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Editing v0.31 Talk:Butcher's shop

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I checked the raws for tusk-bearing animals; Elephants, Walruses, and Warthogs all use Ivory for their tusks. I'm willing to bet these are used for ivory crafts, but can't test it at the moment. --[[User:Warlord255|Warlord255]] 14:53, 26 April 2010 (UTC)
 
I checked the raws for tusk-bearing animals; Elephants, Walruses, and Warthogs all use Ivory for their tusks. I'm willing to bet these are used for ivory crafts, but can't test it at the moment. --[[User:Warlord255|Warlord255]] 14:53, 26 April 2010 (UTC)
 
Confirmed that ivory crafts can be made with elephant or warthog - can't speak for walrus.
 
  
 
==Revamping Templates==
 
==Revamping Templates==
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::::Well its quite simple. you can have noses(!) as you can have beaks, from killing creatures, but you can't from butchering. There is no variability of butchery products, except by animal. I have tested butchering a lot (hundreds of animals), and since it is easy to test, just go ahead instead of speculating! --[[User:Koltom|Koltom]] 13:38, 22 April 2010 (UTC)
 
::::Well its quite simple. you can have noses(!) as you can have beaks, from killing creatures, but you can't from butchering. There is no variability of butchery products, except by animal. I have tested butchering a lot (hundreds of animals), and since it is easy to test, just go ahead instead of speculating! --[[User:Koltom|Koltom]] 13:38, 22 April 2010 (UTC)
 
:::::My, one of my weapon traps "produced" a goat ''tail'', so combat produces quite a few items butchering does not. --[[User:Birthright|Birthright]] 00:23, 7 May 2010 (UTC)
 
:::::My, one of my weapon traps "produced" a goat ''tail'', so combat produces quite a few items butchering does not. --[[User:Birthright|Birthright]] 00:23, 7 May 2010 (UTC)
:::::: Edged combat produces severed parts that can be butchered. The tail could be butchered for a small amount of meat and bone. A beak is already down to a component part that would be discarded on butchering, so what you see is what you get. [[User:Uzu Bash|Uzu Bash]] 02:23, 20 October 2010 (UTC)
 
  
 
==The beast with 13 hearts==
 
==The beast with 13 hearts==
 
So I recently killed a Forgotten Beast. It looks like we got him to the butcher's shop in time, despite a goblin siege. I now have 26 forgotten beast brains, 13 forgotten beast hearts, 80 forgotten beast intestines, and who knows what was cooked before I noticed this abnormality. So much for the idea that only one of each type of organ can be yielded. --[[User:Zombiejustice|Zombiejustice]] 16:11, 22 May 2010 (UTC)
 
So I recently killed a Forgotten Beast. It looks like we got him to the butcher's shop in time, despite a goblin siege. I now have 26 forgotten beast brains, 13 forgotten beast hearts, 80 forgotten beast intestines, and who knows what was cooked before I noticed this abnormality. So much for the idea that only one of each type of organ can be yielded. --[[User:Zombiejustice|Zombiejustice]] 16:11, 22 May 2010 (UTC)
 
:Butchering should be able to yield whatever the beast is made of, given that forgotten beasts are procedurally generated they can have athe amounts of identical organs. --[[User:MLegion|MLegion]] 16:23, 27 August 2010 (UTC)
 
:Butchering should be able to yield whatever the beast is made of, given that forgotten beasts are procedurally generated they can have athe amounts of identical organs. --[[User:MLegion|MLegion]] 16:23, 27 August 2010 (UTC)
:I think that some forgotten beasts just have really large hearts/brains/organs, which generate more than one "serving" when the organ is butchered.  I'd guess we would need confirmation from Toady on what it means.
 
 
== stockpile proximity  ==
 
 
I don't believe this is a factor for butchering. Lacking any configuration entries for forgotten beast corpses, these usually wind up in the same few general corpse stockpiles, only 25 tiles from one butcher shop, over 60 tiles from another, and over 250 tiles from a third. The furthest one bizarrely generates the job. Unless I catch it and forbid it while it's in the stockpile to manually re-assign the job (and sometimes even then,) a dwarf will crawl along with a 10k-15k corpse for game weeks to bring it to the most distant butchery. I've even seen dwarves switch the hauling job to another dwarf over halfway, and the second dwarf carry the same FB all the way back to a shop nearer the original pile.
 
 
Based on the fact that none of the corpses or their products went to waste through all this inefficiency, I would guess that the rotting process is suspended, or at least greatly reduced, for tasked items. [[User:Uzu Bash|Uzu Bash]] 22:22, 25 November 2010 (UTC)
 
 
== stockpile necessity ==
 
 
It is not necessary for the corpse to be in a refuse stockpile for it to be butchered. A butcher will happily pick the corpse from the ground. (However not if the corpse is already scheduled for transportation). I tried this with a forgotten beast corpse which, for fear of syndromes, I sealed in a small room together with the butcher. --[[User:SGdYy409Ls|SGdYy409Ls]] 11:56, 7 November 2011 (UTC)
 

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