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Editing Bone
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− | {{Quality|Superior}} | + | {{Quality|Superior|20:54, 31 July 2013 (UTC)}} |
{{av}} | {{av}} | ||
{{buggy}} | {{buggy}} | ||
− | + | '''Bones''' are obtained when butchering [[animals]] or taking apart skeletons. Some severed body parts also decay into usable bones, the same way a corpse rots into a skeleton. | |
− | + | Skeletons are the last step of the [[wear|rotting]] procedure. After a [[corpse]] begins to rot, no [[food]] can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the [[butcher's shop]] and "butchered" to be torn apart into [[skull]]s and bones afterwards. Bone does not rot further or produce [[miasma]]. Note that many civilizations (like dwarves) consider it unethical to butcher certain skeletons {{bug|1180}}. An exception is the stack of bone that can form after a severed part decays. This appears to happen when the part in question has bone as its only non-rotting material. | |
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− | While | + | While bones are counted as "[[body parts]]" in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu. It is a good idea to create an internal refuse stockpile to handle bones near one's [[craftsdwarf's workshop]] for easy access. Dwarves in a [[strange mood]] may require several stacks of bones as ingredients, making it important to stockpile a few bones in a safe place. |
− | + | Be aware, stockpiles with refuse enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Even bones not stored in a refuse stockpile may eventually disappear due to [[vermin]] such as [[rat]]s. | |
− | + | ==Uses for Bone== | |
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− | + | Bones are processed as follows: | |
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− | + | At a [[craftsdwarf's workshop]], using the [[bone carving]] labor: | |
− | Bone | + | * Bone [[craft]]s, for sale to visiting merchants. |
+ | * Bone [[armor]], namely [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]. Bone armor uses bones individually, but may require one bone from several stacks. The first stack determines the material of the resulting armor. Note that [[armor]] made out of bone can be used by dwarves assigned a [[uniform]] of [[metal]] armor. | ||
+ | * Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value. | ||
+ | * Bone [[bolt]]s. These bolts are fired from crossbows. Each bone will produce 5 bolts. Each bone must be crafted individually (a stack of Yak Cow bone [7] becomes a stack of Yak Cow bone [6] plus a stack of yak bone bolts [5]). This renders the process for carving bone bolts very slow. Despite this, some players still use bone bolts for hunting animals for a long time, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and archery training, not so much for actual combat use against invading armies. | ||
+ | * Some [[instruments]] or instrument parts can be made by bone. | ||
− | + | At a [[bowyer's workshop]], using the [[crossbow-making]] labor: | |
− | + | * Bone [[crossbow]]s. They are one of the few weapons available without access to [[wood]] or [[metal]]. | |
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− | + | Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves will consume 3 bones per job. This means it's ideal to make greaves out of lower value bones and weapons out of higher value bones if you plan to export the non-masterworks. The difference is only about 25% in value, but it adds up after making hundreds of items. | |
− | + | Bone greaves are among the best items to make because metal gauntlets and high boots give a positive return for melting while greaves do not. Metal greaves are also very heavy. Bone greaves can be combined with a metal helm, gauntlets, high boots, and leather armor with optional mail shirt, to make a relatively light-weight, full-coverage, uniform for an all-civilian military. | |
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− | * Dwarves | + | == Bugs == |
+ | * Dwarves will not butcher corpses or skeletons of sentient creatures {{bug|1180}}, this can be partly fixed by changing their ethics. They will still refuse to butcher creatures that were part of a civ for some reason (i.e. dead elves). | ||
− | + | * Butchered bone stacks from hostile creatures cause "seeing a _ die" thoughts.{{bug|8813}} | |
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− | + | * Limbless torsos can rot to bonestacks which cannot be used for bone decorations, returning a misleading "needs improvable item" error.{{bug|2540}} | |
{{Translation | {{Translation | ||
| dwarven = osod | | dwarven = osod | ||
− | | elvish = one | + | | elvish = one |
− | | goblin = mudo | + | | goblin = mudo |
− | | human = sut | + | | human = sut |
}} | }} | ||
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{{Category|Materials}} | {{Category|Materials}} | ||
{{Category|Body parts}} | {{Category|Body parts}} | ||
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