https://dwarffortresswiki.org/api.php?action=feedcontributions&user=TheBloke&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T12:52:56ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&diff=222157Talk:Main Page2015-12-13T13:25:20Z<p>TheBloke: /* New sidebar link: Random page in current namespace */ new section</p>
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<div>{{Archive|<br />
# [[Talk:Main Page/archive1|Archive 1]]<br />
# [[Talk:Main Page/archive2|Archive 2]]<br />
# [[Talk:Main Page/archive3|Archive 3]]<br />
}}<br />
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== Thread links on Main Page ==<br />
<br />
Hi There - I'm relatively new to the DFwiki, and I noticed that some of the thread links on the Main Page don't work correctly. I logged in to try and edit the page, but when it wasn't an available option, I realized that it is probably restricted to administrators, given the 'please report vandalism' thing in the site announcements header.<br />
<br />
The Team17 forums have closed, so the Team17 link is a dead one.<br />
The SomethingAwful.com forums link is behind a login wall, so I'm not sure if you would want to remove this as well? I believe that they do occasionally rotate forums (such as Games) to be available to non-logged in users though, so it would perhaps be available intermittently.<br />
:*<s>[http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread]</s><br />
:*<s>[http://forums.somethingawful.com/showthread.php?threadid{{=}}3466523 Something Awful]</s><br />
:Agreed and removed. Thanks! --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:02, 15 August 2013 (UTC)<br />
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The Penny Arcade thread is also no longer available or at least incorrectly linked. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Ispil|Ispil]]</small><br />
:Removed. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 01:27, 26 August 2014 (UTC)<br />
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The dead links are back. [[Special:Contributions/88.195.209.206|88.195.209.206]] 15:04, 9 October 2014 (UTC)<br />
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== Fun Comic ==<br />
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What happened to the Fun Comic at the Losing page?--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 21:22, 23 January 2014 (UTC)<br />
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:Weird. We had a problem with an image server a while back, so this may be related. I'll get Briess to check on it. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 21:26, 23 January 2014 (UTC)<br />
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::Good to know (and to help). In case the file's lost, there's a crawl of it at the [https://web.archive.org/web/20130512135455/http://dwarffortresswiki.org/images/4/40/FunComic.png Internet Archive]. I also observed similar problems over at the [[Dwarf Fortress webcomics]] page.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 21:29, 23 January 2014 (UTC)<br />
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:::[[:File:Comic df3.png]] doesn't have an edit history ([http://dwarffortresswiki.org/index.php?title=Comic_df3.png&action=history]), which usually means that it hasn't been uploaded, although that could be incorrect. Same for the rest of them, except [http://dwarffortresswiki.org/index.php?title=File:FunComic.png&action=history FunComic.png]. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 21:34, 23 January 2014 (UTC)<br />
::::I'm rebuilding all the images now. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 21:54, 23 January 2014 (UTC)<br />
::::The problem should now be fixed. It appears any time one of the webnodes loses a connection to the image server, it starts invalidating the images in question. I'll investigate ways to automatically rebuild the images when that happens. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:02, 23 January 2014 (UTC)<br />
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== Amount of double redirects or ''how to fix them?'' ==<br />
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I come across several cases of double redirection which, as stated both here and in the rest of the wikiverse, are not a good thing to have.<br />
<br />
Recently I found about the [[Special:DoubleRedirects]] page. There are roughly 350 double redirects on the wiki. From experience here, they could be easily fixed, because most redirect to the alternate name of the page, instead of the proper page itself.<br />
<br />
As I've been adverted slightly due to a wrong fix I did I ask now if there are a set of guidelines, particularly because of the namespace usage here, that are or can be used to begin a duplicate removal process (which as stated, would be a mostly trivial thing to do, albeit costly in time).--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 17:15, 6 February 2014 (UTC)<br />
*Originally, the policy was to deliberately use double redirects when going from the global namespace to version-specific namespaces and then to specific articles within those namespaces (e.g. "Green glass" -> "DF2012:Green glass" -> "DF2012:Glass") to avoid problems when new pages were created (e.g. if "Green glass" redirected straight to "DF2012:Glass" and somebody created "DF2012:Green glass" as full page, then "Green glass" wouldn't redirect to it properly). I don't know what the actual policies are anymore, though - perhaps one of the admins can chime in with more information. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:08, 6 February 2014 (UTC)<br />
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::That actually doesn't work. I moved the grazer information to the grazer article last week, and, until it was fixed today, [[main:grazer]] was still linking to [[DF2012:pasture]]. It appears the wiki software is caching the double redirect, so it behaves similarly to an un-updated single redirect. Sure the errant redirect can be fixed, but so can a single redirect. In some regards the double redirect is worse, because everything looks correct, yet it doesn't work. The underlying fact is that the wiki software was not intended to support double redirects, and it does so poorly at best. The current policy is available at [[DF:REDIR]], though it isn't set in stone.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 6 February 2014 (UTC)<br />
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:For now, I only recommend changing double redirects to point directly to the destination page ''if they don't work''. They ''should'' all work, but some of them don't and there isn't a single, definitive reason we've found yet. Basically, feel free to change non-working double redirects, but you don't need to go through the list and change all 350 of them. (This wiki is actually set up to allow up to 10 consecutive redirects, unlike most [[wikipedia:WMF|WMF]] wikis, but since that feature isn't used by many wikis it tends not to be perfect.) &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 20:38, 6 February 2014 (UTC)<br />
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== Main Page New Version ==<br />
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Toady has announced the new version is due around the beginning of July 2014 (which is pretty soon). This is as big as DF news gets. There should be an announcement and link on the front page. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:67.170.60.84|67.170.60.84]]</small><br />
:What exactly are you suggesting? Aside from a wiki-specific announcement regarding migrating the wiki to the new namespace, I don't see a reason to announce the upcoming release here – anyone who reads the devlog or forums already knows, and very few of those who don't would check the main page of this wiki regularly instead. Also, what link are you referring to (devlog, Bay 12 report)? &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 22:10, 21 June 2014 (UTC)<br />
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== Raw errors ==<br />
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There is something up with the raws for a few of the trees:<br />
*[[DF2014:Alder/raw]]<br />
*[[DF2014:Ash (tree)/raw]]<br />
It appears to be spill over from the previous entry. Any idea how to fix this? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:25, 15 July 2014 (UTC)<br />
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:This is actually intentional, since comments (i.e. non-raw text) in the raws usually refer to the raws following them (see most creature pages). It shouldn't be affecting the templates that look up information from the raws, but let me know if it is. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 20:59, 22 March 2015 (UTC)<br />
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== Object Testing Arena: Helmet Snake ==<br />
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For some reason I cant spawn them in Object testing arena. When I was looking through Syndromes I came across it and saw how many effects it has and thought I might have some fun with it. When I searched for it, it didn't show up? Can someone help me with this problem Thank you.<br />
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== Put Japanese language wiki on sidebar ==<br />
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Can't seem to figure out how to do it myself. [http://dwarffortress.if.land.to/ link to the wiki.] [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 12:04, 4 March 2015 (UTC)<br />
:Do you mean an [https://www.mediawiki.org/wiki/Manual:Interwiki interwiki] link? &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 01:47, 7 March 2015 (UTC)<br />
::Can't really see what else I would mean. We have the french and russian one up there, why not the japanese? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 04:26, 19 March 2015 (UTC)<br />
:::It requires database access, apparently, which I don't have. Aside from installing or putting together an extension to handle this (which I plan to do eventually), [[User:Briess]] is who you should ask. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 20:57, 22 March 2015 (UTC)<br />
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== Sidebar ad format breaks Webkit ==<br />
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I have the site loaded up on my WiiU, which uses Webkit as the rendering engine, and I noticed a small issue with the positioning of the sidebar ad. I have div#p-googleadsense.portal at 160px by 655px, right on the edge of the screen. The div.body just inside is 140px by 611px, slightly smaller. However, the ins#aswitf_1_expand inside ''that'' is 160px by 600px - 20px wider than the div.body (but the same width as the .portal). This wouldn't be an issue if the ad was right on the edge of the screen, but the div.body has padding specified for 0.5em above, and 1.25em to the left (using the div#mw-panel CSS). My suggestion for fixing would be to force the ad's div.body to use no left margin (forcing this results in a fixed display until another page is loaded), but this requires a modification to the Wiki's core. In any case, just pointing this out so it could hopefully get fixed at some point. [[Special:Contributions/104.172.191.147|104.172.191.147]] 20:05, 18 April 2015 (UTC)<br />
: Thanks, we'll look into it as part of the upgrade we're doing to the core installation! --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:44, 30 July 2015 (UTC)<br />
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== New sidebar link: Random page in current namespace ==<br />
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I have a feature request/suggestion for a new link on the main left sidebar: '''Random page in current namespace'''. Would (at this time) link to: http://dfweb4.dwarffortresswiki.org/index.php/Special:Random/DF2014 (unless there's a Special:Random/<token> that always means the latest NS, which would be better.)<br />
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I sometimes want to just browse through random pages, hoping to come across something interesting I'd not seen before/not thought to search for. <br />
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Random page is not much help because it is more likely to return pages for old versions than the current. I can go to Random by namespace and click DF2014, but then if I want to keep going through random pages I have to keep hitting back and clicking it again, or make my own bookmark to that link. <br />
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It's a small thing but it would be quite handy if there was a link dedicated to Random in the current NS.<br />
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[[User:TheBloke|TheBloke]] ([[User talk:TheBloke|talk]]) 13:25, 13 December 2015 (UTC)</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Well&diff=221971Well2015-12-07T02:48:28Z<p>TheBloke: Add a more prominent link to Well Guide</p>
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<div>{{Quality|Masterwork|02:43, 10 May 2012 (UTC)}}{{Building|name=Well|key=l<br />
|construction=<br />
* [[Block]]s<br />
* [[Bucket]] (lye/milk-free)<br />
* [[Chain]] or [[Rope]]<br />
* [[Mechanism]]<br />
|construction_job=<br />
* [[Architecture]]<br />
1 of<br />
* [[Masonry]]<br />
* [[Carpentry]]<br />
* [[Metalcrafting]]<br />
|purpose=<br />
* Provide clean [[water]]<br />
}}{{av}}<br />
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''For a more advanced look at wells, see the '''[[Well guide]]'''. It is recommended to read the entirety of this article first.''<br />
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'''Wells''' are [[building|structures]] that provide access to a [[water]] source for your dwarves. A well can be an important feature of a fortress, providing a clean and usually safe water supply compared to rivers, pools and cavern lakes.<br />
<br />
Wells provide an emergency drinking source in case the [[alcohol]] runs out (don't let that happen!). A well is a water source that (if constructed correctly) will not freeze in the coldest weather, and should last in hot. Enemies that can swim can and will path into your fort through a well. [[Grate]]s can block underwater threats, but be warned: they can not stop [[building destroyer]]s which approach from below.<br />
<br />
A well constructed above-ground, even indoors, will not prevent the water tile beneath it from freezing. When this happens, the "empty space" requirement for the well is no longer met as the space is occupied by the ice, and the well will be dismantled into its original components (Prevent this by placing it one Z-level above the water source if it freezes). Using the well (10 times) will take a small amount of water from the water tile below ([[water depth|1/7]] from that one tile), so it will eventually dry up if not replenished. A well can be defined as a [[Meeting_hall|meeting hall]] with the {{K|q}} key. Un-defining the meeting area will break up any [[party]] that is currently formed around a well, and it can immediately be re-defined if you wish.<br />
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Using a well provides that dwarf with a happy [[thought]], especially if you make the well with high-value [[chain]]/[[rope]], [[bucket]], [[block]] and [[mechanism]], and/or the [[building designer]] produces a high quality result. Drinking [[Water#Stagnant_water|stagnant water]] from a well will still lead to a bad thought, and will lead to [[Health care#Infection|infection]] if used to clean a [[wound]]. If the floor of your water source is covered by a pile of [[mud]] (like the floor of underground pools in [[cavern]]s) then the water drawn out will be 'water laced with mud' unless there are two [[z-level]]s of water in it. Badly [[wound]]ed dwarves will drink only water while recuperating, never booze, so you better have a well or water zone ready for when anyone gets injured, and certainly before the first goblins show up. Ensure you have enough buckets as well, as injured dwarves will not go to the well themselves even if it is next to their hospital bed, but require someone to bring them water in a bucket. If a well is full enough and the water is only one z-level down, the tile can also be used for fishing.<br />
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Dwarves will also use the well to wash themselves. This means that a well (and [[soap]]) are vital for removing [[contaminant]]s such as blood, [[syndrome|poison]], etc. from your dwarves. <br />
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==Building a well==<br />
When constructing a well, it is important to consider placement, safety, the source of the water, and any water [[pressure]] to avoid flooding your fortress by accident. For a wider discussion of adding a well to your fortress, see the (recommended) [[well guide]].<br />
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Wells must have a clear vertical pathway straight down to their water source. That source can be an artificial channel, an [[aquifer]], a [[river]], a [[lake]], or an artificial [[reservoir]], so long as it has water in it that's at least [[water depth|3/7 deep]]. [[Brook]]s can be used, but you must first [[channel]] off the [[floor|surface]] of the brook to allow the bucket to dip into the water. The water can be any distance directly below the well, but it will take a while for the bucket to go down and back up on long distances. If there is 7/7 deep water somewhere directly below the well, then the depth of the top tile of this water does not matter. [[Image:Well illustration.png|right|thumb|154px|Wells must be built over the water, though they can be many levels higher than the water.]]<br />
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The more common well will be created underground and draw water from a source even lower, but above-ground sources can also be used; you just have to build constructions first (typically up-stairs, walls and floors) that provide support at least one z-level ''above'' the water's level where you can then place the well.<br />
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To build a well you will need the following components:<br />
:* 1 [[block]]<br />
:* 1 [[bucket]] <br />
:* 1 [[chain]] or 1 [[rope]]<br />
:* 1 [[mechanism]] <br />
:* an 'open space' or 'downward slope' tile (usually channeled by you) to place the well on <br />
<br />
To place a well, press the {{k|b}}, {{k|l}} keys. That will take you through the various components, and you can choose specifically from among the parts you have available in each category. A well needs to be placed over an open space with adjacent floor tiles; there does not need to be water underneath a well for it to be built, only for it to be active.<br />
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It requires a dwarf with the [[architecture]] [[labor]] designated to design, and then a [[mason]]/[[carpenter]]/[[metalsmith]] to finish the construction. Because it's designed, high-value materials can be multiplied by a high-quality effort on the part of either or both the steps involved, and can result in an extremely valuable piece of architecture for your fortress. The dwarves will describe a very nice well as "truly sublime". <br />
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High-value mechanisms can be created at a [[forge]] from weapon-grade metals, the most valuable being [[steel]], [[iron]] and [[silver]]. Alternatively, you can lock a mechanic in a room with some [[native gold|gold]] or [[native platinum|platinum nuggets]], then turn those stones on in the economic stone menu (Z, Stone). Remember to turn them off when you're done, or you risk all your nuggets disappearing into stonecrafts and ordinary masonry items.<br />
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If a well is working properly, meaning it has direct access to water, it will display "active" when examined with {{k|q}}. If there is something obstructing the well, or there is not enough water, it will display "dry".<br />
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While in use by a dwarf, you can see the well's rope and bucket travel across z-levels. Although interesting, if your water source is very deep it may take a while for a single dwarf to obtain water. This becomes especially annoying if you do not have a steady booze supply, as thirsty dwarves will swarm the well awaiting their turn.<br />
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It is possible to build wells directly above one another, and they will still function if there is water below. They will not obstruct one another, as they are not impassible structures. [[Hatch]]es, floor [[bars]] and floor [[grate]]s will block well functionality, if they are between it and the water, but grates and bars will not stop water from flooding out. Grates, bars and hatches will allow functionality again if opened with a [[lever]]. It is perfectly reasonable to have multiple well openings drawing from a single water source, as a well only cares about the tile in a straight line below it. '''Wells cannot function through a stairwell'''. It is possible to have obstacles beneath a well, with the well continuing to function, if the surface of the water is above the obstacles.<br />
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A well is essentially a hole in the floor, so dwarves can fall through it under the right circumstances. Using a well is safe, while fighting or flooding near a well may not be. Any dwarves who fall through may escape drowning if the water source includes an escape route.<br />
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==Removal==<br />
When removing a well, the components will generally be scattered around the channeled tile, not fall down into the well. One exception is when the bucket is stuck somewhere on the way down which probably happens when a water hauling job is interrupted by a hostile creature. In this case the bucket will drop down into the water source, but the rope, block and mechanism are saved.<br />
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In an area where ice forms, a well placed directly over water that freezes will be automatically deconstructed to its original parts. When the ice melts the parts may be lost. One solution is to leave at least one tile of empty space between your well and any outdoor water sources.<br />
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{{buildings}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Vampire&diff=221954Vampire2015-12-06T16:29:39Z<p>TheBloke: /* Adventure Mode */ {{new in v0.42}} become a vampire by toppling statues</p>
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<div>{{Quality|Exceptional|05:09, 17 May 2015 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
{{minorspoiler}}<br />
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'''Vampires''' {{Tile|Ñ|4:0}} are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.<br />
<br />
==Description==<br />
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. By far most vampires will be human or dwarven, but since civilizations can have members not of their foundation race, the occasional vampiric [[goblin]] or [[elf]] will also occur. The amount of vampires created during world generation is closely related with world size, population, and history.<br />
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Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, don't need [[food|food]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost.<br />
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Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.<br />
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Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.<br />
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None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)<br />
<br />
== Habits ==<br />
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population<sup>[which?]</sup>, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and own items. They do not, however, eat, drink or sleep.<br />
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The most important difference is that when they go [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.<br />
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If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. <br />
<br />
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.<br />
<br />
<br />
== Identification ==<br />
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.<br />
<br />
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered "drained of blood" are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.<br />
<br />
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.<br />
<br />
Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and "great" or better in at least one domestic skill. The biggest indicator of a vampire in this version{{verify}} is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.<br />
<br />
In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the "took joy in slaughter lately" thought. <br />
<br />
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they "have the appearance of somebody who is (x) years old," a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that "s/he could really use a drink," "s/he has not had a drink in far, far too long," or "can't even remember the last time s/he had some." This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark.<br />
<br />
There are two "normal" ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently "watching" or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem "breathing", and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[exploit|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.<br />
<br />
Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.<br />
<br />
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful. As long as only "cursed" vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a "cursed the dwarf [untrue alias] . . ." Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire. This non-bugged way of checking a vampire is linked to the "cheap" bugged way of checking of vampires, which is described in the final paragraph.<br />
<br />
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one ("Dwarf A") to "Dwarf A Vampire" when they are doing certain activities.<br />
<br />
There are a few "cheap" ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, "cursecheck," which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that "In the year Z X was drained of all blood by Y."<br />
<br />
To see if a vampire was cursed by a deity that it worships, look under the <s>vampire's</s> dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: "In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]". Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after "needs alcohol to get through the working day").<br />
<br />
Finally, a suspected vampire will have an unusually large amount of kills, if you are using a utility such as [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]] and you go to the military tab and filter by kills, they will have a very high amount of kills<br />
<br />
== Defense ==<br />
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of him/her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. Take note that vampires do not breathe, so using drowning chambers will not work. Using burning chambers(like drowning chambers, but with magma instead of water), however, will work. This can be facilitated through the use of burrows, but you will need to be fast when using those because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.<br />
<br />
== Uses ==<br />
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarfs to [[relationships|relate to]] shouldn't be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as immortal as a sane one and can't be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.<br />
<br />
Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.<br />
<br />
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue. However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the "can't even remember the last time he/she had some" level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.<br />
<br />
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks. As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks. This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''. Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room. Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] [[Magma|to]] [[Goblin|drop]] [[Kobold|from]] [[Noble|above?]] Or you could assign the vampire to a squad and supply him with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment "delayed".<br />
<br />
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.<br />
<br />
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.<br />
<br />
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.<br />
<br />
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.<br />
<br />
== Unfortunate accidents ==<br />
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].<br />
<br />
==Playing as a vampire==<br />
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the "Feed" option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled. This is a multiplier effect applied to these attributes and while the effected stats are doubled, the displayed attributes in the statistics menu will not change. As a result, your adventurer can have average strength in the attributes menu but their description will show them as extremely muscular. Physical attributes such as endurance are still able to increase after becoming a vampire.<br />
<br />
If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue.<br />
<br />
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief time-window to suck someone who is asleep.<br />
<br />
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.<br />
<br />
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give in to the pain. Interestingly, your allies don't seem to care if you drink blood from enemies (Actually as of 40.24 it seems companions actually do care and this can cause a loyalty cascade. It doesn't seem to matter if it's an animal or a sentient being), and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be slaked in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.<br />
<br />
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.<br />
<br />
== Adventure Mode ==<br />
<br />
=== Finding the Vampire ===<br />
<br />
There are several ways to find a vampire in Adventure Mode.<br />
<br />
* Ask local citizens (not nobles, hearthpersons or travelers) about "troubles" and "beasts" will usually point out the nearest ones first.<br />
* Filter the Events list of the Log or the rumor list in conversation for a location nearby. Vampires will be included among 'Beast' entries in the log, in rumor topics they vaguely identify someone's presence in a location and you will have to ask the rumor to get particulars.<br />
<br />
Note: Always check the Log Entry's text for the date, as many stale reports will remain active rumors. Ask a knowledgeable traveler to learn their most recent location. If they can't guide you within the site of their last reported location, the vampire is most likely already slain.<br />
<br />
Vampires will always have a flashing sprite. If the vampire has been outed, they may also be hostile. If not, you may simply examine NPC's for bone jewelry. This is not fool-proof in 40.11, as veteran soldiers and mercenaries may also wear bone trophies, and more recent vampires may wear none. Accusing the suspect of being a night creature will reveal for certain. A vampire exposed either way also becomes an enemy of the site government and civilization, and therefore fair game to kill.<br />
<br />
=== Killing the Vampire ===<br />
<br />
Vampires in Adventure Mode that are in hiding always wield the basic knife all villagers wield and basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non combat kills a la Fortress Mode vampires. In some cases the vampire may be accompanied by cultists who will assist the bloodsucker in combat.<br />
<br />
Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead just slice them up with something edged, so they rapidly bleed to death, try to decapitate them or use wrestling to break their weapon arm and then finish them off at your leisure.<br />
<br />
Vampires attack anyone around them once exposed, so if you like you can allow him to begin attacking random civilians and target him while he's busy or even allow them to weaken him.<br />
<br />
=== Becoming a vampire by toppling statues ===<br />
<br />
{{new in v0.42}}<br />
As of v42 it is now additionally possible to become a vampire by toppling statues in a temple or sanctuary. <br />
<br />
Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either Vampirism or [[DF2014:Werebeast|Werebeast]]. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)<br />
<br />
==Modding==<br />
<br />
It is possible to create your own unique vampire strain by editing the raws. These custom vampires can be outfitted with various abilities only limited by your own creativity. An example would be shapeshifting vampires, firebreathing vampires, superfast vampires, and even vampires with the ability to raise corpses are fairly easy to make by creating a custom ''interaction_customvampirenamehere'' note document.<br />
<br />
<br />
== Bugs ==<br />
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}<br />
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}<br />
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}<br />
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}<br />
* Weapon kill lists identify vampires.{{bug|5635}}<br />
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}<br />
<br />
{{category|humanoids}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Werebeast&diff=221953Werebeast2015-12-06T16:26:57Z<p>TheBloke: /* Becoming a Werebeast */</p>
<hr />
<div>{{Quality|Superior|18:31, 27 October 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Sentient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}<br />
<br />
Werebeasts may take the form of mammals or reptiles, including animals that do not exist in Dwarf Fortress, like iguanas.<br />
