<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Laie</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Laie"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Laie"/>
	<updated>2026-04-09T18:10:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap_component&amp;diff=63299</id>
		<title>40d:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap_component&amp;diff=63299"/>
		<updated>2010-02-20T08:09:56Z</updated>

		<summary type="html">&lt;p&gt;Laie: minor rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any [[weapon]] in Fortress Mode can be placed into a [[Trap#Weapon Trap|weapon trap]].  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses). As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode these trap components can actually be wielded in combat; in Fortress Mode their only meaningful use is in your mechanics' contraptions.&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of 1 [[bar]] of [[Weapons-grade#Material_damage_modifiers|weapons-grade]] [[metal]]s (by a [[weaponsmith]]) or [[glass]] (by a [[glassmaker]]), and some may even be made out of [[wood]] (by a [[carpenter]]), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are short on metal. A weapons's Material and quality ''do not matter'' when employed in weapon traps; for other uses&amp;lt;!--whatever they are, no need to list examples--&amp;gt;, you may want to refer to the [[Weapon#Material_damage_modifiers|material multiplier]] table.&lt;br /&gt;
&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for [[melt]]ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training [[weaponsmith]]s on maps with little metal.  Trap components are a separate sub-section of a [[forge]] menu, but are at the bottom of the general [[glass furnace]] or [[carpenter's workshop]] menus.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' deals less [[damage]] than other trap components when mounted in weapon traps, but can also be mounted in [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently than do [[Trap#Weapon_trap|weapon traps]].  Its high critical boost makes it a decent choice against enemies with impale-able internal organs, although the spiked ball's triple attack tends to have a higher chance to impale, despite the lower critical boost.&lt;br /&gt;
&lt;br /&gt;
(Because of this, a single menacing spike, often of glass or wood, is often the weapon of choice when intentionally trying to cripple a dwarf without killing them.)&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
A '''large, serrated disc''' deals large amounts of slashing [[Weapon#Weapon Stats|damage]], and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed [[chunks|body part]] to a [[butcher's shop]] or [[stockpile|refuse pile]].  While large serrated discs do less damage than trap components like the giant axe blade, they attack three times, giving this trap weapon the highest potential damage of any weapon that can be mounted in a [[trap]].&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
While the '''spiked ball''' deals the least damage per strike of any trap weapon, it strikes three times, giving it the second highest potential damage of any trap component, almost as much as the legendary large, serrated disc.  Despite the slightly lower damage threshold, the critical boost possessed by the spiked ball may make it more effective than the disc against enemies with internal organs.&lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in [[Trap]]s as well as for [[screw pump]]s.&lt;br /&gt;
&lt;br /&gt;
While the enormous corkscrew does the least total [[damage]] of any trap component, it has the highest critical boost, giving it a very high chance of instantly destroying its targets' vital organs ''(~if~ they have any)'', resulting in an instant kill.  Since the enormous corkscrew is needed to create [[screw pump]]s, many players recycle the corkscrews from unneeded screw pumps into serviceable weapon traps.  Those interested in more lethal weapon traps should invest in some spiked balls or large, serrated discs.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
Like the large, serrated disc, the '''giant axe blade''' deals slashing damage - a lot.  Giant axe blades deal more [[damage]] per hit than do large, serrated discs, but only strike once, compared to the disc's three attacks.  Thus the large, serrated disc generally does more damage than the giant axe blade.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant axe blade]] || 220 || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Enormous corkscrew]]&amp;amp;dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*[[Weapon]]&lt;br /&gt;
:*[[Trap]]&lt;br /&gt;
:*[[Weapon#Material damage modifiers|Damage modifiers by material]]&lt;br /&gt;
:*[[Weapon#Item_quality|Damage modifiers by item quality]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Traps]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
SOMEONE WENT TO THE TROUBLE OF SPLITTING THE COMBINED CHART INTO 5 SEPARATE WEAPON TABLES FOR THE PREVIOUS 5 INDIVIDUAL ARTICLES - THESE ARE THOSE:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150&amp;amp;dagger; || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
&amp;amp;Dagger; ''This trap component is a spike and can also be used in upright spike traps.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Large, serrated disc''' || 120&amp;amp;dagger; || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Spiked Ball''' || 100&amp;amp;dagger; || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Enormous corkscrew''' || 100&amp;amp;dagger; || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Giant axe blade''' || 220&amp;amp;dagger; || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Laie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=63072</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=63072"/>
		<updated>2010-02-14T02:25:53Z</updated>

		<summary type="html">&lt;p&gt;Laie: /* Embark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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 (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat, skulls and raw hides; the 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 bones, skull and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]] and [[meat]]. You'll miss out on [[fat]] (negligible), and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on embark. With the exception of cats and dogs, buying animals on embark is extremely expensive, therefore this may not be a smart move. You also get 2 random [[draft 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. This doesn't necessarily mean that you need to ''buy'' one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals. Nature will find a way.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]] and [[dwarven]] caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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]] directly to the nearest [[butcher's shop]], the closest [[refuse]] [[stockpile]] if none is available, or the nearest meeting area if no stockpile exists. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill wild animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, dig [[channel]]s, eliminate ramps to create sheer cliffs, use ponds, &amp;amp;c. to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cage]]s and/or [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnacy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some [[immigrant]]s will bring [[pet]]s that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 10 years for 16 of each.)&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
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!&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
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 &amp;quot;non-pet-passable&amp;quot;, 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.)&lt;br /&gt;
&lt;br /&gt;
[[Activity zone#Pit/Pond|Pit]]s can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher [[pet]]s, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
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 this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal is available if it is taken to the butcher's shop or in a refuse stockpile.  An animal is not available if it is merely lying around. 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 &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
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 craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftsdwarf's workshop]], and some [[bone]]s or [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftsdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Move trade goods to depot&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
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 stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftsdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Laie</name></author>
	</entry>
</feed>