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Editing 40d:Meat industry
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− | + | This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring. | |
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− | This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that the amount available depends on the breeding rate of your tame animals | ||
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]]. | Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]]. | ||
− | '''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat | + | '''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product. |
== Acquiring Animals and their products == | == Acquiring Animals and their products == | ||
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===Embark=== | ===Embark=== | ||
− | You can buy animals on embark. | + | You can buy animals on embark. Except cats and dogs, those are hellishly expensive; this might therefore not be a smart move. You also get 2 random [[domestic animal]]s for free that drag your wagon, though these are rarely a breeding pair. These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] will supply matching animals for breeding. |
=== Trading === | === Trading === | ||
− | ''Requires: A [[ | + | ''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]'' |
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more exotic animals which are additionally interesting for defense purposes. | You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more exotic animals which are additionally interesting for defense purposes. | ||
− | If you wish to import leather in sufficient quantity to keep your [[ | + | If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the trading [[liaison]]s. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]]s and [[dwarf]] caravans. |
=== Hunting === | === Hunting === | ||
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''<br> | ''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''<br> | ||
− | ''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[ | + | ''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]'' |
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. | It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. | ||
− | After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] | + | After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). |
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to <tt>Gather refuse from outside</tt> (note that selecting this option may have undesirable side-effects). | If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to <tt>Gather refuse from outside</tt> (note that selecting this option may have undesirable side-effects). | ||
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=== Soldiers === | === Soldiers === | ||
− | ''Requires: Any number of [[ | + | ''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''<br> |
If so desired, you can order your active soldiers out to kill wild animals by enabling them to "harass dangerous wild animals" in the [[military]] screen. This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below). Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. | If so desired, you can order your active soldiers out to kill wild animals by enabling them to "harass dangerous wild animals" in the [[military]] screen. This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below). Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. | ||
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It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage. | It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage. | ||
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=== Breeding === | === Breeding === | ||
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Some [[immigrant]]s will bring [[pet]]s that might form or complete breeding pairs. | Some [[immigrant]]s will bring [[pet]]s that might form or complete breeding pairs. | ||
− | One strategy includes [[restrain | + | One strategy includes [[restrain]]ing most/all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. |
− | For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away for 10 meat and bones, rather than wait | + | For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away for 10 meat and bones, rather than wait a decade for 16 of each.) |
Furthermore: | Furthermore: | ||
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* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc.. | * You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc.. | ||
− | Using [[cage trap]]s judiciously (or taking advantage of the animals [[ | + | Using [[cage trap]]s judiciously (or taking advantage of the animals [[elves]] trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm! |
Do note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born. | Do note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born. | ||
====Pens==== | ====Pens==== | ||
− | Animals on [[restraint]]s still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. By making a series of 1x1 rooms with doors set to "non-pet-passable", and restraining the animals there, the animals have nowhere to go and so [[path | + | Animals on [[restraint]]s still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. By making a series of 1x1 rooms with doors set to "non-pet-passable", and restraining the animals there, the animals have nowhere to go and so [[path]]ing is not a problem. The door keeps them from wandering, the restraint is necessary to get them into the room in the first place. (See [[Restraint]] for proper removal technique.) |
− | [[Activity zone#Pit/Pond| | + | [[Activity zone#Pit/Pond|Pit]]s can also be adapted for this purpose, without the restraint and with multiple animals. |
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== Butchering == | == Butchering == | ||
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Note: While you can't butcher [[pet]]s, their offspring will be at your disposal without restriction. | Note: While you can't butcher [[pet]]s, their offspring will be at your disposal without restriction. | ||
− | Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks | + | Once an animal has been killed by a hunter you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. |
− | By default a [[butcher's shop]] will automatically queue <tt>Butcher animal</tt> whenever an animal corpse is available, or <tt>Slaughter animal</tt> for stray animals marked for slaughter | + | By default a [[butcher's shop]] will automatically queue <tt>Butcher animal</tt> whenever an animal corpse is available, or <tt>Slaughter animal</tt> for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for <tt>Butcher animal</tt> task (<tt>Slaughter animal</tt> occurs in the blink of an eye), not the amount produced nor the quality. |
− | Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your | + | Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides. |
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}} | If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}} | ||
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== Using the animal products== | == Using the animal products== | ||
− | Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bags, clothing and armor, and bones for [[ | + | Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bags, clothing and armor, and bones for [[ammunition]], trade goods and in desperate circumstances armor. The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]]. An animal's modvalue can be found in the creature raw files. |
===Bones and Skulls=== | ===Bones and Skulls=== | ||
− | ''Requires: [[Bone carver]], [[ | + | ''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s or [[skull]]s'' |
− | Butchering an animal produces quite a few bones and a skull. By setting up a | + | Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with. |
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the "Move trade goods to depot" screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. | The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the "Move trade goods to depot" screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. | ||
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=== Skins/Leather === | === Skins/Leather === | ||
− | ''Requires: a [[tanner]], a [[tanner's shop]], and [[ | + | ''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]'' |
− | As with the butcher's shop, the tanner's shop will queue <tt>Tan raw hide</tt> automatically (by default), the tanner's skill has no | + | As with the butcher's shop, the tanner's shop will queue <tt>Tan raw hide</tt> automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot. |
− | It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be | + | It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stockpiled in any refuse shop, they will instantly be designated for hauling to the appropriate stockpile. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner. |
− | Once a hide has been tanned | + | Once a hide has been tanned it goes into the leather stockpile. |
=== Leatherworking === | === Leatherworking === | ||
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*[[Ambusher]] / [[Hunting]] | *[[Ambusher]] / [[Hunting]] | ||
** A [[crossbow]] or other [[weapon]] | ** A [[crossbow]] or other [[weapon]] | ||
− | ** [[ | + | ** [[Bolts]], [[quiver]] |
** Leather [[armor]] | ** Leather [[armor]] | ||
** [[Cross-training|Stats buffing]] | ** [[Cross-training|Stats buffing]] | ||
** [[Archery target|Archery practice]] | ** [[Archery target|Archery practice]] | ||
− | *[[ | + | *[[Soldiers]]/[[Military]] |
− | **[[ | + | **[[Soldiers]] |
**Some form of [[armor]] | **Some form of [[armor]] | ||
**Any [[weapon]] | **Any [[weapon]] | ||
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** [[Mechanic]] | ** [[Mechanic]] | ||
** [[Mechanic's workshop]] | ** [[Mechanic's workshop]] | ||
− | ** [[ | + | ** [[Mechanisms]] |
** [[Cage]]s | ** [[Cage]]s | ||
*Breeding | *Breeding | ||
− | ** [[ | + | ** [[Animals]] |
** [[Cages]] | ** [[Cages]] | ||
** [[Restraint]]s | ** [[Restraint]]s | ||
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*** [[Leather works]] | *** [[Leather works]] | ||
** [[Bone carver]] / Bone carving | ** [[Bone carver]] / Bone carving | ||
− | *** [[ | + | *** [[Craftdwarf's workshop]] |
** [[Cook]] / Cooking | ** [[Cook]] / Cooking | ||
*** [[Kitchen]] | *** [[Kitchen]] | ||
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{{Workshops FAQ}} | {{Workshops FAQ}} | ||
− | + | [[Category:Guides]] | |
− | + | [[Category:Materials]] | |
+ | [[Category:Industry]] |