<br />
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.<br />
<br />
==Werebeasts in Fortresses==<br />
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.<br />
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.<br />
<br />
==Defending your fort against werebeasts==<br />
<br />
If you have not yet established a correct defensive perimeter (note, werebeasts are [[trapavoid]]) and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten.<br />
<br />
If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he has a high chance to change when the next full moon comes.<br />
<br />
There is no cure. To protect your other dwarves you should either keep the infected dwarf in an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.<br />
<br />
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should try to keep him happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.<br />
<br />
Or maybe you want something exceedingly more [[fun]] instead? Try the following.<br />
<br />
==Infecting your entire fort==<br />
<br />
Yes, it is possible. Having only infected dwarves does not end your game.<br />
<br />
'''Pros:'''<br />
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.<br />
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal<br />
* No need for beds or bedrooms other than those for nobles<br />
* When transformed, civilian dwarves are less vulnerable<br />
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.<br />
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.<br />
* Go for were-elephants or were-badgers for extra dwarven points<br />
* Fun<br />
'''Cons:'''<br />
* Exceedingly difficult to set up, quite long as well<br />
* May kill your most important dwarves<br />
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing<br />
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture<br />
* Trading is especially difficult<br />
* <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation.<br />
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place<br />
<br />
<br />
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution.<br />
<br />
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf on dwarf attack, which leads to a minor [[loyalty cascade]]. <br />
<br />
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.<br />
<br />
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.<br />
<br />
==Werebeast Military==<br />
<br />
A somewhat less drastic (though potentially even more [[fun]]) option is to start a Werebeast super-soldier breeding program. Some Werebeasts can hold and use weapons in Wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the Wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. <br />
<br />
Were-soldiers are mostly useful when their Wereform is of the variety that can use weapons and preferrably also shields, which obviously requires hands of some sort. Weregophers for example can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in Wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their Wereform is of the dangerous sort, for example in the case of werelions <s>and tigers and bears</s>.<br />
<br />
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.<br />
<br />
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above. <br />
<br />
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from Wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. <br />
<br />
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.<br />
<br />
==Transformation Dates==<br />
<br />
There are exactly thirteen full moons in a Dwarven year, so werebeasts transform on exactly the same dates every year:<br />
<br />
*25th granite<br />
*23rd slate<br />
*21st felsite<br />
*19th hematite<br />
*17th malachite<br />
*15th galena<br />
*13th limestone<br />
*11th sandstone<br />
*8th timber<br />
*6th moonstone<br />
*4th opal<br />
*2nd obsidian<br />
*28th obsidian<br />
<br />
==Werebeasts in Adventure Mode==<br />
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?<br />
<br />
===Becoming a Werebeast===<br />
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. It is recommended to wear no armor except for your head as only bites that break the skin will infect you with the were-virus. Once bitten, you will not transform immediately. <br />
<br />
{{new in v0.42}}<br />
'''As of v42''' : it is now additionally possible to become a werebeast by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either Werebeast or [[DF2014:Vampire|Vampirism]]. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)<br />
<br />
===Implications of being an adventuring Werebeast===<br />
'''Pros:'''<br />
*Every full moon all injuries are instantly healed.<br />
*Big strength and agility boost.<br />
<br />
'''Cons:''' <br />
*Attacked if you visit any towns during your transformation.<br />
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size.<br />
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.<br />
<br />
==Werebeast Characteristics==<br />
All werebeasts are described as having glowing eyes of some random color, and are "crazed for blood and flesh" meaning they attack everything that is not their own race, including undead.<br />
<br />
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed though the descriptions will be relative to the Wereform's average. A Werebeast never gets hungry, thirsty or drowsy, and will not drown when in Wereform. Werebeasts in Wereform are type 2 Building Destroyers, so doors and vertical bars will not contain them, however bridges or walls will. <br />
<br />
When transforming to Wereform, all health regenerates, including missing limbs, and thirsty dwarves will have their thirst <s>replaced with bloodthirst</s> removed. The same happens when transforming back. Effects induced by insanity are not reversed, so berserking soldiers that transform will still not follow orders. <br />
<br />
Infected dwarves are removed from any burrows when they transform, and cannot be burrowed while in Wereform. They will however still remember the civilian alert burrow, so issuing a civilian alert while a dwarf is transformed will send that dwarf straight to your <s>slaughterhouse</s> emergency room if they can path their way there.<br />
<br />
If the Werebeast cannot use weapons in Wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.), but only their bites cause the Werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed.<br />
<br />
Dwarves that die in Wereform will not be available for burial and will not come back as ghosts, but you can engrave slabs for them. <br />
<br />
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel.<br />
<br />
Werebeasts also tend to change back into humanoid form at the worst moment, like when they are charging a group of axedwarves. Sometimes a werebeast's humanoid form is more dangerous than the werebeast form, most obviously for [[Serpent man|snake man]] werebeasts.<br />
<br />
Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.<br />
<br />
Baby werecreatures are neutral, and while you can order your military to kill them the order will not be followed.<br />
<br />
{{D for Dwarf}}<br />
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Werebeast&diff=221952Werebeast2015-12-06T16:24:14Z<p>TheBloke: /* Werebeasts in Adventure Mode */</p>
<hr />
<div>{{Quality|Superior|18:31, 27 October 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Sentient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}<br />
<br />
Werebeasts may take the form of mammals or reptiles, including animals that do not exist in Dwarf Fortress, like iguanas.<br />
<br />
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.<br />
<br />
==Werebeasts in Fortresses==<br />
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.<br />
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.<br />
<br />
==Defending your fort against werebeasts==<br />
<br />
If you have not yet established a correct defensive perimeter (note, werebeasts are [[trapavoid]]) and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten.<br />
<br />
If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he has a high chance to change when the next full moon comes.<br />
<br />
There is no cure. To protect your other dwarves you should either keep the infected dwarf in an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.<br />
<br />
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should try to keep him happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.<br />
<br />
Or maybe you want something exceedingly more [[fun]] instead? Try the following.<br />
<br />
==Infecting your entire fort==<br />
<br />
Yes, it is possible. Having only infected dwarves does not end your game.<br />
<br />
'''Pros:'''<br />
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.<br />
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal<br />
* No need for beds or bedrooms other than those for nobles<br />
* When transformed, civilian dwarves are less vulnerable<br />
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.<br />
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.<br />
* Go for were-elephants or were-badgers for extra dwarven points<br />
* Fun<br />
'''Cons:'''<br />
* Exceedingly difficult to set up, quite long as well<br />
* May kill your most important dwarves<br />
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing<br />
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture<br />
* Trading is especially difficult<br />
* <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation.<br />
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place<br />
<br />
<br />
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution.<br />
<br />
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf on dwarf attack, which leads to a minor [[loyalty cascade]]. <br />
<br />
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.<br />
<br />
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.<br />
<br />
==Werebeast Military==<br />
<br />
A somewhat less drastic (though potentially even more [[fun]]) option is to start a Werebeast super-soldier breeding program. Some Werebeasts can hold and use weapons in Wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the Wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. <br />
<br />
Were-soldiers are mostly useful when their Wereform is of the variety that can use weapons and preferrably also shields, which obviously requires hands of some sort. Weregophers for example can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in Wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their Wereform is of the dangerous sort, for example in the case of werelions <s>and tigers and bears</s>.<br />
<br />
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.<br />
<br />
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above. <br />
<br />
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from Wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. <br />
<br />
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.<br />
<br />
==Transformation Dates==<br />
<br />
There are exactly thirteen full moons in a Dwarven year, so werebeasts transform on exactly the same dates every year:<br />
<br />
*25th granite<br />
*23rd slate<br />
*21st felsite<br />
*19th hematite<br />
*17th malachite<br />
*15th galena<br />
*13th limestone<br />
*11th sandstone<br />
*8th timber<br />
*6th moonstone<br />
*4th opal<br />
*2nd obsidian<br />
*28th obsidian<br />
<br />
==Werebeasts in Adventure Mode==<br />
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?<br />
<br />
===Becoming a Werebeast===<br />
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. It is recommended to wear no armor except for your head as only bites that break the skin will infect you with the were-virus. Once bitten, you will not transform immediately. <br />
<br />
{{new in v0.42}}<br />
'''As of v42''' : it is now additionally possible to become a werebeast by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either Werebeast or Vampirism. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)<br />
<br />
===Implications of being an adventuring Werebeast===<br />
'''Pros:'''<br />
*Every full moon all injuries are instantly healed.<br />
*Big strength and agility boost.<br />
<br />
'''Cons:''' <br />
*Attacked if you visit any towns during your transformation.<br />
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size.<br />
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.<br />
<br />
==Werebeast Characteristics==<br />
All werebeasts are described as having glowing eyes of some random color, and are "crazed for blood and flesh" meaning they attack everything that is not their own race, including undead.<br />
<br />
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed though the descriptions will be relative to the Wereform's average. A Werebeast never gets hungry, thirsty or drowsy, and will not drown when in Wereform. Werebeasts in Wereform are type 2 Building Destroyers, so doors and vertical bars will not contain them, however bridges or walls will. <br />
<br />
When transforming to Wereform, all health regenerates, including missing limbs, and thirsty dwarves will have their thirst <s>replaced with bloodthirst</s> removed. The same happens when transforming back. Effects induced by insanity are not reversed, so berserking soldiers that transform will still not follow orders. <br />
<br />
Infected dwarves are removed from any burrows when they transform, and cannot be burrowed while in Wereform. They will however still remember the civilian alert burrow, so issuing a civilian alert while a dwarf is transformed will send that dwarf straight to your <s>slaughterhouse</s> emergency room if they can path their way there.<br />
<br />
If the Werebeast cannot use weapons in Wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.), but only their bites cause the Werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed.<br />
<br />
Dwarves that die in Wereform will not be available for burial and will not come back as ghosts, but you can engrave slabs for them. <br />
<br />
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel.<br />
<br />
Werebeasts also tend to change back into humanoid form at the worst moment, like when they are charging a group of axedwarves. Sometimes a werebeast's humanoid form is more dangerous than the werebeast form, most obviously for [[Serpent man|snake man]] werebeasts.<br />
<br />
Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.<br />
<br />
Baby werecreatures are neutral, and while you can order your military to kill them the order will not be followed.<br />
<br />
{{D for Dwarf}}<br />
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Werebeast&diff=221951Werebeast2015-12-06T16:13:31Z<p>TheBloke: /* Werebeasts in Adventure Mode */</p>
<hr />
<div>{{Quality|Superior|18:31, 27 October 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Sentient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}<br />
<br />
Werebeasts may take the form of mammals or reptiles, including animals that do not exist in Dwarf Fortress, like iguanas.<br />
<br />
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.<br />
<br />
==Werebeasts in Fortresses==<br />
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.<br />
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.<br />
<br />
==Defending your fort against werebeasts==<br />
<br />
If you have not yet established a correct defensive perimeter (note, werebeasts are [[trapavoid]]) and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten.<br />
<br />
If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he has a high chance to change when the next full moon comes.<br />
<br />
There is no cure. To protect your other dwarves you should either keep the infected dwarf in an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.<br />
<br />
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should try to keep him happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.<br />
<br />
Or maybe you want something exceedingly more [[fun]] instead? Try the following.<br />
<br />
==Infecting your entire fort==<br />
<br />
Yes, it is possible. Having only infected dwarves does not end your game.<br />
<br />
'''Pros:'''<br />
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.<br />
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal<br />
* No need for beds or bedrooms other than those for nobles<br />
* When transformed, civilian dwarves are less vulnerable<br />
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.<br />
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.<br />
* Go for were-elephants or were-badgers for extra dwarven points<br />
* Fun<br />
'''Cons:'''<br />
* Exceedingly difficult to set up, quite long as well<br />
* May kill your most important dwarves<br />
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing<br />
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture<br />
* Trading is especially difficult<br />
* <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation.<br />
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place<br />
<br />
<br />
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution.<br />
<br />
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf on dwarf attack, which leads to a minor [[loyalty cascade]]. <br />
<br />
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.<br />
<br />
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.<br />
<br />
==Werebeast Military==<br />
<br />
A somewhat less drastic (though potentially even more [[fun]]) option is to start a Werebeast super-soldier breeding program. Some Werebeasts can hold and use weapons in Wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the Wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. <br />
<br />
Were-soldiers are mostly useful when their Wereform is of the variety that can use weapons and preferrably also shields, which obviously requires hands of some sort. Weregophers for example can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in Wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their Wereform is of the dangerous sort, for example in the case of werelions <s>and tigers and bears</s>.<br />
<br />
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.<br />
<br />
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above. <br />
<br />
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from Wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. <br />
<br />
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.<br />
<br />
==Transformation Dates==<br />
<br />
There are exactly thirteen full moons in a Dwarven year, so werebeasts transform on exactly the same dates every year:<br />
<br />
*25th granite<br />
*23rd slate<br />
*21st felsite<br />
*19th hematite<br />
*17th malachite<br />
*15th galena<br />
*13th limestone<br />
*11th sandstone<br />
*8th timber<br />
*6th moonstone<br />
*4th opal<br />
*2nd obsidian<br />
*28th obsidian<br />
<br />
==Werebeasts in Adventure Mode==<br />
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?<br />
<br />
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. It is recommended to wear no armor except for your head as only bites that break the skin will infect you with the were-virus. Once bitten, you will not transform immediately. <br />
<br />
{{new in v0.42}}<br />
'''As of v42''' : it is now possible to become a werebeast by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either Werebeast or Vampirism. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)<br />
<br />
'''Pros:'''<br />
*Every full moon all injuries are instantly healed.<br />
*Big strength and agility boost.<br />
<br />
'''Cons:''' <br />
*Attacked if you visit any towns during your transformation.<br />
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size.<br />
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.<br />
<br />
==Werebeast Characteristics==<br />
All werebeasts are described as having glowing eyes of some random color, and are "crazed for blood and flesh" meaning they attack everything that is not their own race, including undead.<br />
<br />
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed though the descriptions will be relative to the Wereform's average. A Werebeast never gets hungry, thirsty or drowsy, and will not drown when in Wereform. Werebeasts in Wereform are type 2 Building Destroyers, so doors and vertical bars will not contain them, however bridges or walls will. <br />
<br />
When transforming to Wereform, all health regenerates, including missing limbs, and thirsty dwarves will have their thirst <s>replaced with bloodthirst</s> removed. The same happens when transforming back. Effects induced by insanity are not reversed, so berserking soldiers that transform will still not follow orders. <br />
<br />
Infected dwarves are removed from any burrows when they transform, and cannot be burrowed while in Wereform. They will however still remember the civilian alert burrow, so issuing a civilian alert while a dwarf is transformed will send that dwarf straight to your <s>slaughterhouse</s> emergency room if they can path their way there.<br />
<br />
If the Werebeast cannot use weapons in Wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.), but only their bites cause the Werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed.<br />
<br />
Dwarves that die in Wereform will not be available for burial and will not come back as ghosts, but you can engrave slabs for them. <br />
<br />
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel.<br />
<br />
Werebeasts also tend to change back into humanoid form at the worst moment, like when they are charging a group of axedwarves. Sometimes a werebeast's humanoid form is more dangerous than the werebeast form, most obviously for [[Serpent man|snake man]] werebeasts.<br />
<br />
Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.<br />
<br />
Baby werecreatures are neutral, and while you can order your military to kill them the order will not be followed.<br />
<br />
{{D for Dwarf}}<br />
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Werebeast&diff=221950Werebeast2015-12-06T16:11:35Z<p>TheBloke: /* Werebeasts in Adventure Mode */ {{new in v0.42}} - can now become werebeast by toppling a statue</p>
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<div>{{Quality|Superior|18:31, 27 October 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Sentient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}<br />
<br />
Werebeasts may take the form of mammals or reptiles, including animals that do not exist in Dwarf Fortress, like iguanas.<br />
<br />
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.<br />
<br />
==Werebeasts in Fortresses==<br />
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.<br />
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.<br />
<br />
==Defending your fort against werebeasts==<br />
<br />
If you have not yet established a correct defensive perimeter (note, werebeasts are [[trapavoid]]) and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten.<br />
<br />
If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he has a high chance to change when the next full moon comes.<br />
<br />
There is no cure. To protect your other dwarves you should either keep the infected dwarf in an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.<br />
<br />
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should try to keep him happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.<br />
<br />
Or maybe you want something exceedingly more [[fun]] instead? Try the following.<br />
<br />
==Infecting your entire fort==<br />
<br />
Yes, it is possible. Having only infected dwarves does not end your game.<br />
<br />
'''Pros:'''<br />
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.<br />
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal<br />
* No need for beds or bedrooms other than those for nobles<br />
* When transformed, civilian dwarves are less vulnerable<br />
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.<br />
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.<br />
* Go for were-elephants or were-badgers for extra dwarven points<br />
* Fun<br />
'''Cons:'''<br />
* Exceedingly difficult to set up, quite long as well<br />
* May kill your most important dwarves<br />
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing<br />
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture<br />
* Trading is especially difficult<br />
* <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation.<br />
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place<br />
<br />
<br />
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution.<br />
<br />
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf on dwarf attack, which leads to a minor [[loyalty cascade]]. <br />
<br />
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.<br />
<br />
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.<br />
<br />
==Werebeast Military==<br />
<br />
A somewhat less drastic (though potentially even more [[fun]]) option is to start a Werebeast super-soldier breeding program. Some Werebeasts can hold and use weapons in Wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the Wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. <br />
<br />
Were-soldiers are mostly useful when their Wereform is of the variety that can use weapons and preferrably also shields, which obviously requires hands of some sort. Weregophers for example can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in Wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their Wereform is of the dangerous sort, for example in the case of werelions <s>and tigers and bears</s>.<br />
<br />
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.<br />
<br />
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above. <br />
<br />
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from Wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. <br />
<br />
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.<br />
<br />
==Transformation Dates==<br />
<br />
There are exactly thirteen full moons in a Dwarven year, so werebeasts transform on exactly the same dates every year:<br />
<br />
*25th granite<br />
*23rd slate<br />
*21st felsite<br />
*19th hematite<br />
*17th malachite<br />
*15th galena<br />
*13th limestone<br />
*11th sandstone<br />
*8th timber<br />
*6th moonstone<br />
*4th opal<br />
*2nd obsidian<br />
*28th obsidian<br />
<br />
==Werebeasts in Adventure Mode==<br />
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?<br />
<br />
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. It is recommended to wear no armor except for your head as only bites that break the skin will infect you with the were-virus. Once bitten, you will not transform immediately. <br />
<br />
{{new in v0.42}}<br />
'''As of v42''' : it is now possible to become a werebeast by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either of Werebeast or Vampirism. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)<br />
<br />
'''Pros:'''<br />
*Every full moon all injuries are instantly healed.<br />
*Big strength and agility boost.<br />
<br />
'''Cons:''' <br />
*Attacked if you visit any towns during your transformation.<br />
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size.<br />
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.<br />
<br />
==Werebeast Characteristics==<br />
All werebeasts are described as having glowing eyes of some random color, and are "crazed for blood and flesh" meaning they attack everything that is not their own race, including undead.<br />
<br />
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed though the descriptions will be relative to the Wereform's average. A Werebeast never gets hungry, thirsty or drowsy, and will not drown when in Wereform. Werebeasts in Wereform are type 2 Building Destroyers, so doors and vertical bars will not contain them, however bridges or walls will. <br />
<br />
When transforming to Wereform, all health regenerates, including missing limbs, and thirsty dwarves will have their thirst <s>replaced with bloodthirst</s> removed. The same happens when transforming back. Effects induced by insanity are not reversed, so berserking soldiers that transform will still not follow orders. <br />
<br />
Infected dwarves are removed from any burrows when they transform, and cannot be burrowed while in Wereform. They will however still remember the civilian alert burrow, so issuing a civilian alert while a dwarf is transformed will send that dwarf straight to your <s>slaughterhouse</s> emergency room if they can path their way there.<br />
<br />
If the Werebeast cannot use weapons in Wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.), but only their bites cause the Werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed.<br />
<br />
Dwarves that die in Wereform will not be available for burial and will not come back as ghosts, but you can engrave slabs for them. <br />
<br />
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel.<br />
<br />
Werebeasts also tend to change back into humanoid form at the worst moment, like when they are charging a group of axedwarves. Sometimes a werebeast's humanoid form is more dangerous than the werebeast form, most obviously for [[Serpent man|snake man]] werebeasts.<br />
<br />
Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.<br />
<br />
Baby werecreatures are neutral, and while you can order your military to kill them the order will not be followed.<br />
<br />
{{D for Dwarf}}<br />
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Stockpile&diff=221265Stockpile2015-11-11T15:02:51Z<p>TheBloke: /* Allocating stockpiles */ Size limitation is on Stockpile: Remove Designation as well.</p>
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<div>{{Quality|Exceptional|20:29, 24 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
:''For information on "quantum stockpiles", see [[DF2014:Exploit#Quantum_stockpiles|Exploit]].''<br />
<br />
'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding "[[hauling]]" job on will seek out items that aren't already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and fro. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.<br />
<br />
== Allocating stockpiles == <br />
<br />
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. (Alternatively, it is possible to use the mouse at this stage to select individual tiles) This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. <br />
<br />
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as "full", so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile "gives" to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. <br />
<br />
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.<br />
<br />
Stockpiles cannot be expanded once created; you must delete the pile and create a new one. [[Utility:DFHack|DFHack]] provides a command to copy an existing stockpile's settings, which can make moving and resizing stockpiles much less tedious.<br />
<br />
=== Stockpile Designation Size Limits ===<br />
Stockpile allocation (and removal) is limited in size: each edge of the designation area is limited to a maximum of 31 tiles. The limit is per-edge, so for example a stockpile that is only two tiles wide is still limited to a length of 31 (2x31 total size.) The largest possible stockpile is therefore a square of 961 tiles (31*31). <br />
<br />
Trying to designate an area with a length or width greater than 31 will do nothing: the stockpile is not added (or removed), no error is shown, and the operation is not cancelled; allowing you to adjust the size and try again.<br />
<br />
Note that this size limitation applies not only to creating stockpiles, but also to removing them. Technically speaking, the 31-tile-per-edge limitation is on the stockpile designation operation, not on the Stockpiles themselves per se. This means that you also cannot remove stockpiles with {{K|x}} in areas greater than 31 long or wide. This has impact when you are trying to remove multiple stockpiles in one go, and might want to define a large area to remove all stockpiles within it: you again need to ensure your designated area is not greater than 31 tiles in either direction, else the Remove Designation action will (silently) fail.<br />
<br />
== Using stockpiles ==<br />
<br />
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. You can disable automatic stockpiling by setting the stockpile to "take from links only" using {{k|q}} {{k|a}}. Tiles, within a stockpile, containing only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].<br />
<br />
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material (this also prevents the crafter from dragging material across the entire map when a new job order is issued). Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.<br />
<br />
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous — if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.<br />
<br />
== Take from a stockpile/workshop ==<br />
<br />
Another feature of stockpiles allows you to tell dwarves to transfer items from one stockpile to another. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.<br />
<br />
Each stockpile can take from any number of other stockpiles. You can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.<br />
<br />
Stockpiles may also take from a workshop, using the same interface ({{k|q}}-{{k|t}}, then select a workshop instead of a second stockpile). In this setup, any items produced inside the workshop (visible with {{k|t}}) become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.<br />
<br />
Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:<br />
<br />
*You can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large "primary" stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.<br />
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to "take from links only", so the harvesters do not waste their time.<br />
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile only new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to "take from links only"), so that it only gets new clothing produced in that workshop. If another stockpile with "take from anywhere" and no links is created, that one will accept all the worn clothing. It will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.<br />
