v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

v0.31 Talk:Meat industry

From Dwarf Fortress Wiki
Revision as of 19:08, 28 April 2010 by Egregius (talk | contribs) (My observations regarding the changes.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

As far as I can tell, there haven't been dramatic changes for the meat industry, save these: -slaughtering animals produces loads more 'results' thanks in part to the new tissue system; prepared kidneys, brains etc. And the as of now useless cartilage. -killing animals through your military has become slightly easier, once you've managed to equip and train your dwarfs, by designating animals to kill for your squads with your cursor, an area designation or from a list. -getting bones from corpses is possible through 'butcher dead animal' at the butchery workshop (or is this the same as the previous version?). -On the embark screen, you can select how many female and male creatures you want instead of being stuck with 50%.

Minor changes: Kitchen does 'auto render fat' now, and producing soap from tallow has to be done through the manager (u->m->q->'soap'). Also: auto-butcher and auto-fish cleaning. (Or same?) And: elven traders bring much more exotic pets now, though I haven't got them to breed yet. Elven caravans are bugged anyway (as in: they bring way too much stuff sometimes), so that will probably be fixed.

So far leatherworing, slaughtering animals, cage traps and breeding work the same. I suspect Pens and hunting do too.