down, check your orders > refuse orders screen to tell them to dump or keep refuse types. Other includes chunks, which should always be dumped, as should shells and skulls if your dump isn't a permanent destruction, or you have a handful of them locked away in case of a mood. --Edward 12:28, 1 August 2008 (EDT)
I just noticed this myself and, in my case, figured out the problem I was having. I had built my butcher's shop outdoors, and by default, refuse is not collected outdoors. So everything just sat there, cluttering the shop and rotting away. I see two options. First option: Tell your dwarves to collect outdoor refuse: (o)rders, (r)efuse, (o)utside. This works (and can keep your outdoors looking nice), but I never leave it on for long, since it causes dwarves to take long walks to collect remote bones and such. Second option: build your butcher's shop indoors, so the refuse will be delivered to the refuse pile normally. (Assuming, of course, that you had it outdoors.) --Mattmoss 13:39, 6 August 2008 (EDT)
Another option, if you like outdoor butchers shops & tanners (there is no miasma problem after all) is to just build more of them - given enough butchers shops even a heard of elephants wont be overwhelming.Garrie 09:04, 24 July 2009 (UTC)