<br />
== Give to a stockpile/workshop ==<br />
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile, or to a workshop. When giving to a stockpile, an equal and opposite "take from stockpile" is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.<br />
<br />
Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that workshop produces is of a specific material. For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.<br />
<br />
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop. Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature. For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then your dwarves will be unable to smelt your ores at that smelter due to a lack of fuel. If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles. Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.<br />
<br />
==Max bin/barrel ==<br />
The ''max bin'' and ''max barrel'' settings control the number of barrels and bins that are used for organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. <br />
<br />
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.<br />
<br />
== Max wheelbarrow ==<br />
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the number of [[wheelbarrow]]s assigned to the stockpile. It can be set to 0, 1, 2, or 3.<br />
<br />
If set to 0 (which is the default for all stockpiles other than stone stockpiles), the stockpile will generate a separate hauling job for each item that needs to be placed in it -- potentially one job per tile in the stockpile, simultaneously.<br />
<br />
If set to non-0, then that number of wheelbarrows will be brought to the stockpile. Once a stockpile has wheelbarrows assigned and moved to it, the number of wheelbarrows will act as a limit on the number of simultaneous hauling jobs for moving items to that stockpile. Each hauling job will be performed using a wheelbarrow, rather than by hand.<br />
<br />
Unfortunately, wheelbarrows are currently rather buggy, and may actually reduce the efficiency of your stockpiles; see [[Wheelbarrow]] for more information.<br />
<br />
[[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment.<br />
<br />
== Will take from anywhere ==<br />
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with "take from links only" enabled will only accept goods from its assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. <br />
<br />
Setting your [[seed]] stockpiles to "take from links only" will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to "anywhere" to collect the loose seeds in bulk. <br />
<br />
== Stockpile categories ==<br />
<br />
===[[Ammo]]===<br />
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks, but, due to a bug, marksdwarves may refuse to use ammo stored in bins.{{bug|2706}}<br />
<br />
===[[Animal]]===<br />
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.<br />
<br />
This type of stockpile cannot use bins or barrels.<br />
<br />
===[[Armor]]===<br />
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.<br />
<br />
Note that if refuse is enabled on the stockpile, armor and clothing will [[wear]] at an accelerated rate.<br />
<br />
===[[Bar]]/[[Block]]===<br />
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and smelter will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 5 bars/blocks.<br />
<br />
===[[Cloth]]===<br />
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.<br />
<br />
===[[Currency|Coins]]===<br />
Minted coins are kept here. Several thousand coins fit into a single bin.<br />
<br />
===[[Corpse | Corpses]]===<br />
Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s gives dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].<br />
<br />
===[[Finished goods|Finished Goods]]===<br />
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.<br />
<br />
Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.<br />
<br />
Note that if refuse is enabled on the stockpile, clothes and armor will [[wear]] at an accelerated rate.<br />
<br />
=== [[Food]] ===<br />
As one would assume based on the name, food is stored here. In addition, a wide variety of inedible plant and animal products are stored here -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[fish]] is brought here before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag|bags]] (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.<br />
<br />
Barrels and pots can hold at most 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.<br />
<br />
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].<br />
<br />
Food stockpiles should in most cases be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.<br />
<br />
Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in.<br />
<br />
===[[Furniture]] Storage===<br />
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.<br />
<br />
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms) via the stockpile settings.<br />
<br />
Furniture cannot be stored in barrels or bins.<br />
<br />
===[[Gem]]===<br />
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.<br />
<br />
===[[Leather]]===<br />
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.<br />
<br />
===[[Refuse]]===<br />
Since dwarves hate rot because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.<br />
<br />
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. <br />
<br />
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)<br />
<br />
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.<br />
<br />
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.<br />
<br />
Note that all armor and clothing stored in a refuse stockpile will suffer [[wear]] at an accelerated rate. This is a "feature" intended to dispose of unwanted armor.{{bug|5711}}<br />
<br />
Be careful on evil biomes, since some can reanimate dead creatures and body parts. If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.<br />
<br />
===[[Stone]]===<br />
Rough stone will be stored here, as well as [[ore]]. These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.<br />
<br />
[[Stone management]] is a complex topic; in simplest terms, stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.<br />
<br />
===[[Weapon|Weapons]]===<br />
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.<br />
<br />
===[[Wood]]===<br />
Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main "customer". Wood stockpiles will also accept "grown" wood logs that elves bring.<br />
<br />
Note that traders consider amount of wood in stockpile to judge whether to bring logs for trade or not and in case of [[elves]], amount of wood you logged.<br />
<br />
This type of stockpile cannot use bins or barrels.<br />
<br />
===Additional Options===<br />
The options are "Allow Plant/Animal" (organic goods) and "Allow Non-Plant/Animal (non-organic goods). Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling "Additional Options" is a common cause of stockpile problems, and these options generally aren't useful anyway.<br />
<br />
=== Custom stockpiles ===<br />
<br />
With custom stockpiles you can change which types of materials, goods, etc., can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).<br />
<br />
Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.<br />
<br />
== Stockpile Settings ==<br />
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.<br />
<br />
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.<br>{{key|Enter}} will toggle individual item types.<br />
<br />
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.<br />
<br />
== Notes ==<br />
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.<br />
<br />
{| border="1" cellpadding="4"<br />
|+ <br />
! Categories<br />
! Item type<br />
|-<br />
| Animals <br />
| Empty cages and Empty animal traps<br />
|-<br />
| Food <br />
| Prepared food<br />
|-<br />
| Weapons <br />
| Usable and unusable<br />
|-<br />
| Armor <br />
| Usable and unusable<br />
|}<br />
<br />
<br />
<br />
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) are listed under {{key|R}}ooms.<br />
<br />
== Uses for Custom Stockpiles ==<br />
<br />
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.<br />
<br />
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with the lesser-used items, rendering your custom stockpile nearly useless.<br />
<br />
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.<br />
<br />
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].<br />
<br />
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.<br />
<br />
Other good uses:<br />
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye. <br />
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].<br />
* Sandpile: [[sand]] bags.<br />
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. <br />
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.<br />
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone & shell stockpile above. Place near the tannery. <br />
* Brewer's stock: [[List of crops|brewable plants]].<br />
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) <br />
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.<br />
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''. Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]]. (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)<br />
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special "treasure" stockpile.<br />
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.<br />
* Mason's Stone: Linking a single- or limited-type stone stockpile to a mason's workshop allows you to specify exactly which [[stone]] your masons will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your mason has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.<br />
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.<br />
<br />
==Bugs==<br />
* Stockpile options don't work for cloth {{Bug|4380|workaround=http://www.bay12forums.com/smf/index.php?topic=122782.0}}.<br />
* Marksdwarves may refuse to use ammo stored in bins.{{Bug|2706}}<br />
* Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.<br />
* [[Hauling]] blocks access to items stored in [[container]]s; consider creating container-less "feeder" stockpiles linked to your storage stockpiles.<br />
* Recent [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]] (Thread shows no such thing?); see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. <br />
* Disabling "Additional Options" in the stockpile menu is a common source of stockpile problems.<br />
<br />
{{Category|Stockpiles|*}}<br />
{{Category|Items}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Stockpile&diff=221262Stockpile2015-11-11T14:50:29Z<p>TheBloke: /* Allocating stockpiles */ Add note of stockpile size limitation.</p>
<hr />
<div>{{Quality|Exceptional|20:29, 24 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
:''For information on "quantum stockpiles", see [[DF2014:Exploit#Quantum_stockpiles|Exploit]].''<br />
<br />
'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding "[[hauling]]" job on will seek out items that aren't already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and fro. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.<br />
<br />
== Allocating stockpiles == <br />
<br />
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. (Alternatively, it is possible to use the mouse at this stage to select individual tiles) This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. <br />
<br />
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as "full", so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile "gives" to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. <br />
<br />
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.<br />
<br />
Stockpiles cannot be expanded once created; you must delete the pile and create a new one. [[Utility:DFHack|DFHack]] provides a command to copy an existing stockpile's settings, which can make moving and resizing stockpiles much less tedious.<br />
<br />
Stockpiles are limited in size: each edge is limited to a maximum of 31 tiles. The limit is per-edge, so for example a stockpile that is only two tiles wide is still limited to a length of 31 (2x31 total size.) The largest possible stockpile is therefore a square of 961 tiles (31*31). Trying to add a stockpile with a length or width greater than 31 will do nothing: the stockpile is not added, no error is shown, and the operation is not cancelled; allowing you to adjust the size and try again.<br />
<br />
== Using stockpiles ==<br />
<br />
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. You can disable automatic stockpiling by setting the stockpile to "take from links only" using {{k|q}} {{k|a}}. Tiles, within a stockpile, containing only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].<br />
<br />
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material (this also prevents the crafter from dragging material across the entire map when a new job order is issued). Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.<br />
<br />
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous — if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.<br />
<br />
== Take from a stockpile/workshop ==<br />
<br />
Another feature of stockpiles allows you to tell dwarves to transfer items from one stockpile to another. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.<br />
<br />
Each stockpile can take from any number of other stockpiles. You can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.<br />
<br />
Stockpiles may also take from a workshop, using the same interface ({{k|q}}-{{k|t}}, then select a workshop instead of a second stockpile). In this setup, any items produced inside the workshop (visible with {{k|t}}) become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.<br />
<br />
Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:<br />
<br />
*You can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large "primary" stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.<br />
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to "take from links only", so the harvesters do not waste their time.<br />
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile only new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to "take from links only"), so that it only gets new clothing produced in that workshop. If another stockpile with "take from anywhere" and no links is created, that one will accept all the worn clothing. It will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.<br />
<br />
== Give to a stockpile/workshop ==<br />
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile, or to a workshop. When giving to a stockpile, an equal and opposite "take from stockpile" is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.<br />
<br />
Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that workshop produces is of a specific material. For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.<br />
<br />
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop. Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature. For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then your dwarves will be unable to smelt your ores at that smelter due to a lack of fuel. If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles. Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.<br />
<br />
==Max bin/barrel ==<br />
The ''max bin'' and ''max barrel'' settings control the number of barrels and bins that are used for organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. <br />
<br />
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.<br />
<br />
== Max wheelbarrow ==<br />
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the number of [[wheelbarrow]]s assigned to the stockpile. It can be set to 0, 1, 2, or 3.<br />
<br />
If set to 0 (which is the default for all stockpiles other than stone stockpiles), the stockpile will generate a separate hauling job for each item that needs to be placed in it -- potentially one job per tile in the stockpile, simultaneously.<br />
<br />
If set to non-0, then that number of wheelbarrows will be brought to the stockpile. Once a stockpile has wheelbarrows assigned and moved to it, the number of wheelbarrows will act as a limit on the number of simultaneous hauling jobs for moving items to that stockpile. Each hauling job will be performed using a wheelbarrow, rather than by hand.<br />
<br />
Unfortunately, wheelbarrows are currently rather buggy, and may actually reduce the efficiency of your stockpiles; see [[Wheelbarrow]] for more information.<br />
<br />
[[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment.<br />
<br />
== Will take from anywhere ==<br />
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with "take from links only" enabled will only accept goods from its assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. <br />
<br />
Setting your [[seed]] stockpiles to "take from links only" will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to "anywhere" to collect the loose seeds in bulk. <br />
<br />
== Stockpile categories ==<br />
<br />
===[[Ammo]]===<br />
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks, but, due to a bug, marksdwarves may refuse to use ammo stored in bins.{{bug|2706}}<br />
<br />
===[[Animal]]===<br />
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.<br />
<br />
This type of stockpile cannot use bins or barrels.<br />
<br />
===[[Armor]]===<br />
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.<br />
<br />
Note that if refuse is enabled on the stockpile, armor and clothing will [[wear]] at an accelerated rate.<br />
<br />
===[[Bar]]/[[Block]]===<br />
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and smelter will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 5 bars/blocks.<br />
<br />
===[[Cloth]]===<br />
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.<br />
<br />
===[[Currency|Coins]]===<br />
Minted coins are kept here. Several thousand coins fit into a single bin.<br />
<br />
===[[Corpse | Corpses]]===<br />
Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s gives dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].<br />
<br />
===[[Finished goods|Finished Goods]]===<br />
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.<br />
<br />
Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.<br />
<br />
Note that if refuse is enabled on the stockpile, clothes and armor will [[wear]] at an accelerated rate.<br />
<br />
=== [[Food]] ===<br />
As one would assume based on the name, food is stored here. In addition, a wide variety of inedible plant and animal products are stored here -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[fish]] is brought here before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag|bags]] (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.<br />
<br />
Barrels and pots can hold at most 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.<br />
<br />
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].<br />
<br />
Food stockpiles should in most cases be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.<br />
<br />
Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in.<br />
<br />
===[[Furniture]] Storage===<br />
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.<br />
<br />
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms) via the stockpile settings.<br />
<br />
Furniture cannot be stored in barrels or bins.<br />
<br />
===[[Gem]]===<br />
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.<br />
<br />
===[[Leather]]===<br />
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.<br />
<br />
===[[Refuse]]===<br />
Since dwarves hate rot because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.<br />
<br />
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. <br />
<br />
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)<br />
<br />
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.<br />
<br />
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.<br />
<br />
Note that all armor and clothing stored in a refuse stockpile will suffer [[wear]] at an accelerated rate. This is a "feature" intended to dispose of unwanted armor.{{bug|5711}}<br />
<br />
Be careful on evil biomes, since some can reanimate dead creatures and body parts. If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.<br />
<br />
===[[Stone]]===<br />
Rough stone will be stored here, as well as [[ore]]. These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.<br />
<br />
[[Stone management]] is a complex topic; in simplest terms, stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.<br />
<br />
===[[Weapon|Weapons]]===<br />
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.<br />
<br />
===[[Wood]]===<br />
Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main "customer". Wood stockpiles will also accept "grown" wood logs that elves bring.<br />
<br />
Note that traders consider amount of wood in stockpile to judge whether to bring logs for trade or not and in case of [[elves]], amount of wood you logged.<br />
<br />
This type of stockpile cannot use bins or barrels.<br />
<br />
===Additional Options===<br />
The options are "Allow Plant/Animal" (organic goods) and "Allow Non-Plant/Animal (non-organic goods). Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling "Additional Options" is a common cause of stockpile problems, and these options generally aren't useful anyway.<br />
<br />
=== Custom stockpiles ===<br />
<br />
With custom stockpiles you can change which types of materials, goods, etc., can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).<br />
<br />
Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.<br />
<br />
== Stockpile Settings ==<br />
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.<br />
<br />
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.<br>{{key|Enter}} will toggle individual item types.<br />
<br />
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.<br />
<br />
== Notes ==<br />
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.<br />
<br />
{| border="1" cellpadding="4"<br />
|+ <br />
! Categories<br />
! Item type<br />
|-<br />
| Animals <br />
| Empty cages and Empty animal traps<br />
|-<br />
| Food <br />
| Prepared food<br />
|-<br />
| Weapons <br />
| Usable and unusable<br />
|-<br />
| Armor <br />
| Usable and unusable<br />
|}<br />
<br />
<br />
<br />
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) are listed under {{key|R}}ooms.<br />
<br />
== Uses for Custom Stockpiles ==<br />
<br />
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.<br />
<br />
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with the lesser-used items, rendering your custom stockpile nearly useless.<br />
<br />
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.<br />
<br />
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].<br />
<br />
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.<br />
<br />
Other good uses:<br />
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye. <br />
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].<br />
* Sandpile: [[sand]] bags.<br />
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. <br />
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.<br />
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone & shell stockpile above. Place near the tannery. <br />
* Brewer's stock: [[List of crops|brewable plants]].<br />
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) <br />
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.<br />
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''. Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]]. (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)<br />
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special "treasure" stockpile.<br />
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.<br />
* Mason's Stone: Linking a single- or limited-type stone stockpile to a mason's workshop allows you to specify exactly which [[stone]] your masons will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your mason has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.<br />
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.<br />
<br />
==Bugs==<br />
* Stockpile options don't work for cloth {{Bug|4380|workaround=http://www.bay12forums.com/smf/index.php?topic=122782.0}}.<br />
* Marksdwarves may refuse to use ammo stored in bins.{{Bug|2706}}<br />
* Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.<br />
* [[Hauling]] blocks access to items stored in [[container]]s; consider creating container-less "feeder" stockpiles linked to your storage stockpiles.<br />
* Recent [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]] (Thread shows no such thing?); see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. <br />
* Disabling "Additional Options" in the stockpile menu is a common source of stockpile problems.<br />
<br />
{{Category|Stockpiles|*}}<br />
{{Category|Items}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Gem_setter&diff=221259Gem setter2015-11-10T17:58:02Z<p>TheBloke: /* Putting it all together: using DFHack to create a high-value gem cutting/encrusting production line */ some restructuring of numbered list; formatting improvements</p>
<hr />
<div>{{Quality|Exceptional|00:33, 12 June 2010 (UTC)}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Setter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem setting]]<br />
| tasks =<br />
* Encrust ammo with ''gem name''<br />
* Encrust finished goods with ''gem name''<br />
* Encrust furniture with ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Creativity<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''Gem setter''' is the skill associated with the '''gem setting''' [[labor]]. Gem setters [[decoration|encrust]] [[furniture]], [[finished goods]] (excluding [[tool]]s), and [[ammo]] (including siege ammo) with cut [[gem]]s. It is not currently possible to decorate [[weapon]]s and [[armor]] with gems, unless the armor is made of [[cloth]]. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated items more valuable.<br />
<br />
Rough gems, which are found by [[miner]]s, have to be converted to cut gems by a [[gem cutter]] before a gem setter can use them. [[Gizzard stone]]s are a type of cut gem and can also be used by gem setters. Large gems, which are sometimes created instead of a cut gems, can not be used for setting as they are finished goods. (You might be lucky enough to be the proud owner of a magnificent <<☼Large ''(Insert rare gem name here)''☼>> (This is a masterful quality large ''(Insert rare gem name here)''.) This object is adorned with hanging rings of ''(Insert worthless gem name here)''.)<br />
<br />
Because there is a very wide variety of gems in most regions and some types of gems have pretty high [[material value]], adding decorations of different types of gems is a good way to create items with very high value for [[trade]] or [[noble]]s.<br />
<br />
<br />
===Training===<br />
As with [[gem cutter]]s, gem setters can be easily trained by ordering them to set common [[stone]] such as [[basalt]], [[mudstone]], [[diorite]], and [[schist]].<br />
<br />
===Control===<br />
In the base game it is not possible to directly specify which item will be encrusted, however control over the process can be exerted by creating an intermediary [[stockpile]] linked to take from your main stockpile and give to the workshop, then adjusting its settings to match whatever item(s) you wish to decorate (for instance, a masterwork gold throne for your monarch, or low-quality clothing if you're training a novice gem setter). Your gem setter will refuse to use any item that is not stored in a linked stockpile; you can then selectively [[forbid]] items in the stockpile to control exactly which item will be decorated. (If you do this, remember you will also need a [[stockpile]] link that provides gems to the jeweler, as Workshops that have any Give links must get ''all'' their items from links. The same intermediary stockpile could be used if you don't mind mixing your gems with the items being encrusted.)<br />
<br />
Another problem in the base game is the the number of Encrust Gems jobs required: one per type of [[gem]]. [[gem cutter|Gem cutting]] and gem setting can be quite tedious to manage as one Workshop job is required per type of [[gem]], and can only be started when at least one [[cut gem]] of that type is in stock. A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s workshop]]s due to the 10-jobs-per-Workshop limit. Even when low value gems are avoided, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only set a couple more gems before the job suspends again!<br />
<br />
In summary: Gem Setting jobs suffer from two inconveniences that are in effect the opposite of each other:<br />
* The type of item to encrust is <u>general</u> - ''too'' general: providing no control over which items are encrusted without the use of (potentially multiple) intermediary stockpiles and often manual forbidding.<br />
* The type of gems to use is <u>specific</u> - ''too'' specific: requiring one job for each type of cut gem, and resulting in lots of cancellation spam and manual resuming of jobs.<br />
<br />
Both of these can be fixed with the use of DFHack.<br />
<br />
'''''DFHack: the content in the following section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
===Advanced Control Using DFHack===<br />
<br />
The utility [[Utility:DFHack|DFHack]] can largely resolve both of the problems described above, and in doing so facilitate an elegant, automated gem cutting and encrusting production line.<br />
<br />
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job<br />
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-A}} when looking at a Workshop with a job selected.<br />
** Job Material allows the user to edit the required components for a job. <br />
** In the case of gem setting, this means:<br />
*** the specific, one-per-type-of-gem Encrust jobs can be turned into a generic job that will encrust with ''any'' cut gem;<br />
*** the non-specific, "Encrust Furniture/Finished Goods/Ammo" jobs can be made specific, to encrust only specified items of that type;<br />
*** both of these changes can be combined: for example, to create a job to Encrust Gold Statues with any Gem.<br />
<br />
<br />
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config enabled. [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar, easy DFHack option.)<br />
<br />
====Using DFHack to create a single job that will Encrust with any cut gem:====<br />
# At a [[Jeweler%27s_workshop|Jeweler's Workshop]], create an Encrust With Gems job for any cut gem you have in stock, choosing the type of job you want, eg. Furniture or Finished Goods.<br />
# With the job selected, press {{K|Alt-A}}.<br />
# You will see the screen shown to the right (probably using a different type of gem). [[File:DFHack-JobMaterialUI-GemSet-Orig.png|thumb|right|Step 3: Job before editing]]<br />
# This screen is showing us the ''input'' Items for the job. For an Encrust With Gems job, there are two input items: the cut gems to encrust with, and the item to encrust. <br />
## Input items have three parameters: input item, material, and flags.<br />
## Using Job Material, we are able to edit the first two of these parameters. In the case of this task, we only want to edit the ''material'', to specify that the gem can be of any type. In the next task, we will look at changing both type and material when editing the second Input Item. <br />
## The third parameter, Flags, is visible here as well - we can see that the type of object to Encrust, eg Furniture, is specified as a Flag (''improvable, '''furniture''', not_bin''). Unfortunately it is not (yet) possible to edit Flags through DFHack Job Material, so we can't make a job that Encrusts anything at all!<br />
# For this task we only care about the first input item, item 1, which is the cut gem. So with this highlighted (as it will be by default):<br />
## Press {{K|i}} to change the input item, and see all valid options for this job: in the case of Encrust With Gems, ''cut gem'' is the only valid choice, so there is nothing to change here.<br />
## Press {{K|m}} to change the material, again showing all valid options. Here, we will see many options, in a categorised list. We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI. Instead we want to use the first option: ''any material''.<br />
# Once done the UI should look as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-Edited.png|thumb|right|Step 6: Job edited]]<br />
# Now press {{K|Escape}} to finish the edit. On the Workshop menu you will see the job is now called ''Encrust furniture with unknown material''.<br />
# Set the job to Repeating and your Gem Setter(s) will now happily encrust furniture with any cut gems they can get their hands on; and the job will never Suspend unless you run out of ''all'' cut gems. One job to encrust them all.<br />
# To provide some control over which Cut Gems are used - and thus avoid encrusting high value furniture with [[Lapis Lazuli]] and other cheap stuff, if that's been cut in your fortress - provide a nearby Gem Stockpile with rules set to only allow Cut Gems that you care about, ie high value ones. Now set this stockpile to Give to your Jeweller's Workshop(s).<br />
## Alternatively, control this at the [[Gem_cutter||gem cutting]] stage: if you only cut higher value rough gems, you won't have any cheap Cut Gems to avoid in the first place.<br />
## If you do make a stockpile link for Cut Gems, remember that you must then also provide a stockpile that Gives the furniture to encrust - as once a Workshop has one stockpile set to Give, it must be able to get ''all'' its items from stockpile links. See [[DF2014:Stockpile|Stockpile]] and [[DF2014:Stockpile_design|Stockpile design]].<br />
<br />
<br />
====Using DFHack to specify the items encrusted by an Encrust With Gems job:====<br />
# As per the above steps, create or select an Encrust With Gems job of the desired type, then press {{K|Alt-A}} on it.<br />
## If you want this job to cut Any Gem, choose the job you edited in the first task<br />
# This time we want to edit the second Input Item - Item 2 - which is the item to Encrust.<br />
## Scroll down to Item 2, using your standard secondary scroll key.<br />
# There are two things we can edit: The ''type'' of the item, and its ''material''<br />
## The type could be, for example, statue, table, or chair; the material could be gold, platinum, iron, etc.<br />
## Or you can specify a type only, leaving material at 'any'<br />
## Unfortunately, due to a limitation in the game, it is not possible to have type:'any' and then pick a material (eg to encrust any item made of gold.) Doing so would cause the job to fail, and therefore if you try to change the material when the type is ''any item'', Job Material will stop you and print a message indicating the problem.<br />
# To edit the type:<br />
## Press {{K|i}} to see the list of valid Input Items<br />
### You will now see a long list of possible items. Some of these have category headings, such as "any instrument", but most do not.<br />
#### Be aware that the item type you select needs to match the overall type of Encrust job you chose - for example Furniture or Finished Goods. Don't select Any Instrument or Figurine if you chose the Furniture Type; don't select Statue if you chose Finished Goods.<br />
#### Job Material will not stop you doing so, but the job will cancel and suspend due to lack of usable items.<br />
### You can scroll up/down with the primary scroll keys, or you can type to search<br />
### For this example let's choose Statue. Press Enter to confirm the selection.<br />
# To edit the material:<br />
## Press {{K|m}} to see the list of valid Materials. As mentioned above, you will only be able to proceed if you have given a specific item type.<br />
## Now you can scroll through the long list of materials. <br />
### This list is categorised; the first page you see contains some specific materials - of which the only useful one is likely to be rock - and three categories, ''inorganic'', ''creature'' and ''plant''.<br />
### The categories are labelled with a letter - for example '''I''' for Inorganic; press the letter to open that category<br />
### For the purpose of Encrust With Gems, you are almost certainly going to want something under Inorganic<br />
## So let's press {{K|I}} for Inorganic, and then choose a suitable material - like [[gold]].<br />
# If you made all those changes, the UI should appear as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-EditInput.png|thumb|right|Step 6: Job edited]]<br />
# If necessary we can create multiple jobs that encrust only that furniture we want - for example, only gold statues, tables and chairs. And we can do it without an intermediary, feeder stockpile (you may want to have a linked stockpile anyway, but it can now also contain other items; you don't need to set its rules only according to what you want to encrust.)<br />
# We can use another DFHack feature to make it quicker to create multiple jobs: with a job selected, press {{K|Control-D}} : this maps to DFHack's <tt>job-duplicate</tt>, and does exactly what it sounds like. <br />
## It's therefore very quick to create multiple jobs: create one, {{K|Control-D}} copy it (perhaps a few times), then edit the new job(s), just changing the variable parameter.<br />
## For example, set up one job to Encrust Gold Statues with Any Gem, copy it four times, and edit the copies to change Statue to Chairs, Tables, Cabinet and Chests in each job respectively. A Royal Bedroom factory!<br />
# One minor UI downside: on the job list (both in Workshop and the master job lister) these jobs will appear as ''Encrust Furniture With Unknown Material''; you will only be able to see that they're Gold Statues or whatever else by pressing {{K|Alt-A}} on them.<br />
<br />
===Putting it all together: using DFHack to create a high-value gem cutting/encrusting production line===<br />
<br />
Combining the above steps with jobs to Cut Any Gems (see [[Gem_cutter|Gem cutting]]), can create a (nearly) fully automatic, high value Encrusted Furniture Production Line.<br />
<br />
This annotated screenshot shows an example:<br />
<br />
[[File:DFHack-GemCutandEncrustProductionLine.png|thumb|right|500px|Gem cutting and encrusting production line using DFHack.]]<br />
<br />
'''Explanation:'''<br />
<br />
# Four Jewelers are permanently cutting any/all gems that are available<br />
## Four Jewelers have DFHack-modified "Cut Any Gem" jobs: JC1 - JC4 (top left.)<br />
## Stockpile 2 (''Gems All'') gives rough gems to JC1-JC4 <br />
### This stockpile can have rules only accepting rough gems of suitably high value, ensuring only valuable gems are later encrusted.<br />
## Stockpile 4 (''Gems Out'') takes from JC1-JC4<br />
## Stockpile 4 (''Gems Out'') gives to Stockpile 2 (''Gems All'').<br />
### ''Gems Out'' is an intermediary stockpile, necessary because a stockpile cannot both Give and Take from a Workshop - its only purpose is to route the newly cut gems back to the master ''Gems All'' stockpile, from where they will be used for encrusting.<br />
### Or one could simply have the Jewelers performing Encrust Gem jobs (JE1-JE4) take directly from ''Gems Out'', but the layout shown gives the closest proximity of stockpiles to the workshops using them; we want our peasants hauling things about, not our legendary gem cutters/setters!<br />
# Four Jewelers are permanently encrusting furniture with gems<br />
## Four Jewelers have DFHack-modified "Encrust Any Furniture with Any Gem" jobs: JE1-JE4 (bottom right.)<br />
## Stockpile 1 (''Furniture In'') gives furniture to JE1-JE4<br />
### This stockpile can take from a source of furniture, such as Metal Forges. It can have rules specifying the type, material and quality of eligible furniture.<br />
## Stockpile 2 (''Gems All'') gives cut gems to JE1-JE4<br />
## Stockpile 3 (''Furniture Out'') takes encrusted furniture from JE1-JE4<br />
## Stockpile 3 (''Furniture Out'') gives to Stockpile 1 (''Furniture In'') - or at least, ideally it does; this is shown as disabled, as explained below.<br />
# This creates an endless loop of encrusting. The same furniture will be encrusted repeatedly, with multiple types of different gems, ever increasing in value until the player chooses to Build some of it somewhere. (Furniture can't be encrusted with the same gem type twice, but it can be encrusted with many different gems.)<br />
## This loop can be run for perpetuity with no player input at all, creating fabulously valuable furniture. <br />
## Except there is one issue with total automation:<br />
### As shown in the screenshot, the link from ''Furniture Out'' giving to ''Furniture In'' is disabled: this is because it has been found to often result in the same small set of furniture being encrusted again and again, and any new furniture being added to ''Furniture In'' (eg from Metal Forges) not usually being encrusted at all. <br />
### The problem is that the haulers moving the encrusted furniture from ''Furniture Out'' to ''Furniture In'' will put it in the closest available tile of ''In''; then the Gem Setters picking up from ''In'' will usually also collect the nearest furniture. Furniture further away in the stockpile tends not to be picked up by the jobs.<br />
### You might end up with 5 or 10 items of furniture encrusted 10 times each, and 40 other items encrusted only once, or not at all.<br />
### Given long enough it would eventually all be encrusted because no item can be encrusted with the same gem twice. But if you have a lot of gem types, this is likely to take unacceptably long.<br />
### A simple workaround for this is to remove the link from ''Furniture Out'' to ''Furniture In'', so it will not automatically loop. Once all furniture is encrusted once, simply swap the links (''Furniture Out'' becomes a Give to Workshop; ''Furniture In'' becomes a Take from Workshop) and all the furniture will go around for its second encrust. <br />
### If you prefer to keep the links unchanged, (re-)add the Give link from ''Furniture Out'' to ''Furniture In'' so that all finished furniture is hauled over, then remove the link once everything has been moved over.<br />
### This prevents total, hands-off automation, however the amount of work involved is very minor and with enough furniture (240 items are present in the screenshot example), you won't have to do this very often.<br />
# In this example, we have not edited the Encrust Furniture jobs to specify the types to use; it is left at the default of "any furniture", because the feeder stockpile has rules allowing only high value furniture and we want to encrust it all.<br />
## It would be very simple to modify the jobs at JE1-JE4 such that only certain furniture - perhaps just the Statues and Doors - are encrusted. <br />
## We might thus create two or more jobs at each of JE1-JE4 instead of the one currently shown, for example: ''Encrust Any Statues with Any Gems'' and ''Encrust Any Doors with Any Gems''.<br />
# One more DFHack feature is demonstrated in the screenshot: the eight Jeweler's Workshops have each been given suitable names according to their intended function:<br />
## Shown in the screenshot are the UIs for workshop JC3 (named ''Jewel Cut3'') and JE4 (named ''Jewel Encrust4'').<br />
## This is done by selecting the workshop then pressing {{K|Control-Shift-N}}. A dialogue will appear into which you can type the desired name for the workshop.<br />
## The same works for stockpiles and most other buildings. It is especially useful to name both workshops and stockpiles because these names are used when you view stockpile links.<br />
<br />
<br />
{{Skills}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Gem_setter&diff=221258Gem setter2015-11-10T16:26:55Z<p>TheBloke: /* Putting it all together: using DFHack to create a high-value gem cutting/encrusting production line */</p>
<hr />
<div>{{Quality|Exceptional|00:33, 12 June 2010 (UTC)}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Setter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem setting]]<br />
| tasks =<br />
* Encrust ammo with ''gem name''<br />
* Encrust finished goods with ''gem name''<br />
* Encrust furniture with ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Creativity<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''Gem setter''' is the skill associated with the '''gem setting''' [[labor]]. Gem setters [[decoration|encrust]] [[furniture]], [[finished goods]] (excluding [[tool]]s), and [[ammo]] (including siege ammo) with cut [[gem]]s. It is not currently possible to decorate [[weapon]]s and [[armor]] with gems, unless the armor is made of [[cloth]]. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated items more valuable.<br />
<br />
Rough gems, which are found by [[miner]]s, have to be converted to cut gems by a [[gem cutter]] before a gem setter can use them. [[Gizzard stone]]s are a type of cut gem and can also be used by gem setters. Large gems, which are sometimes created instead of a cut gems, can not be used for setting as they are finished goods. (You might be lucky enough to be the proud owner of a magnificent <<☼Large ''(Insert rare gem name here)''☼>> (This is a masterful quality large ''(Insert rare gem name here)''.) This object is adorned with hanging rings of ''(Insert worthless gem name here)''.)<br />
<br />
Because there is a very wide variety of gems in most regions and some types of gems have pretty high [[material value]], adding decorations of different types of gems is a good way to create items with very high value for [[trade]] or [[noble]]s.<br />
<br />
<br />
===Training===<br />
As with [[gem cutter]]s, gem setters can be easily trained by ordering them to set common [[stone]] such as [[basalt]], [[mudstone]], [[diorite]], and [[schist]].<br />
<br />
===Control===<br />
In the base game it is not possible to directly specify which item will be encrusted, however control over the process can be exerted by creating an intermediary [[stockpile]] linked to take from your main stockpile and give to the workshop, then adjusting its settings to match whatever item(s) you wish to decorate (for instance, a masterwork gold throne for your monarch, or low-quality clothing if you're training a novice gem setter). Your gem setter will refuse to use any item that is not stored in a linked stockpile; you can then selectively [[forbid]] items in the stockpile to control exactly which item will be decorated. (If you do this, remember you will also need a [[stockpile]] link that provides gems to the jeweler, as Workshops that have any Give links must get ''all'' their items from links. The same intermediary stockpile could be used if you don't mind mixing your gems with the items being encrusted.)<br />
<br />
Another problem in the base game is the the number of Encrust Gems jobs required: one per type of [[gem]]. [[gem cutter|Gem cutting]] and gem setting can be quite tedious to manage as one Workshop job is required per type of [[gem]], and can only be started when at least one [[cut gem]] of that type is in stock. A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s workshop]]s due to the 10-jobs-per-Workshop limit. Even when low value gems are avoided, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only set a couple more gems before the job suspends again!<br />
<br />
In summary: Gem Setting jobs suffer from two inconveniences that are in effect the opposite of each other:<br />
* The type of item to encrust is <u>general</u> - ''too'' general: providing no control over which items are encrusted without the use of (potentially multiple) intermediary stockpiles and often manual forbidding.<br />
* The type of gems to use is <u>specific</u> - ''too'' specific: requiring one job for each type of cut gem, and resulting in lots of cancellation spam and manual resuming of jobs.<br />
<br />
Both of these can be fixed with the use of DFHack.<br />
<br />
'''''DFHack: the content in the following section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
===Advanced Control Using DFHack===<br />
<br />
The utility [[Utility:DFHack|DFHack]] can largely resolve both of the problems described above, and in doing so facilitate an elegant, automated gem cutting and encrusting production line.<br />
<br />
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job<br />
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-A}} when looking at a Workshop with a job selected.<br />
** Job Material allows the user to edit the required components for a job. <br />
** In the case of gem setting, this means:<br />
*** the specific, one-per-type-of-gem Encrust jobs can be turned into a generic job that will encrust with ''any'' cut gem;<br />
*** the non-specific, "Encrust Furniture/Finished Goods/Ammo" jobs can be made specific, to encrust only specified items of that type;<br />
*** both of these changes can be combined: for example, to create a job to Encrust Gold Statues with any Gem.<br />
<br />
<br />
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config enabled. [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar, easy DFHack option.)<br />
<br />
====Using DFHack to create a single job that will Encrust with any cut gem:====<br />
# At a [[Jeweler%27s_workshop|Jeweler's Workshop]], create an Encrust With Gems job for any cut gem you have in stock, choosing the type of job you want, eg. Furniture or Finished Goods.<br />
# With the job selected, press {{K|Alt-A}}.<br />
# You will see the screen shown to the right (probably using a different type of gem). [[File:DFHack-JobMaterialUI-GemSet-Orig.png|thumb|right|Step 3: Job before editing]]<br />
# This screen is showing us the ''input'' Items for the job. For an Encrust With Gems job, there are two input items: the cut gems to encrust with, and the item to encrust. <br />
## Input items have three parameters: input item, material, and flags.<br />
## Using Job Material, we are able to edit the first two of these parameters. In the case of this task, we only want to edit the ''material'', to specify that the gem can be of any type. In the next task, we will look at changing both type and material when editing the second Input Item. <br />
## The third parameter, Flags, is visible here as well - we can see that the type of object to Encrust, eg Furniture, is specified as a Flag (''improvable, '''furniture''', not_bin''). Unfortunately it is not (yet) possible to edit Flags through DFHack Job Material, so we can't make a job that Encrusts anything at all!<br />
# For this task we only care about the first input item, item 1, which is the cut gem. So with this highlighted (as it will be by default):<br />
## Press {{K|i}} to change the input item, and see all valid options for this job: in the case of Encrust With Gems, ''cut gem'' is the only valid choice, so there is nothing to change here.<br />
## Press {{K|m}} to change the material, again showing all valid options. Here, we will see many options, in a categorised list. We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI. Instead we want to use the first option: ''any material''.<br />
# Once done the UI should look as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-Edited.png|thumb|right|Step 6: Job edited]]<br />
# Now press {{K|Escape}} to finish the edit. On the Workshop menu you will see the job is now called ''Encrust furniture with unknown material''.<br />
# Set the job to Repeating and your Gem Setter(s) will now happily encrust furniture with any cut gems they can get their hands on; and the job will never Suspend unless you run out of ''all'' cut gems. One job to encrust them all.<br />
# To provide some control over which Cut Gems are used - and thus avoid encrusting high value furniture with [[Lapis Lazuli]] and other cheap stuff, if that's been cut in your fortress - provide a nearby Gem Stockpile with rules set to only allow Cut Gems that you care about, ie high value ones. Now set this stockpile to Give to your Jeweller's Workshop(s).<br />
## Alternatively, control this at the [[Gem_cutter||gem cutting]] stage: if you only cut higher value rough gems, you won't have any cheap Cut Gems to avoid in the first place.<br />
## If you do make a stockpile link for Cut Gems, remember that you must then also provide a stockpile that Gives the furniture to encrust - as once a Workshop has one stockpile set to Give, it must be able to get ''all'' its items from stockpile links. See [[DF2014:Stockpile|Stockpile]] and [[DF2014:Stockpile_design|Stockpile design]].<br />
<br />
<br />
====Using DFHack to specify the items encrusted by an Encrust With Gems job:====<br />
# As per the above steps, create or select an Encrust With Gems job of the desired type, then press {{K|Alt-A}} on it.<br />
## If you want this job to cut Any Gem, choose the job you edited in the first task<br />
# This time we want to edit the second Input Item - Item 2 - which is the item to Encrust.<br />
## Scroll down to Item 2, using your standard secondary scroll key.<br />
# There are two things we can edit: The ''type'' of the item, and its ''material''<br />
## The type could be, for example, statue, table, or chair; the material could be gold, platinum, iron, etc.<br />
## Or you can specify a type only, leaving material at 'any'<br />
## Unfortunately, due to a limitation in the game, it is not possible to have type:'any' and then pick a material (eg to encrust any item made of gold.) Doing so would cause the job to fail, and therefore if you try to change the material when the type is ''any item'', Job Material will stop you and print a message indicating the problem.<br />
# To edit the type:<br />
## Press {{K|i}} to see the list of valid Input Items<br />
### You will now see a long list of possible items. Some of these have category headings, such as "any instrument", but most do not.<br />
#### Be aware that the item type you select needs to match the overall type of Encrust job you chose - for example Furniture or Finished Goods. Don't select Any Instrument or Figurine if you chose the Furniture Type; don't select Statue if you chose Finished Goods.<br />
#### Job Material will not stop you doing so, but the job will cancel and suspend due to lack of usable items.<br />
### You can scroll up/down with the primary scroll keys, or you can type to search<br />
### For this example let's choose Statue. Press Enter to confirm the selection.<br />
# To edit the material:<br />
## Press {{K|m}} to see the list of valid Materials. As mentioned above, you will only be able to proceed if you have given a specific item type.<br />
## Now you can scroll through the long list of materials. <br />
### This list is categorised; the first page you see contains some specific materials - of which the only useful one is likely to be rock - and three categories, ''inorganic'', ''creature'' and ''plant''.<br />
### The categories are labelled with a letter - for example '''I''' for Inorganic; press the letter to open that category<br />
### For the purpose of Encrust With Gems, you are almost certainly going to want something under Inorganic<br />
## So let's press {{K|I}} for Inorganic, and then choose a suitable material - like [[gold]].<br />
# If you made all those changes, the UI should appear as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-EditInput.png|thumb|right|Step 6: Job edited]]<br />
# If necessary we can create multiple jobs that encrust only that furniture we want - for example, only gold statues, tables and chairs. And we can do it without an intermediary, feeder stockpile (you may want to have a linked stockpile anyway, but it can now also contain other items; you don't need to set its rules only according to what you want to encrust.)<br />
# We can use another DFHack feature to make it quicker to create multiple jobs: with a job selected, press {{K|Control-D}} : this maps to DFHack's <tt>job-duplicate</tt>, and does exactly what it sounds like. <br />
## It's therefore very quick to create multiple jobs: create one, {{K|Control-D}} copy it (perhaps a few times), then edit the new job(s), just changing the variable parameter.<br />
## For example, set up one job to Encrust Gold Statues with Any Gem, copy it four times, and edit the copies to change Statue to Chairs, Tables, Cabinet and Chests in each job respectively. A Royal Bedroom factory!<br />
# One minor UI downside: on the job list (both in Workshop and the master job lister) these jobs will appear as ''Encrust Furniture With Unknown Material''; you will only be able to see that they're Gold Statues or whatever else by pressing {{K|Alt-A}} on them.<br />
<br />
===Putting it all together: using DFHack to create a high-value gem cutting/encrusting production line===<br />
<br />
Combining the above steps with jobs to Cut Any Gems (see [[Gem_cutter|Gem cutting]]), can create a (nearly) fully automatic, high value Encrusted Furniture Production Line.<br />
<br />
This annotated screenshot shows an example:<br />
<br />
[[File:DFHack-GemCutandEncrustProductionLine.png|thumb|right|500px|Gem cutting and encrusting production line using DFHack.]]<br />
<br />
'''Explanation:'''<br />
<br />
# Four Jewelers are permanently cutting any/all gems that are available<br />
## Four Jeweler's Workshops have DFHack-modified "Cut Any Gem" jobs: JC1 - JC4 in the top left.<br />
## Stockpile 2 (Gems All) gives rough gems to JC1-JC4 <br />
### This stockpile can have rules only accepting rough gems of suitably high value, ensuring only valuable gems are later encrusted.<br />
## Stockpile 4 (Gems Out) takes from JC1-JC4<br />
## Stockpile 4 (Gems Out) gives to Stockpile 2 (Gems All).<br />
### Gems Out is an intermediary stockpile, necessary because a stockpile cannot both Give and Take from a Workshop - its only purpose is to route the newly cut gems back to the master Gems All stockpile, from where they will be used for encrusting.<br />
### Or one could simply have the Jewelers performing Encrust Gem jobs (JE1-JE4) take directly from Gems Out, but the layout shown gives the closest proximity of stockpiles to the workshops using them; we want our Peasants hauling things about, not our Legendary Gem Cutters/Setters!<br />
# Four Jewelers are permanently encrusting furniture with gems<br />
## Four Jeweler's Workshops have DFHack-modified "Encrust Any Furniture with Any Gem" jobs: JE1-JE4 in the bottom right.<br />
## Stockpile 1 (Furniture In) gives furniture to JE1-JE4<br />
### This stockpile can take from a source of furniture, such as Metal Forges. It can have rules specifying the type, material and quality of eligible furniture.<br />
## Stockpile 2 (Gems All) gives cut gems to JE1-JE4<br />
## Stockpile 3 (Furniture Out) takes encrusted furniture from JE1-JE4<br />
## Stockpile 3 (Furniture Out) gives to Stockpile 1 (Furniture In) - or at least, ideally it does; this is currently disabled, see below.<br />
### This creates an endless loop of encrusting: the same furniture will be encrusted repeatedly, with multiple types of different gems, ever increasing in value until the player chooses to Build some of it somewhere. (Furniture can't be encrusted with the same gem type twice, but it can be encrusted with many different gems.)<br />
### This loop can be run for perpetuity with no player input at all, creating fabulously valuable furniture. <br />
### Except there is one issue with total automation:<br />
#### As shown in the screenshot, the link from Stockpile 3 giving to Stockpile 1 is disabled: this is because it has been found to often result in the same small set of furniture being encrusted again and again, and any new furniture being added to Furniture In (eg from Metal Forges) not usually being encrusted at all. <br />
#### The problem is that the haulers moving the encrusted furniture from Stockpile 3 to Stockpile 1 will put it in the closest available tile of Stockpile 1; then the Gem Setters picking up from Stockpile 1 will usually also collect the nearest furniture. Thus furniture further away in the stockpile tends not to be picked up by the jobs.<br />
#### You might end up with 5 or 10 items of furniture encrusted 10 times each, and 40 other items encrusted only once, or not at all.<br />
#### Given long enough it would eventually all be encrusted because no item can be encrusted with the same gem twice. But if you have a lot of gem types, this is likely to take unacceptably long.<br />
#### The simple workaround for this is to instead send the finished furniture to a separate stockpile (Furniture Out in this example.) Once all furniture is encrusted once, simply swap the links (Stockpile 3 becomes a Give to Workshop; Stockpile 1 becomes a Take from Workshop) and all the furniture will go around for its second encrust. Or if you want to keep the links the same, set Stockpile 3 to Give to Stockpile 1 and then remove that link once haulers have moved everything over.<br />
### In this example, we have not edited the Encrust Furniture jobs to specify the types to use; it is left at the default of any furniture, because the feeder stockpile has rules allowing only high value furniture and we want to encrust it all.<br />
#### It would be very simple to modify the jobs at JE1-JE4 such that only certain furniture - perhaps just the Statues and Doors - are encrusted. <br />
#### We might thus create two or more jobs at each of JE1-JE4 (eg Encrust Any Statues with Any Gems; Encrust Any Doors with Any Gems) instead of the one currently shown.<br />
# One more DFHack feature is demonstrated in the screenshot - the eight Jeweler's Workshops have each been given suitable names<br />
## You can see in the screenshot that one Jeweler is called "Jewel Cut3" and the other "Jewel Encrust4"<br />
## This is done by selecting the Workshop then pressing {{K|Control-Shift-N}}. A dialogue will appear into which you can type the desired name for this Workshop.<br />
## The same works for stockpiles and most other buildings. It is especially useful to name both Workshops and Stockpiles because these names are used when you view stockpile links.<br />
<br />
<br />
{{Skills}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Gem_setter&diff=221257Gem setter2015-11-10T16:16:01Z<p>TheBloke: /* Using DFHack to specify the items encrusted by an Encrust With Gems job: */</p>
<hr />
<div>{{Quality|Exceptional|00:33, 12 June 2010 (UTC)}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Setter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem setting]]<br />
| tasks =<br />
* Encrust ammo with ''gem name''<br />
* Encrust finished goods with ''gem name''<br />
* Encrust furniture with ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Creativity<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''Gem setter''' is the skill associated with the '''gem setting''' [[labor]]. Gem setters [[decoration|encrust]] [[furniture]], [[finished goods]] (excluding [[tool]]s), and [[ammo]] (including siege ammo) with cut [[gem]]s. It is not currently possible to decorate [[weapon]]s and [[armor]] with gems, unless the armor is made of [[cloth]]. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated items more valuable.<br />
<br />
Rough gems, which are found by [[miner]]s, have to be converted to cut gems by a [[gem cutter]] before a gem setter can use them. [[Gizzard stone]]s are a type of cut gem and can also be used by gem setters. Large gems, which are sometimes created instead of a cut gems, can not be used for setting as they are finished goods. (You might be lucky enough to be the proud owner of a magnificent <<☼Large ''(Insert rare gem name here)''☼>> (This is a masterful quality large ''(Insert rare gem name here)''.) This object is adorned with hanging rings of ''(Insert worthless gem name here)''.)<br />
<br />
Because there is a very wide variety of gems in most regions and some types of gems have pretty high [[material value]], adding decorations of different types of gems is a good way to create items with very high value for [[trade]] or [[noble]]s.<br />
<br />
<br />
===Training===<br />
As with [[gem cutter]]s, gem setters can be easily trained by ordering them to set common [[stone]] such as [[basalt]], [[mudstone]], [[diorite]], and [[schist]].<br />
<br />
===Control===<br />
In the base game it is not possible to directly specify which item will be encrusted, however control over the process can be exerted by creating an intermediary [[stockpile]] linked to take from your main stockpile and give to the workshop, then adjusting its settings to match whatever item(s) you wish to decorate (for instance, a masterwork gold throne for your monarch, or low-quality clothing if you're training a novice gem setter). Your gem setter will refuse to use any item that is not stored in a linked stockpile; you can then selectively [[forbid]] items in the stockpile to control exactly which item will be decorated. (If you do this, remember you will also need a [[stockpile]] link that provides gems to the jeweler, as Workshops that have any Give links must get ''all'' their items from links. The same intermediary stockpile could be used if you don't mind mixing your gems with the items being encrusted.)<br />
<br />
Another problem in the base game is the the number of Encrust Gems jobs required: one per type of [[gem]]. [[gem cutter|Gem cutting]] and gem setting can be quite tedious to manage as one Workshop job is required per type of [[gem]], and can only be started when at least one [[cut gem]] of that type is in stock. A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s workshop]]s due to the 10-jobs-per-Workshop limit. Even when low value gems are avoided, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only set a couple more gems before the job suspends again!<br />
<br />
In summary: Gem Setting jobs suffer from two inconveniences that are in effect the opposite of each other:<br />
* The type of item to encrust is <u>general</u> - ''too'' general: providing no control over which items are encrusted without the use of (potentially multiple) intermediary stockpiles and often manual forbidding.<br />
* The type of gems to use is <u>specific</u> - ''too'' specific: requiring one job for each type of cut gem, and resulting in lots of cancellation spam and manual resuming of jobs.<br />
<br />
Both of these can be fixed with the use of DFHack.<br />
<br />
'''''DFHack: the content in the following section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
===Advanced Control Using DFHack===<br />
<br />
The utility [[Utility:DFHack|DFHack]] can largely resolve both of the problems described above, and in doing so facilitate an elegant, automated gem cutting and encrusting production line.<br />
<br />
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job<br />
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-A}} when looking at a Workshop with a job selected.<br />
** Job Material allows the user to edit the required components for a job. <br />
** In the case of gem setting, this means:<br />
*** the specific, one-per-type-of-gem Encrust jobs can be turned into a generic job that will encrust with ''any'' cut gem;<br />
*** the non-specific, "Encrust Furniture/Finished Goods/Ammo" jobs can be made specific, to encrust only specified items of that type;<br />
*** both of these changes can be combined: for example, to create a job to Encrust Gold Statues with any Gem.<br />
<br />
<br />
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config enabled. [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar, easy DFHack option.)<br />
<br />
====Using DFHack to create a single job that will Encrust with any cut gem:====<br />
# At a [[Jeweler%27s_workshop|Jeweler's Workshop]], create an Encrust With Gems job for any cut gem you have in stock, choosing the type of job you want, eg. Furniture or Finished Goods.<br />
# With the job selected, press {{K|Alt-A}}.<br />
# You will see the screen shown to the right (probably using a different type of gem). [[File:DFHack-JobMaterialUI-GemSet-Orig.png|thumb|right|Step 3: Job before editing]]<br />
# This screen is showing us the ''input'' Items for the job. For an Encrust With Gems job, there are two input items: the cut gems to encrust with, and the item to encrust. <br />
## Input items have three parameters: input item, material, and flags.<br />
## Using Job Material, we are able to edit the first two of these parameters. In the case of this task, we only want to edit the ''material'', to specify that the gem can be of any type. In the next task, we will look at changing both type and material when editing the second Input Item. <br />
## The third parameter, Flags, is visible here as well - we can see that the type of object to Encrust, eg Furniture, is specified as a Flag (''improvable, '''furniture''', not_bin''). Unfortunately it is not (yet) possible to edit Flags through DFHack Job Material, so we can't make a job that Encrusts anything at all!<br />
# For this task we only care about the first input item, item 1, which is the cut gem. So with this highlighted (as it will be by default):<br />
## Press {{K|i}} to change the input item, and see all valid options for this job: in the case of Encrust With Gems, ''cut gem'' is the only valid choice, so there is nothing to change here.<br />
## Press {{K|m}} to change the material, again showing all valid options. Here, we will see many options, in a categorised list. We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI. Instead we want to use the first option: ''any material''.<br />
# Once done the UI should look as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-Edited.png|thumb|right|Step 6: Job edited]]<br />
# Now press {{K|Escape}} to finish the edit. On the Workshop menu you will see the job is now called ''Encrust furniture with unknown material''.<br />
# Set the job to Repeating and your Gem Setter(s) will now happily encrust furniture with any cut gems they can get their hands on; and the job will never Suspend unless you run out of ''all'' cut gems. One job to encrust them all.<br />
# To provide some control over which Cut Gems are used - and thus avoid encrusting high value furniture with [[Lapis Lazuli]] and other cheap stuff, if that's been cut in your fortress - provide a nearby Gem Stockpile with rules set to only allow Cut Gems that you care about, ie high value ones. Now set this stockpile to Give to your Jeweller's Workshop(s).<br />
## Alternatively, control this at the [[Gem_cutter||gem cutting]] stage: if you only cut higher value rough gems, you won't have any cheap Cut Gems to avoid in the first place.<br />
## If you do make a stockpile link for Cut Gems, remember that you must then also provide a stockpile that Gives the furniture to encrust - as once a Workshop has one stockpile set to Give, it must be able to get ''all'' its items from stockpile links. See [[DF2014:Stockpile|Stockpile]] and [[DF2014:Stockpile_design|Stockpile design]].<br />
<br />
<br />
====Using DFHack to specify the items encrusted by an Encrust With Gems job:====<br />
# As per the above steps, create or select an Encrust With Gems job of the desired type, then press {{K|Alt-A}} on it.<br />
## If you want this job to cut Any Gem, choose the job you edited in the first task<br />
# This time we want to edit the second Input Item - Item 2 - which is the item to Encrust.<br />
## Scroll down to Item 2, using your standard secondary scroll key.<br />
# There are two things we can edit: The ''type'' of the item, and its ''material''<br />
## The type could be, for example, statue, table, or chair; the material could be gold, platinum, iron, etc.<br />
## Or you can specify a type only, leaving material at 'any'<br />
## Unfortunately, due to a limitation in the game, it is not possible to have type:'any' and then pick a material (eg to encrust any item made of gold.) Doing so would cause the job to fail, and therefore if you try to change the material when the type is ''any item'', Job Material will stop you and print a message indicating the problem.<br />
# To edit the type:<br />
## Press {{K|i}} to see the list of valid Input Items<br />
### You will now see a long list of possible items. Some of these have category headings, such as "any instrument", but most do not.<br />
#### Be aware that the item type you select needs to match the overall type of Encrust job you chose - for example Furniture or Finished Goods. Don't select Any Instrument or Figurine if you chose the Furniture Type; don't select Statue if you chose Finished Goods.<br />
#### Job Material will not stop you doing so, but the job will cancel and suspend due to lack of usable items.<br />
### You can scroll up/down with the primary scroll keys, or you can type to search<br />
### For this example let's choose Statue. Press Enter to confirm the selection.<br />
# To edit the material:<br />
## Press {{K|m}} to see the list of valid Materials. As mentioned above, you will only be able to proceed if you have given a specific item type.<br />
## Now you can scroll through the long list of materials. <br />
### This list is categorised; the first page you see contains some specific materials - of which the only useful one is likely to be rock - and three categories, ''inorganic'', ''creature'' and ''plant''.<br />
### The categories are labelled with a letter - for example '''I''' for Inorganic; press the letter to open that category<br />
### For the purpose of Encrust With Gems, you are almost certainly going to want something under Inorganic<br />
## So let's press {{K|I}} for Inorganic, and then choose a suitable material - like [[gold]].<br />
# If you made all those changes, the UI should appear as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-EditInput.png|thumb|right|Step 6: Job edited]]<br />
# If necessary we can create multiple jobs that encrust only that furniture we want - for example, only gold statues, tables and chairs. And we can do it without an intermediary, feeder stockpile (you may want to have a linked stockpile anyway, but it can now also contain other items; you don't need to set its rules only according to what you want to encrust.)<br />
# We can use another DFHack feature to make it quicker to create multiple jobs: with a job selected, press {{K|Control-D}} : this maps to DFHack's <tt>job-duplicate</tt>, and does exactly what it sounds like. <br />
## It's therefore very quick to create multiple jobs: create one, {{K|Control-D}} copy it (perhaps a few times), then edit the new job(s), just changing the variable parameter.<br />
## For example, set up one job to Encrust Gold Statues with Any Gem, copy it four times, and edit the copies to change Statue to Chairs, Tables, Cabinet and Chests in each job respectively. A Royal Bedroom factory!<br />
# One minor UI downside: on the job list (both in Workshop and the master job lister) these jobs will appear as ''Encrust Furniture With Unknown Material''; you will only be able to see that they're Gold Statues or whatever else by pressing {{K|Alt-A}} on them.<br />
<br />
===Putting it all together: using DFHack to create a high-value gem cutting/encrusting production line===<br />
<br />
Combining the above steps with jobs to Cut Any Gems (see [[Gem_cutter|Gem cutting]]), can create a (nearly) fully automatic, high value Encrusted Furniture Production Line.<br />
<br />
This annotated screenshot shows an example:<br />
<br />
[[File:DFHack-GemCutandEncrustProductionLine.png|thumb|right|500px|Gem cutting and encrusting production line using DFHack.]]<br />
<br />
'''Explanation:'''<br />
<br />
# Four Jewelers are permanently cutting any/all gems that are available<br />
## Four Jeweler's Workshops have DFHack-modified "Cut Any Gem" jobs: JC1 - JC4 in the top left.<br />
## Stockpile 2 (Gems All) gives rough gems to JC1-JC4 <br />
### This stockpile can have rules only accepting rough gems of suitably high value, ensuring only valuable gems are later encrusted.<br />
## Stockpile 4 (Gems Out) takes from JC1-JC4<br />
## Stockpile 4 (Gems Out) gives to Stockpile 2 (Gems All).<br />
### Gems Out is an intermediary stockpile, necessary because a stockpile cannot both Give and Take from a Workshop - its only purpose is to route the newly cut gems back to the master Gems All stockpile, from where they will be used for encrusting.<br />
### Or one could simply have the Jewelers performing Encrust Gem jobs (JE1-JE4) take directly from Gems Out, but the layout shown gives the closest proximity of stockpiles to the workshops using them; we want our Peasants hauling things about, not our Legendary Gem Cutters/Setters!<br />
# Four Jewelers are permanently encrusting furniture with gems<br />
## Four Jeweler's Workshops have DFHack-modified "Encrust Any Furniture with Any Gem jobs": JE1-JE4 in the bottom right.<br />
## Stockpile 1 (Furniture In) gives furniture to JE1-JE4<br />
### This stockpile can take from a source of furniture, such as Metal Forges. It can have rules specifying the type, material and quality of eligible furniture.<br />
## Stockpile 2 (Gems All) gives cut gems to JE1-JE4<br />
## Stockpile 3 (Furniture Out) takes encrusted furniture from JE1-JE4<br />
## Stockpile 3 (Furniture Out) gives to Stockpile 1 (Furniture In) - or at least, ideally it does; this is currently disabled, see below.<br />
### This creates an endless loop of encrusting: the same furniture will be encrusted repeatedly, with multiple types of different gems, ever increasing in value until the player chooses to Build some of it somewhere. (Furniture can't be encrusted with the same gem type twice, but it can be encrusted with many different gems.)<br />
### This loop can be run for perpetuity with no player input at all, creating fabulously valuable furniture. <br />
### Except there is one issue with total automation:<br />
#### As shown in the screenshot, the link from Stockpile 3 giving to Stockpile 1 is disabled: this is because it has been found to often result in the same small set of furniture being encrusted again and again, and any new furniture being added to Furniture In (eg from Metal Forges Giving to Stockpile 1) not usually being encrusted at all. <br />
#### The problem is that the haulers moving the encrusted furniture from Stockpile 3 to Stockpile 1 will put it in the closest available tile of Stockpile 1; then the Gem Setters picking up from Stockpile 1 will usually also collect the nearest furniture. Thus furniture further away in the stockpile tends not to be picked up by the jobs.<br />
#### So you might end up with 5 or 10 items of furniture encrusted 10 times each, and 40 other items encrusted only once, or not at all.<br />
#### Given long enough it would eventually all be encrusted: because no item can be encrusted with the same gem twice. But if you have a lot of gem types, this is likely to take unacceptably long.<br />
#### The simple workaround for this is to instead send the "done" furniture to a separate stockpile (Furniture Out in this example.) Once all furniture is encrusted once, simply swap the links (Stockpile 3 becomes a Give to Workshop; Stockpile 1 becomes a Take from Workshop) and all the furniture will go around for its second encrust. Or if you want to keep the links the same, set Stockpile 3 to Give to Stockpile 1 and then remove that link once haulers have moved everything over.<br />
### In this example, we have not edited the Encrust Furniture jobs to specify the types to use; it is left at the default of any furniture, because the feeder stockpile has rules allowing only high value furniture and we want to encrust it all.<br />
#### It would be very simple to modify the jobs at JE1-JE4 such that only certain furniture - perhaps just the Statues and Doors - are encrusted. <br />
#### We might thus create two or more jobs at each of JE1-JE4 (eg Encrust Any Statues with Any Gems; Encrust Any Doors with Any Gems) instead of the one currently shown.<br />
<br />
<br />
{{Skills}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Gem_setter&diff=221256Gem setter2015-11-10T16:13:26Z<p>TheBloke: /* Using DFHack to specify the items encrusted by an Encrust With Gems job: */</p>
<hr />
<div>{{Quality|Exceptional|00:33, 12 June 2010 (UTC)}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Setter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem setting]]<br />
| tasks =<br />
* Encrust ammo with ''gem name''<br />
* Encrust finished goods with ''gem name''<br />
* Encrust furniture with ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Creativity<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''Gem setter''' is the skill associated with the '''gem setting''' [[labor]]. Gem setters [[decoration|encrust]] [[furniture]], [[finished goods]] (excluding [[tool]]s), and [[ammo]] (including siege ammo) with cut [[gem]]s. It is not currently possible to decorate [[weapon]]s and [[armor]] with gems, unless the armor is made of [[cloth]]. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated items more valuable.<br />
<br />
Rough gems, which are found by [[miner]]s, have to be converted to cut gems by a [[gem cutter]] before a gem setter can use them. [[Gizzard stone]]s are a type of cut gem and can also be used by gem setters. Large gems, which are sometimes created instead of a cut gems, can not be used for setting as they are finished goods. (You might be lucky enough to be the proud owner of a magnificent <<☼Large ''(Insert rare gem name here)''☼>> (This is a masterful quality large ''(Insert rare gem name here)''.) This object is adorned with hanging rings of ''(Insert worthless gem name here)''.)<br />
<br />
Because there is a very wide variety of gems in most regions and some types of gems have pretty high [[material value]], adding decorations of different types of gems is a good way to create items with very high value for [[trade]] or [[noble]]s.<br />
<br />
<br />
===Training===<br />
As with [[gem cutter]]s, gem setters can be easily trained by ordering them to set common [[stone]] such as [[basalt]], [[mudstone]], [[diorite]], and [[schist]].<br />
<br />
===Control===<br />
In the base game it is not possible to directly specify which item will be encrusted, however control over the process can be exerted by creating an intermediary [[stockpile]] linked to take from your main stockpile and give to the workshop, then adjusting its settings to match whatever item(s) you wish to decorate (for instance, a masterwork gold throne for your monarch, or low-quality clothing if you're training a novice gem setter). Your gem setter will refuse to use any item that is not stored in a linked stockpile; you can then selectively [[forbid]] items in the stockpile to control exactly which item will be decorated. (If you do this, remember you will also need a [[stockpile]] link that provides gems to the jeweler, as Workshops that have any Give links must get ''all'' their items from links. The same intermediary stockpile could be used if you don't mind mixing your gems with the items being encrusted.)<br />
<br />
Another problem in the base game is the the number of Encrust Gems jobs required: one per type of [[gem]]. [[gem cutter|Gem cutting]] and gem setting can be quite tedious to manage as one Workshop job is required per type of [[gem]], and can only be started when at least one [[cut gem]] of that type is in stock. A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s workshop]]s due to the 10-jobs-per-Workshop limit. Even when low value gems are avoided, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only set a couple more gems before the job suspends again!<br />
<br />
In summary: Gem Setting jobs suffer from two inconveniences that are in effect the opposite of each other:<br />
* The type of item to encrust is <u>general</u> - ''too'' general: providing no control over which items are encrusted without the use of (potentially multiple) intermediary stockpiles and often manual forbidding.<br />
* The type of gems to use is <u>specific</u> - ''too'' specific: requiring one job for each type of cut gem, and resulting in lots of cancellation spam and manual resuming of jobs.<br />
<br />
Both of these can be fixed with the use of DFHack.<br />
<br />
'''''DFHack: the content in the following section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
===Advanced Control Using DFHack===<br />
<br />
The utility [[Utility:DFHack|DFHack]] can largely resolve both of the problems described above, and in doing so facilitate an elegant, automated gem cutting and encrusting production line.<br />
<br />
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job<br />
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-A}} when looking at a Workshop with a job selected.<br />
** Job Material allows the user to edit the required components for a job. <br />
** In the case of gem setting, this means:<br />
*** the specific, one-per-type-of-gem Encrust jobs can be turned into a generic job that will encrust with ''any'' cut gem;<br />
*** the non-specific, "Encrust Furniture/Finished Goods/Ammo" jobs can be made specific, to encrust only specified items of that type;<br />
*** both of these changes can be combined: for example, to create a job to Encrust Gold Statues with any Gem.<br />
<br />
<br />
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config enabled. [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar, easy DFHack option.)<br />
<br />
====Using DFHack to create a single job that will Encrust with any cut gem:====<br />
# At a [[Jeweler%27s_workshop|Jeweler's Workshop]], create an Encrust With Gems job for any cut gem you have in stock, choosing the type of job you want, eg. Furniture or Finished Goods.<br />
# With the job selected, press {{K|Alt-A}}.<br />
# You will see the screen shown to the right (probably using a different type of gem). [[File:DFHack-JobMaterialUI-GemSet-Orig.png|thumb|right|Step 3: Job before editing]]<br />
# This screen is showing us the ''input'' Items for the job. For an Encrust With Gems job, there are two input items: the cut gems to encrust with, and the item to encrust. <br />
## Input items have three parameters: input item, material, and flags.<br />
## Using Job Material, we are able to edit the first two of these parameters. In the case of this task, we only want to edit the ''material'', to specify that the gem can be of any type. In the next task, we will look at changing both type and material when editing the second Input Item. <br />
## The third parameter, Flags, is visible here as well - we can see that the type of object to Encrust, eg Furniture, is specified as a Flag (''improvable, '''furniture''', not_bin''). Unfortunately it is not (yet) possible to edit Flags through DFHack Job Material, so we can't make a job that Encrusts anything at all!<br />
# For this task we only care about the first input item, item 1, which is the cut gem. So with this highlighted (as it will be by default):<br />
## Press {{K|i}} to change the input item, and see all valid options for this job: in the case of Encrust With Gems, ''cut gem'' is the only valid choice, so there is nothing to change here.<br />
## Press {{K|m}} to change the material, again showing all valid options. Here, we will see many options, in a categorised list. We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI. Instead we want to use the first option: ''any material''.<br />
# Once done the UI should look as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-Edited.png|thumb|right|Step 6: Job edited]]<br />
# Now press {{K|Escape}} to finish the edit. On the Workshop menu you will see the job is now called ''Encrust furniture with unknown material''.<br />
# Set the job to Repeating and your Gem Setter(s) will now happily encrust furniture with any cut gems they can get their hands on; and the job will never Suspend unless you run out of ''all'' cut gems. One job to encrust them all.<br />
# To provide some control over which Cut Gems are used - and thus avoid encrusting high value furniture with [[Lapis Lazuli]] and other cheap stuff, if that's been cut in your fortress - provide a nearby Gem Stockpile with rules set to only allow Cut Gems that you care about, ie high value ones. Now set this stockpile to Give to your Jeweller's Workshop(s).<br />
## Alternatively, control this at the [[Gem_cutter||gem cutting]] stage: if you only cut higher value rough gems, you won't have any cheap Cut Gems to avoid in the first place.<br />
## If you do make a stockpile link for Cut Gems, remember that you must then also provide a stockpile that Gives the furniture to encrust - as once a Workshop has one stockpile set to Give, it must be able to get ''all'' its items from stockpile links. See [[DF2014:Stockpile|Stockpile]] and [[DF2014:Stockpile_design|Stockpile design]].<br />
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<br />
====Using DFHack to specify the items encrusted by an Encrust With Gems job:====<br />
# As per the above steps, create or select an Encrust With Gems job of the desired type, then press {{K|Alt-A}} on it.<br />
## If you want this job to cut Any Gem, choose the job you edited in the first task<br />
# This time we want to edit the second Input Item - Item 2 - which is the item to Encrust.<br />
## Scroll down to Item 2, using your standard secondary scroll key.<br />
# There are two things we can edit: The ''type'' of the item, and its ''material''<br />
## The type could be, for example, statue, table, or chair; the material could be gold, platinum, iron, etc.<br />
## Or you can specify a type only, leaving material at 'any'<br />
## Unfortunately, due to a limitation in the game, it is not possible to have type:'any' and then pick a material (eg to encrust any item made of gold.) Doing so would cause the job to fail, and therefore if you try to change the material when the type is ''any item'', Job Material will stop you and print a message indicating the problem.<br />
# To edit the type:<br />
## Press {{K|i}} to see the list of valid Input Items<br />
### You will now see a long list of possible items. Some of these have category headings, such as "any instrument", but most do not.<br />
#### Be aware that the item type you select needs to match the overall type of Encrust job you chose - for example Furniture or Finished Goods. Don't select Any Instrument or Figurine if you chose the Furniture Type; don't select Statue if you chose Finished Goods.<br />
#### Job Material will not stop you doing so, but the job will cancel and suspend due to lack of usable items.<br />
### You can scroll up/down with the primary scroll keys, or you can type to search<br />
### For this example let's choose Statue. Press Enter to confirm the selection.<br />
# To edit the material:<br />
## Press {{K|m}} to see the list of valid Materials. As mentioned above, you will only be able to proceed if you have given a specific item type.<br />
## Now you can scroll through the long list of materials. <br />
### This list is categorised; the first page you see contains some specific materials - of which the only useful one is likely to be rock - and three categories, ''inorganic'', ''creature'' and ''plant''.<br />
### The categories are labelled with a letter - for example '''I''' for Inorganic; press the letter to open that category<br />
### For the purpose of Encrust With Gems, you are almost certainly going to want something under Inorganic<br />
## So let's press {{K|I}} for Inorganic, and then choose a suitable material - like [[gold]].<br />
# If you made all those changes, the UI should appear as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-EditInput.png|thumb|right|Step 6: Job edited]]<br />
# If necessary we can create multiple jobs that encrust only that furniture we want - for example, only gold statues, tables and chairs. And we can do it without an intermediary, feeder stockpile (you may want to have a linked stockpile anyway, but it can now also contain other items; you don't need to set its rules only according to what you want to encrust.)<br />
# We can use another DFHack feature to make it quicker to create multiple jobs: with a job selected, press {{K|Control-D}} : this maps to DFHack's <tt>job-duplicate</tt>, and does exactly what it sounds like. <br />
## It's therefore very quick to create multiple jobs: create one, {{K|Control-D}} copy it (perhaps a few times), then edit the new job(s), just changing the variable parameter. For example, set up one job to Encrust Gold Statues with Any Gem, copy it four times, and edit the copies to change Statue to Chairs, Tables, Cabinet and Chests in each job respectively. A Royal Bedroom factory!<br />
# One minor UI downside: on the job list (both in Workshop and the master job lister) these jobs will appear as ''Encrust Furniture With Unknown Material''; you will only be able to see that they're Gold Statues or whatever else by pressing {{K|Alt-A}} on them.<br />
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===Putting it all together: using DFHack to create a high-value gem cutting/encrusting production line===<br />
<br />
Combining the above steps with jobs to Cut Any Gems (see [[Gem_cutter|Gem cutting]]), can create a (nearly) fully automatic, high value Encrusted Furniture Production Line.<br />
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This annotated screenshot shows an example:<br />
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[[File:DFHack-GemCutandEncrustProductionLine.png|thumb|right|500px|Gem cutting and encrusting production line using DFHack.]]<br />
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'''Explanation:'''<br />
<br />
# Four Jewelers are permanently cutting any/all gems that are available<br />
## Four Jeweler's Workshops have DFHack-modified "Cut Any Gem" jobs: JC1 - JC4 in the top left.<br />
## Stockpile 2 (Gems All) gives rough gems to JC1-JC4 <br />
### This stockpile can have rules only accepting rough gems of suitably high value, ensuring only valuable gems are later encrusted.<br />
## Stockpile 4 (Gems Out) takes from JC1-JC4<br />
## Stockpile 4 (Gems Out) gives to Stockpile 2 (Gems All).<br />
### Gems Out is an intermediary stockpile, necessary because a stockpile cannot both Give and Take from a Workshop - its only purpose is to route the newly cut gems back to the master Gems All stockpile, from where they will be used for encrusting.<br />
### Or one could simply have the Jewelers performing Encrust Gem jobs (JE1-JE4) take directly from Gems Out, but the layout shown gives the closest proximity of stockpiles to the workshops using them; we want our Peasants hauling things about, not our Legendary Gem Cutters/Setters!<br />
# Four Jewelers are permanently encrusting furniture with gems<br />
## Four Jeweler's Workshops have DFHack-modified "Encrust Any Furniture with Any Gem jobs": JE1-JE4 in the bottom right.<br />
## Stockpile 1 (Furniture In) gives furniture to JE1-JE4<br />
### This stockpile can take from a source of furniture, such as Metal Forges. It can have rules specifying the type, material and quality of eligible furniture.<br />
## Stockpile 2 (Gems All) gives cut gems to JE1-JE4<br />
## Stockpile 3 (Furniture Out) takes encrusted furniture from JE1-JE4<br />
## Stockpile 3 (Furniture Out) gives to Stockpile 1 (Furniture In) - or at least, ideally it does; this is currently disabled, see below.<br />
### This creates an endless loop of encrusting: the same furniture will be encrusted repeatedly, with multiple types of different gems, ever increasing in value until the player chooses to Build some of it somewhere. (Furniture can't be encrusted with the same gem type twice, but it can be encrusted with many different gems.)<br />
### This loop can be run for perpetuity with no player input at all, creating fabulously valuable furniture. <br />
### Except there is one issue with total automation:<br />
#### As shown in the screenshot, the link from Stockpile 3 giving to Stockpile 1 is disabled: this is because it has been found to often result in the same small set of furniture being encrusted again and again, and any new furniture being added to Furniture In (eg from Metal Forges Giving to Stockpile 1) not usually being encrusted at all. <br />
#### The problem is that the haulers moving the encrusted furniture from Stockpile 3 to Stockpile 1 will put it in the closest available tile of Stockpile 1; then the Gem Setters picking up from Stockpile 1 will usually also collect the nearest furniture. Thus furniture further away in the stockpile tends not to be picked up by the jobs.<br />
#### So you might end up with 5 or 10 items of furniture encrusted 10 times each, and 40 other items encrusted only once, or not at all.<br />
#### Given long enough it would eventually all be encrusted: because no item can be encrusted with the same gem twice. But if you have a lot of gem types, this is likely to take unacceptably long.<br />
#### The simple workaround for this is to instead send the "done" furniture to a separate stockpile (Furniture Out in this example.) Once all furniture is encrusted once, simply swap the links (Stockpile 3 becomes a Give to Workshop; Stockpile 1 becomes a Take from Workshop) and all the furniture will go around for its second encrust. Or if you want to keep the links the same, set Stockpile 3 to Give to Stockpile 1 and then remove that link once haulers have moved everything over.<br />
### In this example, we have not edited the Encrust Furniture jobs to specify the types to use; it is left at the default of any furniture, because the feeder stockpile has rules allowing only high value furniture and we want to encrust it all.<br />
#### It would be very simple to modify the jobs at JE1-JE4 such that only certain furniture - perhaps just the Statues and Doors - are encrusted. <br />
#### We might thus create two or more jobs at each of JE1-JE4 (eg Encrust Any Statues with Any Gems; Encrust Any Doors with Any Gems) instead of the one currently shown.<br />
<br />
<br />
{{Skills}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Meat_industry&diff=221255Meat industry2015-11-10T02:56:24Z<p>TheBloke: /* Automation */</p>
<hr />
<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
{{av}}<br />
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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 on 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.<br />
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Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].<br />
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'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
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== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
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===Embark===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] 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; see [[#Breeding|breeding]], below.<br />
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=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.<br />
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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 [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
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=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.<br />
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Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.<br />
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Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
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=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some 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, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
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Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
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=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
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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 (worse) trigger their aggression. <br />
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To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
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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. <br />
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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.<br />
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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.<br />
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=== Breeding ===<br />
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't "willing to commit to marriage" will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. <br />
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Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
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There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
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== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
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Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
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Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
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Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
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=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of 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.<br />
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Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
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To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
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All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
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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. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
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Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
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=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
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You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. <br />
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== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
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Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
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Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
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Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
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Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
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If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
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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}}<br />
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==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
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== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
<br />
===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
<br />
===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
<br />
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
<br />
===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
<br />
===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. 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]], so just transport the bins to the depot.<br />
<br />
===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
<br />
===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
<br />
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. However, there is no outstanding reason to do this. 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.<br />
<br />
===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
<br />
===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
<br />
===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
<br />
==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
<br />
===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
<br />
=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
<br />
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].<br />
<br />
===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
<br />
==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
<br />
'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
<br />
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]]<br />
<br />
* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by opening the [[Status#Animal Status Screen|animal status screen]] and then pressing hotkey {{K|Shift-B}}.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of the [[Utility:Lazy_Newb_Pack|PyLNP-based]] [http://www.bay12forums.com/smf/index.php?topic=126076 Windows Starter Pack] can enable Autonestbox by toggling <tt>Other Automation Plugins</tt> on the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI. [[File:DFHack-PastureFilteringUI.png|thumb|right|200px|DFHack Pasture filtering example]]<br />
** When adding animals to a Pasture, you can filter the animals: <br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** There is unfortunately no in-game UI for this as yet, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future <tt>zone assign</tt> commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Meat_industry&diff=221254Meat industry2015-11-10T02:51:12Z<p>TheBloke: /* Automation */</p>
<hr />
<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
{{av}}<br />
<br />
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on 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.<br />
<br />
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].<br />
<br />
<br />
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
<br />
== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
<br />
===Embark===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] 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; see [[#Breeding|breeding]], below.<br />
<br />
=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.<br />
<br />
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 [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
<br />
=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.<br />
<br />
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.<br />
<br />
Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
<br />
=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some 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, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
<br />
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
<br />
=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
<br />
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 (worse) trigger their aggression. <br />
<br />
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
=== Breeding ===<br />
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't "willing to commit to marriage" will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. <br />
<br />
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
<br />
There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
<br />
== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
<br />
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
<br />
Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
<br />
Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
<br />
=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of 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.<br />
<br />
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
<br />
To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
<br />
All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
<br />
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. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
<br />
Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
<br />
=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
<br />
You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. <br />
<br />
== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
<br />
Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
<br />
Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
<br />
Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
<br />
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
<br />
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
<br />
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}}<br />
<br />
==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
<br />
== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
<br />
===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
<br />
===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
<br />
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
<br />
===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
<br />
===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. 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]], so just transport the bins to the depot.<br />
<br />
===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
<br />
===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
<br />
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. However, there is no outstanding reason to do this. 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.<br />
<br />
===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
<br />
===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
<br />
===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
<br />
==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
<br />
===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
<br />
=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
<br />
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].<br />
<br />
===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
<br />
==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
<br />
'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
<br />
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]]<br />
<br />
* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by opening the [[Status#Animal Status Screen|animal status screen]] and then pressing hotkey {{K|Shift-B}}.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of the [[Utility:Lazy_Newb_Pack|PyLNP-based]] [http://www.bay12forums.com/smf/index.php?topic=126076 Windows Starter Pack] can enable Autonestbox by toggling <tt>Other Automation Plugins</tt> on the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI: [[File:DFHack-PastureFilteringUI.png|thumb|right|200px|DFHack Pasture filtering example]]<br />
** When adding animals to a Pasture, you can filter the animals: <br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** At the time of writing there is unfortunately no in-game UI for this, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future <tt>zone assign</tt> commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Meat_industry&diff=221252Meat industry2015-11-10T02:49:15Z<p>TheBloke: /* Automation */</p>
<hr />
<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
{{av}}<br />
<br />
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on 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.<br />
<br />
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].<br />
<br />
<br />
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
<br />
== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
<br />
===Embark===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] 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; see [[#Breeding|breeding]], below.<br />
<br />
=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.<br />
<br />
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 [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
<br />
=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.<br />
<br />
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.<br />
<br />
Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
<br />
=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some 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, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
<br />
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
<br />
=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
<br />
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 (worse) trigger their aggression. <br />
<br />
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
=== Breeding ===<br />
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't "willing to commit to marriage" will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. <br />
<br />
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
<br />
There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
<br />
== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
<br />
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
<br />
Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
<br />
Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
<br />
=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of 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.<br />
<br />
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
<br />
To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
<br />
All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
<br />
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. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
<br />
Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
<br />
=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
<br />
You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. <br />
<br />
== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
<br />
Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
<br />
Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
<br />
Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
<br />
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
<br />
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
<br />
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}}<br />
<br />
==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
<br />
== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
<br />
===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
<br />
===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
<br />
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
<br />
===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
<br />
===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. 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]], so just transport the bins to the depot.<br />
<br />
===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
<br />
===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
<br />
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. However, there is no outstanding reason to do this. 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.<br />
<br />
===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
<br />
===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
<br />
===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
<br />
==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
<br />
===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
<br />
=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
<br />
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].<br />
<br />
===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
<br />
==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
<br />
'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
<br />
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]]<br />
<br />
* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by opening the [[Status#Animal Status Screen|animal status screen]] and then pressing hotkey {{K|Shift-B}}.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of [[Utility:Lazy_Newb_Pack|PyLNP-based]] starter packs can enable Autonestbox simply by selecting <tt>autonestbox</tt> from the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI: [[File:DFHack-PastureFilteringUI.png|thumb|right|200px|DFHack Pasture filtering example]]<br />
** When adding animals to a Pasture, you can filter the animals: <br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** At the time of writing there is unfortunately no in-game UI for this, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future <tt>zone assign</tt> commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Meat_industry&diff=221251Meat industry2015-11-10T02:48:52Z<p>TheBloke: /* Automation */</p>
<hr />
<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
{{av}}<br />
<br />
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on 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.<br />
<br />
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].<br />
<br />
<br />
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
<br />
== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
<br />
===Embark===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] 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; see [[#Breeding|breeding]], below.<br />
<br />
=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.<br />
<br />
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 [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
<br />
=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.<br />
<br />
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.<br />
<br />
Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
<br />
=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some 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, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
<br />
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
<br />
=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
<br />
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 (worse) trigger their aggression. <br />
<br />
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
=== Breeding ===<br />
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't "willing to commit to marriage" will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. <br />
<br />
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
<br />
There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
<br />
== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
<br />
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
<br />
Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
<br />
Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
<br />
=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of 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.<br />
<br />
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
<br />
To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
<br />
All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
<br />
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. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
<br />
Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
<br />
=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
<br />
You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. <br />
<br />
== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
<br />
Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
<br />
Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
<br />
Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
<br />
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
<br />
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
<br />
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}}<br />
<br />
==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
<br />
== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
<br />
===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
<br />
===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
<br />
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
<br />
===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
<br />
===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. 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]], so just transport the bins to the depot.<br />
<br />
===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
<br />
===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
<br />
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. However, there is no outstanding reason to do this. 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.<br />
<br />
===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
<br />
===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
<br />
===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
<br />
==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
<br />
===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
<br />
=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
<br />
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].<br />
<br />
===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
<br />
==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
<br />
'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
<br />
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]]<br />
<br />
* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by opening the [[Status#Animal Status Screen|animal status screen]] and then pressing hotkey {{K|Shift-B}}.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of [[Utility:Lazy_Newb_Pack|PyLNP-based] starter packs can enable Autonestbox simply by selecting <tt>autonestbox</tt> from the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI: [[File:DFHack-PastureFilteringUI.png|thumb|right|200px|DFHack Pasture filtering example]]<br />
** When adding animals to a Pasture, you can filter the animals: <br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** At the time of writing there is unfortunately no in-game UI for this, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future <tt>zone assign</tt> commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Meat_industry&diff=221250Meat industry2015-11-10T02:44:30Z<p>TheBloke: /* Automation */</p>
<hr />
<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
{{av}}<br />
<br />
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on 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.<br />
<br />
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].<br />
<br />
<br />
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
<br />
== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
<br />
===Embark===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] 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; see [[#Breeding|breeding]], below.<br />
<br />
=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.<br />
<br />
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 [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
<br />
=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.<br />
<br />
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.<br />
<br />
Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
<br />
=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some 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, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
<br />
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
<br />
=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
<br />
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 (worse) trigger their aggression. <br />
<br />
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
=== Breeding ===<br />
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't "willing to commit to marriage" will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. <br />
<br />
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
<br />
There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
<br />
== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
<br />
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
<br />
Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
<br />
Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
<br />
=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of 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.<br />
<br />
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
<br />
To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
<br />
All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
<br />
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. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
<br />
Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
<br />
=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
<br />
You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. <br />
<br />
== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
<br />
Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
<br />
Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
<br />
Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
<br />
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
<br />
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
<br />
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}}<br />
<br />
==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
<br />
== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
<br />
===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
<br />
===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
<br />
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
<br />
===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
<br />
===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. 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]], so just transport the bins to the depot.<br />
<br />
===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
<br />
===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
<br />
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. However, there is no outstanding reason to do this. 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.<br />
<br />
===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
<br />
===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
<br />
===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
<br />
==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
<br />
===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
<br />
=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
<br />
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].<br />
<br />
===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
<br />
==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
<br />
'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
<br />
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]]<br />
<br />
* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by opening the [[Status#Animal Status Screen|animal status screen]] and then pressing hotkey {{K|Shift-B}}.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of the [[Utility:Lazy_Newb_Pack|PyLNP] starter pack/launcher can enable Autonestbox simply by selecting <tt>autonestbox</tt> from the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI: [[File:DFHack-PastureFilteringUI.png|thumb|right|200px|DFHack Pasture filtering example]]<br />
** When adding animals to a Pasture, you can filter the animals: <br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** At the time of writing there is unfortunately no in-game UI for this, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future <tt>zone assign</tt> commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=File:DFHack-PastureFilteringUI.png&diff=221249File:DFHack-PastureFilteringUI.png2015-11-10T02:36:25Z<p>TheBloke: DFHack: Pasture filtering options</p>
<hr />
<div>== Summary ==<br />
DFHack: Pasture filtering options<br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Meat_industry&diff=221246Meat industry2015-11-10T01:38:17Z<p>TheBloke: /* Automation */</p>
<hr />
<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
{{av}}<br />
<br />
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on 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.<br />
<br />
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].<br />
<br />
<br />
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
<br />
== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
<br />
===Embark===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] 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; see [[#Breeding|breeding]], below.<br />
<br />
=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.<br />
<br />
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 [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
<br />
=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.<br />
<br />
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.<br />
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Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
<br />
=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some 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, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
<br />
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
<br />
=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
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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 (worse) trigger their aggression. <br />
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To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
<br />
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. <br />
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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.<br />
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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.<br />
<br />
=== Breeding ===<br />
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't "willing to commit to marriage" will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. <br />
<br />
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
<br />
There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
<br />
== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
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Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
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Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
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Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
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=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of 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.<br />
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Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
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To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
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All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
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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. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
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Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
<br />
=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
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You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. <br />
<br />
== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
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Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
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Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
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Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
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Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
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If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
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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}}<br />
<br />
==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
<br />
== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
<br />
===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
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===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
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Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
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===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
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===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. 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]], so just transport the bins to the depot.<br />
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===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
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===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
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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. However, there is no outstanding reason to do this. 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.<br />
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===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
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===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
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===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
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==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
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===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
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=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
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Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].<br />
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===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
<br />
==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
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'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
<br />
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]]<br />
<br />
* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by pressing Shift-B on the [[Status#Animal Status Screen|animal status screen]].<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of the PyLNP starter pack/launcher can enable Autonestbox simply by selecting <tt>autonestbox</tt> from the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI:<br />
** When adding animals to a Pasture, you can filter the animals:<br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** At the time of writing there is unfortunately no in-game UI for this, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future ''zone assign'' commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=File:DFHack-autobutcherUI.png&diff=221244File:DFHack-autobutcherUI.png2015-11-10T01:36:55Z<p>TheBloke: TheBloke uploaded a new version of &quot;File:DFHack-autobutcherUI.png&quot;</p>
<hr />
<div>== Summary ==<br />
DFHack: The autobutcher UI, showing example configuration for automated slaughtering of fortress animals.<br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Meat_industry&diff=221243Meat industry2015-11-10T01:34:50Z<p>TheBloke: /* Automation */</p>
<hr />
<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
{{av}}<br />
<br />
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on 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.<br />
<br />
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].<br />
<br />
<br />
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
<br />
== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
<br />
===Embark===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] 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; see [[#Breeding|breeding]], below.<br />
<br />
=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.<br />
<br />
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 [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
<br />
=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.<br />
<br />
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.<br />
<br />
Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
<br />
=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some 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, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
<br />
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
<br />
=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
<br />
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 (worse) trigger their aggression. <br />
<br />
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
=== Breeding ===<br />
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't "willing to commit to marriage" will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. <br />
<br />
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
<br />
There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
<br />
== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
<br />
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
<br />
Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
<br />
Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
<br />
=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of 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.<br />
<br />
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
<br />
To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
<br />
All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
<br />
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. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
<br />
Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
<br />
=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
<br />
You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. <br />
<br />
== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
<br />
Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
<br />
Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
<br />
Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
<br />
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
<br />
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
<br />
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}}<br />
<br />
==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
<br />
== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
<br />
===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
<br />
===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
<br />
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
<br />
===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
<br />
===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. 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]], so just transport the bins to the depot.<br />
<br />
===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
<br />
===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
<br />
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. However, there is no outstanding reason to do this. 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.<br />
<br />
===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
<br />
===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
<br />
===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
<br />
==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
<br />
===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
<br />
=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
<br />
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].<br />
<br />
===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
<br />
==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
<br />
'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
<br />
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]]<br />
<br />
* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by pressing Shift-B on the [[Status#Animal Status Screen|animal status screen]].<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of the PyLNP starter pack/launcher can enable Autonestbox simply by selecting <tt>autonestbox</tt> from the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI:<br />
** When adding animals to a Pasture, you can filter the animals:<br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** At the time of writing there is unfortunately no in-game UI for this, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can also be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future ''zone assign'' commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Gem_setter&diff=221242Gem setter2015-11-10T01:30:03Z<p>TheBloke: </p>
<hr />
<div>{{Quality|Exceptional|00:33, 12 June 2010 (UTC)}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Setter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem setting]]<br />
| tasks =<br />
* Encrust ammo with ''gem name''<br />
* Encrust finished goods with ''gem name''<br />
* Encrust furniture with ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Creativity<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''Gem setter''' is the skill associated with the '''gem setting''' [[labor]]. Gem setters [[decoration|encrust]] [[furniture]], [[finished goods]] (excluding [[tool]]s), and [[ammo]] (including siege ammo) with cut [[gem]]s. It is not currently possible to decorate [[weapon]]s and [[armor]] with gems, unless the armor is made of [[cloth]]. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated items more valuable.<br />
<br />
Rough gems, which are found by [[miner]]s, have to be converted to cut gems by a [[gem cutter]] before a gem setter can use them. [[Gizzard stone]]s are a type of cut gem and can also be used by gem setters. Large gems, which are sometimes created instead of a cut gems, can not be used for setting as they are finished goods. (You might be lucky enough to be the proud owner of a magnificent <<☼Large ''(Insert rare gem name here)''☼>> (This is a masterful quality large ''(Insert rare gem name here)''.) This object is adorned with hanging rings of ''(Insert worthless gem name here)''.)<br />
<br />
Because there is a very wide variety of gems in most regions and some types of gems have pretty high [[material value]], adding decorations of different types of gems is a good way to create items with very high value for [[trade]] or [[noble]]s.<br />
<br />
<br />
===Training===<br />
As with [[gem cutter]]s, gem setters can be easily trained by ordering them to set common [[stone]] such as [[basalt]], [[mudstone]], [[diorite]], and [[schist]].<br />
<br />
===Control===<br />
In the base game it is not possible to directly specify which item will be encrusted, however control over the process can be exerted by creating an intermediary [[stockpile]] linked to take from your main stockpile and give to the workshop, then adjusting its settings to match whatever item(s) you wish to decorate (for instance, a masterwork gold throne for your monarch, or low-quality clothing if you're training a novice gem setter). Your gem setter will refuse to use any item that is not stored in a linked stockpile; you can then selectively [[forbid]] items in the stockpile to control exactly which item will be decorated. (If you do this, remember you will also need a [[stockpile]] link that provides gems to the jeweler, as Workshops that have any Give links must get ''all'' their items from links. The same intermediary stockpile could be used if you don't mind mixing your gems with the items being encrusted.)<br />
<br />
Another problem in the base game is the the number of Encrust Gems jobs required: one per type of [[gem]]. [[gem cutter|Gem cutting]] and gem setting can be quite tedious to manage as one Workshop job is required per type of [[gem]], and can only be started when at least one [[cut gem]] of that type is in stock. A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s workshop]]s due to the 10-jobs-per-Workshop limit. Even when low value gems are avoided, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only set a couple more gems before the job suspends again!<br />
<br />
In summary: Gem Setting jobs suffer from two inconveniences that are in effect the opposite of each other:<br />
* The type of item to encrust is <u>general</u> - ''too'' general: providing no control over which items are encrusted without the use of (potentially multiple) intermediary stockpiles and often manual forbidding.<br />
* The type of gems to use is <u>specific</u> - ''too'' specific: requiring one job for each type of cut gem, and resulting in lots of cancellation spam and manual resuming of jobs.<br />
<br />
Both of these can be fixed with the use of DFHack.<br />
<br />
'''''DFHack: the content in the following section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
===Advanced Control Using DFHack===<br />
<br />
The utility [[Utility:DFHack|DFHack]] can largely resolve both of the problems described above, and in doing so facilitate an elegant, automated gem cutting and encrusting production line.<br />
<br />
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job<br />
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-A}} when looking at a Workshop with a job selected.<br />
** Job Material allows the user to edit the required components for a job. <br />
** In the case of gem setting, this means:<br />
*** the specific, one-per-type-of-gem Encrust jobs can be turned into a generic job that will encrust with ''any'' cut gem;<br />
*** the non-specific, "Encrust Furniture/Finished Goods/Ammo" jobs can be made specific, to encrust only specified items of that type;<br />
*** both of these changes can be combined: for example, to create a job to Encrust Gold Statues with any Gem.<br />
<br />
<br />
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config enabled. [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar, easy DFHack option.)<br />
<br />
====Using DFHack to create a single job that will Encrust with any cut gem:====<br />
# At a [[Jeweler%27s_workshop|Jeweler's Workshop]], create an Encrust With Gems job for any cut gem you have in stock, choosing the type of job you want, eg. Furniture or Finished Goods.<br />
# With the job selected, press {{K|Alt-A}}.<br />
# You will see the screen shown to the right (probably using a different type of gem). [[File:DFHack-JobMaterialUI-GemSet-Orig.png|thumb|right|Step 3: Job before editing]]<br />
# This screen is showing us the ''input'' Items for the job. For an Encrust With Gems job, there are two input items: the cut gems to encrust with, and the item to encrust. <br />
## Input items have three parameters: input item, material, and flags.<br />
## Using Job Material, we are able to edit the first two of these parameters. In the case of this task, we only want to edit the ''material'', to specify that the gem can be of any type. In the next task, we will look at changing both type and material when editing the second Input Item. <br />
## The third parameter, Flags, is visible here as well - we can see that the type of object to Encrust, eg Furniture, is specified as a Flag (''improvable, '''furniture''', not_bin''). Unfortunately it is not (yet) possible to edit Flags through DFHack Job Material, so we can't make a job that Encrusts anything at all!<br />
# For this task we only care about the first input item, item 1, which is the cut gem. So with this highlighted (as it will be by default):<br />
## Press {{K|i}} to change the input item, and see all valid options for this job: in the case of Encrust With Gems, ''cut gem'' is the only valid choice, so there is nothing to change here.<br />
## Press {{K|m}} to change the material, again showing all valid options. Here, we will see many options, in a categorised list. We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI. Instead we want to use the first option: ''any material''.<br />
# Once done the UI should look as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-Edited.png|thumb|right|Step 6: Job edited]]<br />
# Now press {{K|Escape}} to finish the edit. On the Workshop menu you will see the job is now called ''Encrust furniture with unknown material''.<br />
# Set the job to Repeating and your Gem Setter(s) will now happily encrust furniture with any cut gems they can get their hands on; and the job will never Suspend unless you run out of ''all'' cut gems. One job to encrust them all.<br />
# To provide some control over which Cut Gems are used - and thus avoid encrusting high value furniture with [[Lapis Lazuli]] and other cheap stuff, if that's been cut in your fortress - provide a nearby Gem Stockpile with rules set to only allow Cut Gems that you care about, ie high value ones. Now set this stockpile to Give to your Jeweller's Workshop(s).<br />
## Alternatively, control this at the [[Gem_cutter||gem cutting]] stage: if you only cut higher value rough gems, you won't have any cheap Cut Gems to avoid in the first place.<br />
## If you do make a stockpile link for Cut Gems, remember that you must then also provide a stockpile that Gives the furniture to encrust - as once a Workshop has one stockpile set to Give, it must be able to get ''all'' its items from stockpile links. See [[DF2014:Stockpile|Stockpile]] and [[DF2014:Stockpile_design|Stockpile design]].<br />
<br />
<br />
====Using DFHack to specify the items encrusted by an Encrust With Gems job:====<br />
# As per the above steps, create or select an Encrust With Gems job of the desired type, then press {{K|Alt-A}} on it.<br />
## If you want this job to cut Any Gem, choose the job you edited in the first task<br />
# This time we want to edit the second Input Item - Item 2 - which is the item to Encrust.<br />
## Scroll down to Item 2, using your standard scroll key: {{K|=}} by default<br />
# There are two things we can edit: The ''type'' of the item, and its ''material''<br />
## The type could be, for example, statue, table, or chair; the material could be gold, platinum, iron, etc.<br />
## Or you can specify a type only, leaving material at 'any'<br />
## Unfortunately, due to a limitation in the game, it is not possible to have type:'any' and then pick a material (eg to encrust any item made of gold.) Doing so would cause the job to fail, and therefore if you try to change the material when the type is ''any item'', Job Material will stop you and print a message indicating the problem.<br />
# To edit the type:<br />
## Press {{K|i}} to see the list of valid Input Items<br />
### You will now see a long list of possible items. Some of these have category headings, such as "any instrument", but most do not.<br />
#### Be aware that the item type you select needs to match the overall type of Encrust job you chose - for example Furniture or Finished Goods. Don't select Any Instrument or Figurine if you chose the Furniture Type; don't select Statue if you chose Finished Goods.<br />
#### Job Material will not stop you doing so, but the job will cancel and suspend due to lack of usable items.<br />
### You can scroll up/down with the primary scroll keys, or you can type to search<br />
### For this example let's choose Statue. Press Enter to confirm the selection.<br />
# To edit the material:<br />
## Press {{K|m}} to see the list of valid Materials. As mentioned above, you will only be able to proceed if you have given a specific item type.<br />
## Now you can scroll through the long list of materials. <br />
### This list is categorised; the first page you see contains some specific materials - of which the only useful one is likely to be rock - and three categories, ''inorganic'', ''creature'' and ''plant''.<br />
### The categories are labelled with a letter - for example '''I''' for Inorganic; press the letter to open that category<br />
### For the purpose of Encrust With Gems, you are almost certainly going to want something under Inorganic<br />
## So let's press {{K|I}} for Inorganic, and then choose a suitable material - like [[gold]].<br />
# If you made all those changes, the UI should appear as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-EditInput.png|thumb|right|Step 6: Job edited]]<br />
# If necessary we can create multiple jobs that encrust only that furniture we want - for example, only gold statues, tables and chairs. And we can do it without an intermediary, feeder stockpile (you may want to have a linked stockpile anyway, but it can now also contain other items; you don't need to set its rules only according to what you want to encrust.)<br />
# We can use another DFHack feature to make it quicker to create multiple jobs: with a job selected, press {{K|Control-D}} : this maps to DFHack's <tt>job-duplicate</tt>, and does exactly what it sounds like. <br />
## It's therefore very quick to create multiple jobs: create one, {{K|Control-D}} copy it (perhaps a few times), then edit the new job(s), just changing the variable parameter. For example, set up one job to Encrust Gold Statues with Any Gem, copy it four times, and edit the copies to change Statue to Chairs, Tables, Cabinet and Chests in each job respectively. A Royal Bedroom factory!<br />
# One minor UI downside: on the job list (both in Workshop and the master job lister) these jobs will appear as ''Encrust Furniture With Unknown Material''; you will only be able to see that they're Gold Statues or whatever else by pressing {{K|Alt-A}} on them.<br />
<br />
<br />
===Putting it all together: using DFHack to create a high-value gem cutting/encrusting production line===<br />
<br />
Combining the above steps with jobs to Cut Any Gems (see [[Gem_cutter|Gem cutting]]), can create a (nearly) fully automatic, high value Encrusted Furniture Production Line.<br />
<br />
This annotated screenshot shows an example:<br />
<br />
[[File:DFHack-GemCutandEncrustProductionLine.png|thumb|right|500px|Gem cutting and encrusting production line using DFHack.]]<br />
<br />
'''Explanation:'''<br />
<br />
# Four Jewelers are permanently cutting any/all gems that are available<br />
## Four Jeweler's Workshops have DFHack-modified "Cut Any Gem" jobs: JC1 - JC4 in the top left.<br />
## Stockpile 2 (Gems All) gives rough gems to JC1-JC4 <br />
### This stockpile can have rules only accepting rough gems of suitably high value, ensuring only valuable gems are later encrusted.<br />
## Stockpile 4 (Gems Out) takes from JC1-JC4<br />
## Stockpile 4 (Gems Out) gives to Stockpile 2 (Gems All).<br />
### Gems Out is an intermediary stockpile, necessary because a stockpile cannot both Give and Take from a Workshop - its only purpose is to route the newly cut gems back to the master Gems All stockpile, from where they will be used for encrusting.<br />
### Or one could simply have the Jewelers performing Encrust Gem jobs (JE1-JE4) take directly from Gems Out, but the layout shown gives the closest proximity of stockpiles to the workshops using them; we want our Peasants hauling things about, not our Legendary Gem Cutters/Setters!<br />
# Four Jewelers are permanently encrusting furniture with gems<br />
## Four Jeweler's Workshops have DFHack-modified "Encrust Any Furniture with Any Gem jobs": JE1-JE4 in the bottom right.<br />
## Stockpile 1 (Furniture In) gives furniture to JE1-JE4<br />
### This stockpile can take from a source of furniture, such as Metal Forges. It can have rules specifying the type, material and quality of eligible furniture.<br />
## Stockpile 2 (Gems All) gives cut gems to JE1-JE4<br />
## Stockpile 3 (Furniture Out) takes encrusted furniture from JE1-JE4<br />
## Stockpile 3 (Furniture Out) gives to Stockpile 1 (Furniture In) - or at least, ideally it does; this is currently disabled, see below.<br />
### This creates an endless loop of encrusting: the same furniture will be encrusted repeatedly, with multiple types of different gems, ever increasing in value until the player chooses to Build some of it somewhere. (Furniture can't be encrusted with the same gem type twice, but it can be encrusted with many different gems.)<br />
### This loop can be run for perpetuity with no player input at all, creating fabulously valuable furniture. <br />
### Except there is one issue with total automation:<br />
#### As shown in the screenshot, the link from Stockpile 3 giving to Stockpile 1 is disabled: this is because it has been found to often result in the same small set of furniture being encrusted again and again, and any new furniture being added to Furniture In (eg from Metal Forges Giving to Stockpile 1) not usually being encrusted at all. <br />
#### The problem is that the haulers moving the encrusted furniture from Stockpile 3 to Stockpile 1 will put it in the closest available tile of Stockpile 1; then the Gem Setters picking up from Stockpile 1 will usually also collect the nearest furniture. Thus furniture further away in the stockpile tends not to be picked up by the jobs.<br />
#### So you might end up with 5 or 10 items of furniture encrusted 10 times each, and 40 other items encrusted only once, or not at all.<br />
#### Given long enough it would eventually all be encrusted: because no item can be encrusted with the same gem twice. But if you have a lot of gem types, this is likely to take unacceptably long.<br />
#### The simple workaround for this is to instead send the "done" furniture to a separate stockpile (Furniture Out in this example.) Once all furniture is encrusted once, simply swap the links (Stockpile 3 becomes a Give to Workshop; Stockpile 1 becomes a Take from Workshop) and all the furniture will go around for its second encrust. Or if you want to keep the links the same, set Stockpile 3 to Give to Stockpile 1 and then remove that link once haulers have moved everything over.<br />
### In this example, we have not edited the Encrust Furniture jobs to specify the types to use; it is left at the default of any furniture, because the feeder stockpile has rules allowing only high value furniture and we want to encrust it all.<br />
#### It would be very simple to modify the jobs at JE1-JE4 such that only certain furniture - perhaps just the Statues and Doors - are encrusted. <br />
#### We might thus create two or more jobs at each of JE1-JE4 (eg Encrust Any Statues with Any Gems; Encrust Any Doors with Any Gems) instead of the one currently shown.<br />
<br />
<br />
{{Skills}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Gem_setter&diff=221241Gem setter2015-11-10T01:22:35Z<p>TheBloke: DFHack: added details on Job Material to improve Gem Setting management, and a combined Gem Cut/Gem Set advanced scenario</p>
<hr />
<div>{{Quality|Exceptional|00:33, 12 June 2010 (UTC)}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Setter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem setting]]<br />
| tasks =<br />
* Encrust ammo with ''gem name''<br />
* Encrust finished goods with ''gem name''<br />
* Encrust furniture with ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Creativity<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''Gem setter''' is the skill associated with the '''gem setting''' [[labor]]. Gem setters [[decoration|encrust]] [[furniture]], [[finished goods]] (excluding [[tool]]s), and [[ammo]] (including siege ammo) with cut [[gem]]s. It is not currently possible to decorate [[weapon]]s and [[armor]] with gems, unless the armor is made of [[cloth]]. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated items more valuable.<br />
<br />
Rough gems, which are found by [[miner]]s, have to be converted to cut gems by a [[gem cutter]] before a gem setter can use them. [[Gizzard stone]]s are a type of cut gem and can also be used by gem setters. Large gems, which are sometimes created instead of a cut gems, can not be used for setting as they are finished goods. (You might be lucky enough to be the proud owner of a magnificent <<☼Large ''(Insert rare gem name here)''☼>> (This is a masterful quality large ''(Insert rare gem name here)''.) This object is adorned with hanging rings of ''(Insert worthless gem name here)''.)<br />
<br />
Because there is a very wide variety of gems in most regions and some types of gems have pretty high [[material value]], adding decorations of different types of gems is a good way to create items with very high value for [[trade]] or [[noble]]s.<br />
<br />
<br />
===Training===<br />
As with [[gem cutter]]s, gem setters can be easily trained by ordering them to set common [[stone]] such as [[basalt]], [[mudstone]], [[diorite]], and [[schist]].<br />
<br />
===Control===<br />
In the base game it is not possible to directly specify which item will be encrusted, however control over the process can be exerted by creating an intermediary [[stockpile]] linked to take from your main stockpile and give to the workshop, then adjusting its settings to match whatever item(s) you wish to decorate (for instance, a masterwork gold throne for your monarch, or low-quality clothing if you're training a novice gem setter). Your gem setter will refuse to use any item that is not stored in a linked stockpile; you can then selectively [[forbid]] items in the stockpile to control exactly which item will be decorated. (If you do this, remember you will also need a [[stockpile]] link that provides gems to the jeweler, as Workshops that have any Give links must get ''all'' their items from links. The same intermediary stockpile could be used if you don't mind mixing your gems with the items being encrusted.)<br />
<br />
Another problem in the base game is the the number of Encrust Gems jobs required: one per type of [[gem]]. [[gem cutter|Gem cutting]] and gem setting can be quite tedious to manage as one Workshop job is required per type of [[gem]], and can only be started when at least one [[cut gem]] of that type is in stock. A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s workshop]]s due to the 10-jobs-per-Workshop limit. Even when low value gems are avoided, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only set a couple more gems before the job suspends again!<br />
<br />
In summary: Gem Setting jobs suffer from two inconveniences that are in effect the opposite of each other:<br />
* The type of item to encrust is <u>general</u> - ''too'' general: providing no control over which items are encrusted without the use of (potentially multiple) intermediary stockpiles and often manual forbidding.<br />
* The type of gems to use is <u>specific</u> - ''too'' specific: requiring one job for each type of cut gem, and resulting in lots of cancellation spam and manual resuming of jobs.<br />
<br />
Both of these can be fixed with the use of DFHack.<br />
<br />
'''''DFHack: the content in the following section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
===Advanced Control Using DFHack===<br />
<br />
The utility [[Utility:DFHack|DFHack]] can largely resolve both of the problems described above, and in doing so facilitate an elegant, automated gem cutting and encrusting production line.<br />
<br />
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job<br />
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-A}} when looking at a Workshop with a job selected.<br />
** Job Material allows the user to edit the required components for a job. <br />
** In the case of gem setting, this means:<br />
*** the specific, one-per-type-of-gem Encrust jobs can be turned into a generic job that will encrust with ''any'' cut gem;<br />
*** the non-specific, "Encrust Furniture/Finished Goods/Ammo" jobs can be made specific, to encrust only specified items of that type;<br />
*** both of these changes can be combined: for example, to create a job to Encrust Gold Statues with any Gem.<br />
<br />
<br />
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config enabled. [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar, easy DFHack option.)<br />
<br />
====Using DFHack to create a single job that will Encrust with any cut gem:====<br />
# At a [[Jeweler%27s_workshop|Jeweler's Workshop]], create an Encrust With Gems job for any cut gem you have in stock, choosing the type of job you want, eg. Furniture or Finished Goods.<br />
# With the job selected, press {{K|Alt-A}}.<br />
# You will see the screen shown to the right (probably using a different type of gem). [[File:DFHack-JobMaterialUI-GemSet-Orig.png|thumb|right|Step 3: Job before editing]]<br />
# This screen is showing us the ''input'' Items for the job. For an Encrust With Gems job, there are two input items: the cut gems to encrust with, and the item to encrust. <br />
## Input items have three parameters: input item, material, and flags.<br />
## Using Job Material, we are able to edit the first two of these parameters. In the case of this task, we only want to edit the ''material'', to specify that the gem can be of any type. In the next task, we will look at changing both type and material when editing the second Input Item. <br />
## The third parameter, Flags, is visible here as well - we can see that the type of object to Encrust, eg Furniture, is specified as a Flag (''improvable, '''furniture''', not_bin''). Unfortunately it is not (yet) possible to edit Flags through DFHack Job Material, so we can't make a job that Encrusts anything at all!<br />
# For this task we only care about the first input item, item 1, which is the cut gem. So with this highlighted (as it will be by default):<br />
## Press {{K|i}} to change the input item, and see all valid options for this job: in the case of Encrust With Gems, ''cut gem'' is the only valid choice, so there is nothing to change here.<br />
## Press {{K|m}} to change the material, again showing all valid options. Here, we will see many options, in a categorised list. We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI. Instead we want to use the first option: ''any material''.<br />
# Once done the UI should look as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-Edited.png|thumb|right|Step 6: Job edited]]<br />
# Now press {{K|Escape}} to finish the edit. On the Workshop menu you will see the job is now called ''Encrust furniture with unknown material''.<br />
# Set the job to Repeating and your Gem Setter(s) will now happily encrust furniture with any cut gems they can get their hands on; and the job will never Suspend unless you run out of ''all'' cut gems. One job to encrust them all.<br />
# To provide some control over which Cut Gems are used - and thus avoid encrusting high value furniture with [[Lapis Lazuli]] and other cheap stuff, if that's been cut in your fortress - provide a nearby Gem Stockpile with rules set to only allow Cut Gems that you care about, ie high value ones. Now set this stockpile to Give to your Jeweller's Workshop(s).<br />
## Alternatively, control this at the [[Gem_cutter||gem cutting]] stage: if you only cut higher value rough gems, you won't have any cheap Cut Gems to avoid in the first place.<br />
## If you do make a stockpile link for Cut Gems, remember that you must then also provide a stockpile that Gives the furniture to encrust - as once a Workshop has one stockpile set to Give, it must be able to get ''all'' its items from stockpile links. See [[DF2014:Stockpile|Stockpile]] and [[DF2014:Stockpile_design|Stockpile design]].<br />
<br />
<br />
====Using DFHack to specify the items encrusted by an Encrust With Gems job:====<br />
# As per the above steps, create or select an Encrust With Gems job of the desired type, then press {{K|Alt-A}} on it.<br />
## If you want this job to cut Any Gem, choose the job you edited in the first task<br />
# This time we want to edit the second Input Item - Item 2 - which is the item to Encrust.<br />
## Scroll down to Item 2, using your standard scroll key: {{K|=}} by default<br />
# There are two things we can edit: The ''type'' of the item, and its ''material''<br />
## The type could be, for example, statue, table, or chair; the material could be gold, platinum, iron, etc.<br />
## Or you can specify a type only, leaving material at 'any'<br />
## Unfortunately, due to a limitation in the game, it is not possible to have type:'any' and then pick a material (eg to encrust any item made of gold.) Doing so would cause the job to fail, and therefore if you try to change the material when the type is ''any item'', Job Material will stop you and print a message indicating the problem.<br />
# To edit the type:<br />
## Press {{K|i}} to see the list of valid Input Items<br />
### You will now see a long list of possible items. Some of these have category headings, such as "any instrument", but most do not.<br />
#### Be aware that the item type you select needs to match the overall type of Encrust job you chose - for example Furniture or Finished Goods. Don't select Any Instrument or Figurine if you chose the Furniture Type; don't select Statue if you chose Finished Goods.<br />
#### Job Material will not stop you doing so, but the job will cancel and suspend due to lack of usable items.<br />
### You can scroll up/down with the primary scroll keys, or you can type to search<br />
### For this example let's choose Statue. Press Enter to confirm the selection.<br />
# To edit the material:<br />
## Press {{K|m}} to see the list of valid Materials. As mentioned above, you will only be able to proceed if you have given a specific item type.<br />
## Now you can scroll through the long list of materials. <br />
### This list is categorised; the first page you see contains some specific materials - of which the only useful one is likely to be rock - and three categories, ''inorganic'', ''creature'' and ''plant''.<br />
### The categories are labelled with a letter - for example '''I''' for Inorganic; press the letter to open that category<br />
### For the purpose of Encrust With Gems, you are almost certainly going to want something under Inorganic<br />
## So let's press {{K|I}} for Inorganic, and then choose a suitable material - like [[gold]].<br />
# If you made all those changes, the UI should appear as shown on the right. [[File:DFHack-JobMaterialUI-GemSet-EditInput.png|thumb|right|Step 6: Job edited]]<br />
# If necessary we can create multiple jobs that encrust only that furniture we want - for example, only gold statues, tables and chairs. And we can do it without an intermediary, feeder stockpile (you may want to have a linked stockpile anyway, but it can now also contain other items; you don't need to set its rules only according to what you want to encrust.)<br />
# We can use another DFHack feature to make it quicker to create multiple jobs: with a job selected, press {{K|Control-D}} : this maps to DFHack's <tt>job-duplicate</tt>, and does exactly what it sounds like. <br />
## It's therefore very quick to create multiple jobs: create one, {{K|Control-D}} copy it (perhaps a few times), then edit the new job(s), just changing the variable parameter. For example, set up one job to Encrust Gold Statues with Any Gem, copy it four times, and edit the copies to change Statue to Chairs, Tables, Cabinet and Chests in each job respectively. A Royal Bedroom factory!<br />
# One minor UI downside: on the job list (both in Workshop and the master job lister) these jobs will appear as ''Encrust Furniture With Unknown Material''; you will only be able to see that they're Gold Statues or whatever else by pressing {{K|Alt-A}} on them.<br />
<br />
<br />
===Putting it all together: using DFHack to create a high-value gem cutting/encrusting production line===<br />
<br />
Combining the above steps with jobs to Cut Any Gems (see [[Gem_cutter|Gem cutting]]), can create a (nearly) fully automatic, high value Encrusted Furniture Production Line.<br />
<br />
This annotated screenshot shows an example:<br />
<br />
[[File:DFHack-GemCutandEncrustProductionLine.png|thumb|right|500px|Gem cutting and encrusting production line using DFHack.]]<br />
<br />
'''Explanation:'''<br />
<br />
# Four Jewelers are permanently cutting any/all gems that are available<br />
## Four Jeweler's Workshops have DFHack-modified "Cut Any Gem" jobs: JC1 - JC4 in the top left.<br />
## Stockpile 2 (Gems All) gives rough gems to JC1-JC4 <br />
### This stockpile can have rules only accepting rough gems of suitably high value, ensuring only valuable gems are later encrusted.<br />
## Stockpile 4 (Gems Out) takes from JC1-JC4<br />
## Stockpile 4 (Gems Out) gives to Stockpile 2 (Gems All).<br />
### Gems Out is an intermediary stockpile, necessary because a stockpile cannot both Give and Take from a Workshop - its only purpose is to route the newly cut gems back to the master Gems All stockpile, from where they will be used for encrusting.<br />
### Or one could simply have the Jewelers performing Encrust Gem jobs (JE1-JE4) take directly from Gems Out, but the layout shown gives the closest proximity of stockpiles to the workshops using them; we want our Peasants hauling things about, not our Legendary Gem Cutters/Setters!<br />
# Four Jewelers are permanently encrusting furniture with gems<br />
## Four Jeweler's Workshops have DFHack-modified "Encrust Any Furniture with Any Gem jobs": JE1-JE4 in the bottom right.<br />
## Stockpile 1 (Furniture In) gives furniture to JE1-JE4<br />
### This stockpile can take from a source of furniture, such as Metal Forges. It can have rules specifying the type, material and quality of eligible furniture.<br />
## Stockpile 2 (Gems All) gives cut gems to JE1-JE4<br />
## Stockpile 3 (Furniture Out) takes encrusted furniture from JE1-JE4<br />
## Stockpile 3 (Furniture Out) gives to Stockpile 1 (Furniture In) - or at least, ideally it does; this is currently disabled, see below.<br />
### This creates an endless loop of encrusting: the same furniture will be encrusted repeatedly, with multiple types of different gems, ever increasing in value until the player chooses to Build some of it somewhere. (Furniture can't be encrusted with the same gem type twice, but it can be encrusted with many different gems.)<br />
### This loop can be run for perpetuity with no player input at all, creating fabulously valuable furniture. <br />
### Except there is one issue with total automation:<br />
#### As shown in the screenshot, the link from Stockpile 3 giving to Stockpile 4 is disabled: this is because it has been found to often result in the same small set of furniture being encrusted again and again, and any new furniture being added to Furniture In (eg from Metal Forges Giving to Stockpile 1) not usually being encrusted at all. <br />
#### The problem is that the haulers moving the encrusted furniture from Stockpile 3 to Stockpile 1 will put it in the closest available tile of Stockpile 1; then the Gem Setters picking up from Stockpile 1 will usually also collect the nearest furniture. Thus furniture further away in the stockpile tends not to be picked up by the jobs.<br />
#### So you might end up with 5 or 10 items of furniture encrusted 10 times each, and 40 other items encrusted only once, or not at all.<br />
#### Given long enough it would eventually all be encrusted: because no item can be encrusted with the same gem twice. But if you have a lot of gem types, this is likely to take unacceptably long.<br />
#### The simple workaround for this is to instead send the "done" furniture to a separate stockpile (Furniture Out in this example.) Once all furniture is encrusted once, simply swap the links (Stockpile 3 becomes a Give to Workshop; Stockpile 1 becomes a Take from Workshop) and all the furniture will go around for its second encrust. Or if you want to keep the links the same, set Stockpile 3 to Give to Stockpile 1 and then remove that link once haulers have moved everything over.<br />
### In this example, we have not edited the Encrust Furniture jobs to specify the types to use; it is left at the default of any furniture, because the feeder stockpile has rules allowing only high value furniture and we want to encrust it all.<br />
#### It would be very simple to modify the jobs at JE1-JE4 such that only certain furniture - perhaps just the Statues and Doors - are encrusted. <br />
#### We might thus create two or more jobs at each of JE1-JE4 (eg Encrust Any Statues with Any Gems; Encrust Any Doors with Any Gems) instead of the one currently shown.<br />
<br />
<br />
{{Skills}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=File:DFHack-JobMaterialUI-GemSet-EditInput.png&diff=221240File:DFHack-JobMaterialUI-GemSet-EditInput.png2015-11-10T01:19:48Z<p>TheBloke: DFHack: Using Job Material to edit an Encrust Gem job; changing the type/material of the item to be encrusted.</p>
<hr />
<div>== Summary ==<br />
DFHack: Using Job Material to edit an Encrust Gem job; changing the type/material of the item to be encrusted.<br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Gem_cutter&diff=221239Gem cutter2015-11-10T01:17:12Z<p>TheBloke: </p>
<hr />
<div>{{Quality|Exceptional|18:36, 26 July 2014 (UTC)}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Cutter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem cutting]]<br />
| tasks =<br />
* Cut ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Analytical Ability<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting. Performed at a [[Jeweler%27s_workshop|Jeweler's Workshop]], gem cutting is the basis of the [[gem industry]], turning mildly valuable [[gem]] clusters you find as you [[mining|mine]] away rock into valuable [[decoration]]s for [[furniture]] and [[Finished goods|trade good]]s. It is the counterpart to [[gem setting]]; together, the two belong to the category profession of the [[Jeweler]], and indeed if a dwarf has relatively balanced skill level in both, he will be known as a Jeweler. More often than not, migrants who are skilled in gem cutting will also be similarly skilled in gem setting.<br />
<br />
Large amounts of mining are bound to produce dozens of rough gems, so gem cutting is a method of developing [[wealth]] quickly, [[Quickstart guide#Gemcutting and Trinkets|especially]] for new players. Cutting and encrusting with a gem more than triples the [[value]] of the rough gem, which is then multiplied by a [[quality]] modifier based on the gem setter's skill. A masterwork gem decoration is worth 40x the value of the original rough gem. <br />
<br />
Cutting a [[gem]] can result in a cut gem, a large gem, or a gem [[craft]]. Cut gems are the most likely, and are used by a gem setter in creating gem [[window]]s and [[encrust]]ing other objects. Large gems and gem crafts are only created occasionally, and are currently only useful for [[trade]]. The skill level of a gem cutter affects the cutting speed, and quality of large gems and gem crafts, but not the quantity of crafts produced<sup>[[DF2012 talk:Gem_cutter|1]]</sup>.<br />
<br />
=== Training ===<br />
Gem cutters can cut not only gems proper but regular [[stone]], [[glass]] and [[clay]] as well. Although cut stone is next to worthless, it still provides experience points, and can be used to keep a jeweler busy while you mine out a fresh batch of gems. It is also the only way to decorate with stone, and an easy way to create [[window|windows]] without [[fuel]] or [[sand]].<br />
<br />
=== Automation / Advanced Control ===<br />
<br />
In the vanilla game, gem cutting can be quite tedious to manage: one Workshop job is required per type of [[gem]], and can only be started when at least one rough gem of that type is in stock. A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s_workshop|Jeweler's Workshop]]s due to the 10-jobs-per-Workshop limit. Even when low value gems are excluded, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only cut a couple more gems before the job suspends again!<br />
<br />
'''''DFHack: the content in the rest of this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
===Advanced Control of Gem Cutting Using DFHack===<br />
<br />
The utility [[Utility:DFHack|DFHack]] can mostly resolve this problem, and its features can help facilitate an elegant, automated gem cutting and encrusting production line (see [[Gem_setter|Gem Setting]] for more gem related examples.)<br />
<br />
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job<br />
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-A}} when looking at a Workshop with a job selected.<br />
** Job Material allows the user to edit the required components for a job. <br />
** In the case of gem cutting this means the specific, one-per-type-of-gem Cut Gem jobs can be turned into a generic job that will cut any and all (available) rough gems.<br />
<br />
<br />
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config file in place. [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar easy DFHack option.)<br />
<br />
====Using DFHack to create a single job that will cut any gem:====<br />
# At a Jeweller, create a Cut Gem job for any rough gem you have in stock.<br />
# With the job selected, press {{K|Alt-A}}.<br />
# You will see the screen shown to the right (the gem type will likely differ of course): [[File:DFHack-JobMaterialUI-GemCut-Orig.png|thumb|right|Step 3: Job before editing]]<br />
# This screen is showing us the Input Items for the job. For a Cut Gem job, there is only one input material - the rough gem. <br />
## Input items have three parameters: input item, material, and flags. Using Job Material, we are able to edit the first two of these parameters. <br />
# Press {{K|i}} changes the input item, showing the valid options for this job. In the case of Cut Gem, ''rough gem'' is the only valid choice, so there is nothing to change here.<br />
# Press {{K|m}} to change the material, again showing all valid options. Here, we will see many options, in a categorised list. We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI. Instead we want to use the first option: ''any material''.<br />
# Once done, the UI will look as shown on the right. [[File:DFHack-JobMaterialUI-GemCut-Edited.png|thumb|right|Step 7: Job edited]]<br />
# Now press {{K|Escape}} to finish the edit. On the Workshop menu you will see the job is now called '''''Cut unknown material'''''.<br />
# Set the job to Repeating and your Gem Cutter(s) will now happily cut any and all rough gem he/she can get their hands on, and the job will never Suspend unless you run out of ''all'' rough gems. One job to cut them all.<br />
## Rest assured that this job will <u>only</u> cut rough gems: not stone, glass, or anything else cuttable by a Gem Cutter. This was ensured by editing a rough gem job, ensuring ''any material'' applies only to rough gems.<br />
# For the final touch, provide a nearby Gem Stockpile with rules set to only allow Rough Gems that you care about: eg. high value ones. Now set this stockpile to Give to your Jeweller's Workshop(s). This can be used to ensure that the generic Cut Any Gem job we just created won't waste time cutting [[Lapis Lazuli]] and other cheap stuff.<br />
## Remember that when a Stockpile Gives to a Workshop, that Workshop must then be able to get ''all'' its items from its stockpile links. That's no problem for the Cut Gem job, but it will become an issue if you also add Encrust With Gems jobs at this same Jeweler. For more infomation see [[DF2014:Stockpile|Stockpile]], [[DF2014:Stockpile_design|Stockpile design]] and [[DF2014:Gem_setter|Gem Setting]].<br />
# You can of course mix and match the standard specific jobs with the general one: for example if you acquire some very high value [[Black_diamond|Black Diamonds]] or [[Star_ruby|Star Rubies]] you can add specific job(s) for those alongside your Any Gem job and your gem cutter will alternate between the specific and general jobs.<br />
## You could control the distribution of your jeweller's time by adding multiple specific jobs to go along with one single generic job: for example if there are seven specific jobs and one All, the Any job will run 12.5% (one-eighth) of the time. That way the highest value gems are cut the majority of the time (stock permitting) but there's still a catch-all All Gems job to ensure your jeweller is always cutting something.<br />
<br />
<br />
<br />
{{D for Dwarf}}<br />
<br />
How one cuts gems without a chisel or any other tool is a source of much study. The predominant theory is that dwarven teeth, sharpened and conditioned by years of eating the tough flesh of [[plump helmet|plump helmets]], function as a crude cutting tool hard enough to cut diamonds. This is followed by polishing the gem using the tough fibers of their beards, just as it's used to smooth surfaces.<br />
<br />
{{Skills}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Meat_industry&diff=221238Meat industry2015-11-10T01:12:37Z<p>TheBloke: /* DFHack: the content in this section requires the use of DFHack */</p>
<hr />
<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
{{av}}<br />
<br />
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on 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.<br />
<br />
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].<br />
<br />
<br />
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
<br />
== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
<br />
===Embark===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] 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; see [[#Breeding|breeding]], below.<br />
<br />
=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.<br />
<br />
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 [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
<br />
=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.<br />
<br />
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.<br />
<br />
Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
<br />
=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some 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, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
<br />
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
<br />
=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
<br />
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 (worse) trigger their aggression. <br />
<br />
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
=== Breeding ===<br />
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't "willing to commit to marriage" will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. <br />
<br />
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
<br />
There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
<br />
== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
<br />
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
<br />
Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
<br />
Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
<br />
=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of 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.<br />
<br />
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
<br />
To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
<br />
All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
<br />
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. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
<br />
Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
<br />
=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
<br />
You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. <br />
<br />
== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
<br />
Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
<br />
Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
<br />
Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
<br />
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
<br />
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
<br />
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}}<br />
<br />
==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
<br />
== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
<br />
===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
<br />
===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
<br />
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
<br />
===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
<br />
===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. 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]], so just transport the bins to the depot.<br />
<br />
===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
<br />
===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
<br />
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. However, there is no outstanding reason to do this. 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.<br />
<br />
===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
<br />
===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
<br />
===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
<br />
==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
<br />
===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
<br />
=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
<br />
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].<br />
<br />
===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
<br />
==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
<br />
'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
<br />
[[File:DFHack-autobutcherUI.png|thumb|right|The DFHack autobutcher interface]]<br />
<br />
* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by pressing Shift-B on the [[Status#Animal Status Screen|animal status screen]].<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of the PyLNP starter pack/launcher can enable Autonestbox simply by selecting <tt>autonestbox</tt> from the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI:<br />
** When adding animals to a Pasture, you can filter the animals:<br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** At the time of writing there is unfortunately no in-game UI for this, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can also be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future ''zone assign'' commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Gem_cutter&diff=221237Gem cutter2015-11-10T01:11:47Z<p>TheBloke: </p>
<hr />
<div>{{Quality|Exceptional|18:36, 26 July 2014 (UTC)}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Cutter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem cutting]]<br />
| tasks =<br />
* Cut ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Analytical Ability<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting. Performed at a [[Jeweler%27s_workshop|Jeweler's Workshop]], gem cutting is the basis of the [[gem industry]], turning mildly valuable [[gem]] clusters you find as you [[mining|mine]] away rock into valuable [[decoration]]s for [[furniture]] and [[Finished goods|trade good]]s. It is the counterpart to [[gem setting]]; together, the two belong to the category profession of the [[Jeweler]], and indeed if a dwarf has relatively balanced skill level in both, he will be known as a Jeweler. More often than not, migrants who are skilled in gem cutting will also be similarly skilled in gem setting.<br />
<br />
Large amounts of mining are bound to produce dozens of rough gems, so gem cutting is a method of developing [[wealth]] quickly, [[Quickstart guide#Gemcutting and Trinkets|especially]] for new players. Cutting and encrusting with a gem more than triples the [[value]] of the rough gem, which is then multiplied by a [[quality]] modifier based on the gem setter's skill. A masterwork gem decoration is worth 40x the value of the original rough gem. <br />
<br />
Cutting a [[gem]] can result in a cut gem, a large gem, or a gem [[craft]]. Cut gems are the most likely, and are used by a gem setter in creating gem [[window]]s and [[encrust]]ing other objects. Large gems and gem crafts are only created occasionally, and are currently only useful for [[trade]]. The skill level of a gem cutter affects the cutting speed, and quality of large gems and gem crafts, but not the quantity of crafts produced<sup>[[DF2012 talk:Gem_cutter|1]]</sup>.<br />
<br />
=== Training ===<br />
Gem cutters can cut not only gems proper but regular [[stone]], [[glass]] and [[clay]] as well. Although cut stone is next to worthless, it still provides experience points, and can be used to keep a jeweler busy while you mine out a fresh batch of gems. It is also the only way to decorate with stone, and an easy way to create [[window|windows]] without [[fuel]] or [[sand]].<br />
<br />
=== Automation / Advanced Control ===<br />
<br />
In the vanilla game, gem cutting can be quite tedious to manage: one Workshop job is required per type of [[gem]], and can only be started when at least one rough gem of that type is in stock. A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s_workshop|Jeweler's Workshop]]s due to the 10-jobs-per-Workshop limit. Even when low value gems are excluded, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only cut a couple more gems before the job suspends again!<br />
<br />
<br />
===Advanced Control of Gem Cutting Using DFHack===<br />
<br />
'''''DFHack: the content in the rest of this section requires the use of [[Utility:DFHack|DFHack]]'''''<br />
<br />
The utility [[Utility:DFHack|DFHack]] can mostly resolve this problem, and its features can help facilitate an elegant, automated gem cutting and encrusting production line (see [[Gem_setter|Gem Setting]] for more gem related examples.)<br />
<br />
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job<br />
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-A}} when looking at a Workshop with a job selected.<br />
** Job Material allows the user to edit the required components for a job. <br />
** In the case of gem cutting this means the specific, one-per-type-of-gem Cut Gem jobs can be turned into a generic job that will cut any and all (available) rough gems.<br />
<br />
<br />
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config file in place. [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar easy DFHack option.)<br />
<br />
====Using DFHack to create a single job that will cut any gem:====<br />
# At a Jeweller, create a Cut Gem job for any rough gem you have in stock.<br />
# With the job selected, press {{K|Alt-A}}.<br />
# You will see the screen shown to the right (the gem type will likely differ of course): [[File:DFHack-JobMaterialUI-GemCut-Orig.png|thumb|right|Step 3: Job before editing]]<br />
# This screen is showing us the Input Items for the job. For a Cut Gem job, there is only one input material - the rough gem. <br />
## Input items have three parameters: input item, material, and flags. Using Job Material, we are able to edit the first two of these parameters. <br />
# Press {{K|i}} changes the input item, showing the valid options for this job. In the case of Cut Gem, ''rough gem'' is the only valid choice, so there is nothing to change here.<br />
# Press {{K|m}} to change the material, again showing all valid options. Here, we will see many options, in a categorised list. We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI. Instead we want to use the first option: ''any material''.<br />
# Once done, the UI will look as shown on the right. [[File:DFHack-JobMaterialUI-GemCut-Edited.png|thumb|right|Step 7: Job edited]]<br />
# Now press {{K|Escape}} to finish the edit. On the Workshop menu you will see the job is now called '''''Cut unknown material'''''.<br />
# Set the job to Repeating and your Gem Cutter(s) will now happily cut any and all rough gem he/she can get their hands on, and the job will never Suspend unless you run out of ''all'' rough gems. One job to cut them all.<br />
## Rest assured that this job will <u>only</u> cut rough gems: not stone, glass, or anything else cuttable by a Gem Cutter. This was ensured by editing a rough gem job, ensuring ''any material'' applies only to rough gems.<br />
# For the final touch, provide a nearby Gem Stockpile with rules set to only allow Rough Gems that you care about: eg. high value ones. Now set this stockpile to Give to your Jeweller's Workshop(s). This can be used to ensure that the generic Cut Any Gem job we just created won't waste time cutting [[Lapis Lazuli]] and other cheap stuff.<br />
## Remember that when a Stockpile Gives to a Workshop, that Workshop must then be able to get ''all'' its items from its stockpile links. That's no problem for the Cut Gem job, but it will become an issue if you also add Encrust With Gems jobs at this same Jeweler. For more infomation see [[DF2014:Stockpile|Stockpile]], [[DF2014:Stockpile_design|Stockpile design]] and [[DF2014:Gem_setter|Gem Setting]].<br />
# You can of course mix and match the standard specific jobs with the general one: for example if you acquire some very high value [[Black_diamond|Black Diamonds]] or [[Star_ruby|Star Rubies]] you can add specific job(s) for those alongside your Any Gem job and your gem cutter will alternate between the specific and general jobs.<br />
## You could control the distribution of your jeweller's time by adding multiple specific jobs to go along with one single generic job: for example if there are seven specific jobs and one All, the Any job will run 12.5% (one-eighth) of the time. That way the highest value gems are cut the majority of the time (stock permitting) but there's still a catch-all All Gems job to ensure your jeweller is always cutting something.<br />
<br />
<br />
<br />
{{D for Dwarf}}<br />
<br />
How one cuts gems without a chisel or any other tool is a source of much study. The predominant theory is that dwarven teeth, sharpened and conditioned by years of eating the tough flesh of [[plump helmet|plump helmets]], function as a crude cutting tool hard enough to cut diamonds. This is followed by polishing the gem using the tough fibers of their beards, just as it's used to smooth surfaces.<br />
<br />
{{Skills}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=File:DFHack-JobMaterialUI-GemSet-Edited.png&diff=221235File:DFHack-JobMaterialUI-GemSet-Edited.png2015-11-10T00:47:19Z<p>TheBloke: DFHack: Using Job Material to edit an Encrust Gem job; default view, after editing to encrust with any gem.</p>
<hr />
<div>== Summary ==<br />
DFHack: Using Job Material to edit an Encrust Gem job; default view, after editing to encrust with any gem.<br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=File:DFHack-JobMaterialUI-GemSet-Orig.png&diff=221234File:DFHack-JobMaterialUI-GemSet-Orig.png2015-11-10T00:46:57Z<p>TheBloke: DFHack: Using Job Material to edit an Encrust Gem job; default view, before editing.</p>
<hr />
<div>== Summary ==<br />
DFHack: Using Job Material to edit an Encrust Gem job; default view, before editing.<br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=File:DFHack-GemCutandEncrustProductionLine.png&diff=221233File:DFHack-GemCutandEncrustProductionLine.png2015-11-10T00:42:53Z<p>TheBloke: DFHack: A Gem Cutting/Encrusting production line using DFHack to cut/encrust-with any gems.</p>
<hr />
<div>== Summary ==<br />
DFHack: A Gem Cutting/Encrusting production line using DFHack to cut/encrust-with any gems.<br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Gem_cutter&diff=221232Gem cutter2015-11-10T00:41:53Z<p>TheBloke: Moved screenshots to right thumbnails</p>
<hr />
<div>{{Quality|Exceptional|18:36, 26 July 2014 (UTC)}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Cutter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem cutting]]<br />
| tasks =<br />
* Cut ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Analytical Ability<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting. Performed at a [[Jeweler%27s_workshop|Jeweler's Workshop]], gem cutting is the basis of the [[gem industry]], turning mildly valuable [[gem]] clusters you find as you [[mining|mine]] away rock into valuable [[decoration]]s for [[furniture]] and [[Finished goods|trade good]]s. It is the counterpart to [[gem setting]]; together, the two belong to the category profession of the [[Jeweler]], and indeed if a dwarf has relatively balanced skill level in both, he will be known as a Jeweler. More often than not, migrants who are skilled in gem cutting will also be similarly skilled in gem setting.<br />
<br />
Large amounts of mining are bound to produce dozens of rough gems, so gem cutting is a method of developing [[wealth]] quickly, [[Quickstart guide#Gemcutting and Trinkets|especially]] for new players. Cutting and encrusting with a gem more than triples the [[value]] of the rough gem, which is then multiplied by a [[quality]] modifier based on the gem setter's skill. A masterwork gem decoration is worth 40x the value of the original rough gem. <br />
<br />
Cutting a [[gem]] can result in a cut gem, a large gem, or a gem [[craft]]. Cut gems are the most likely, and are used by a gem setter in creating gem [[window]]s and [[encrust]]ing other objects. Large gems and gem crafts are only created occasionally, and are currently only useful for [[trade]]. The skill level of a gem cutter affects the cutting speed, and quality of large gems and gem crafts, but not the quantity of crafts produced<sup>[[DF2012 talk:Gem_cutter|1]]</sup>.<br />
<br />
=== Training ===<br />
Gem cutters can cut not only gems proper but regular [[stone]], [[glass]] and [[clay]] as well. Although cut stone is next to worthless, it still provides experience points, and can be used to keep a jeweler busy while you mine out a fresh batch of gems. It is also the only way to decorate with stone, and an easy way to create [[window|windows]] without [[fuel]] or [[sand]].<br />
<br />
=== Automation / Advanced Control ===<br />
<br />
In the vanilla game, gem cutting can be quite tedious to manage: one Workshop job is required per type of [[gem]], and can only be started when at least one rough gem of that type is in stock. A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s_workshop|Jeweler's Workshop]]s due to the 10-jobs-per-Workshop limit. Even when low value gems are excluded, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only cut a couple more gems before the job suspends again!<br />
<br />
=== DFHack: the content in the rest of this section requires the use of [[Utility:DFHack|DFHack]] ===<br />
<br />
====Advanced Control of Gem Cutting Using DFHack====<br />
<br />
The utility [[Utility:DFHack|DFHack]] can mostly resolve this problem, and its features can help facilitate an elegant, automated gem cutting and encrusting production line (see [[Gem_setter|Gem Setting]] for more gem related examples.)<br />
<br />
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job<br />
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-A}} when looking at a Workshop with a job selected.<br />
** Job Material allows the user to edit the required components for a job. <br />
** In the case of gem cutting this means the specific, one-per-type-of-gem Cut Gem jobs can be turned into a generic job that will cut any and all (available) rough gems.<br />
<br />
<br />
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config file in place. [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar easy DFHack option.)<br />
<br />
====Using DFHack to create a single job that will cut any gem:====<br />
# At a Jeweller, create a Cut Gem job for any rough gem you have in stock.<br />
# With the job selected, press {{K|Alt-A}}.<br />
# You will see the screen shown to the right (the gem type will likely differ of course): [[File:DFHack-JobMaterialUI-GemCut-Orig.png|thumb|right|Step 3: Job before editing]]<br />
# This screen is showing us the Input Items for the job. For a Cut Gem job, there is only one input material - the rough gem. <br />
## Input items have three parameters: input item, material, and flags. Using Job Material, we are able to edit the first two of these parameters. <br />
# Press {{K|i}} changes the input item, showing the valid options for this job. In the case of Cut Gem, ''rough gem'' is the only valid choice, so there is nothing to change here.<br />
# Press {{K|m}} to change the material, again showing all valid options. Here, we will see many options, in a categorised list. We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI. Instead we want to use the first option: ''any material''.<br />
# Once done, the UI will look as shown on the right. [[File:DFHack-JobMaterialUI-GemCut-Edited.png|thumb|right|Step 7: Job edited]]<br />
# Now press {{K|Escape}} to finish the edit. On the Workshop menu you will see the job is now called '''''Cut unknown material'''''.<br />
# Set the job to Repeating and your Gem Cutter(s) will now happily cut any and all rough gem he/she can get their hands on, and the job will never Suspend unless you run out of ''all'' rough gems. One job to cut them all.<br />
## Rest assured that this job will <u>only</u> cut rough gems: not stone, glass, or anything else cuttable by a Gem Cutter. This was ensured by editing a rough gem job, ensuring ''any material'' applies only to rough gems.<br />
# For the final touch, provide a nearby Gem Stockpile with rules set to only allow Rough Gems that you care about: eg. high value ones. Now set this stockpile to Give to your Jeweller's Workshop(s). This can be used to ensure that the generic Cut Any Gem job we just created won't waste time cutting [[Lapis Lazuli]] and other cheap stuff.<br />
## Remember that when a Stockpile Gives to a Workshop, that Workshop must then be able to get ''all'' its items from its stockpile links. That's no problem for the Cut Gem job, but it will become an issue if you also add Encrust With Gems jobs at this same Jeweler. For more infomation see [[DF2014:Stockpile|Stockpile]], [[DF2014:Stockpile_design|Stockpile design]] and [[DF2014:Gem_setter|Gem Setting]].<br />
# You can of course mix and match the standard specific jobs with the general one: for example if you acquire some very high value [[Black_diamond|Black Diamonds]] or [[Star_ruby|Star Rubies]] you can add specific job(s) for those alongside your Any Gem job and your gem cutter will alternate between the specific and general jobs.<br />
## You could control the distribution of your jeweller's time by adding multiple specific jobs to go along with one single generic job: for example if there are seven specific jobs and one All, the Any job will run 12.5% (one-eighth) of the time. That way the highest value gems are cut the majority of the time (stock permitting) but there's still a catch-all All Gems job to ensure your jeweller is always cutting something.<br />
<br />
<br />
<br />
{{D for Dwarf}}<br />
<br />
How one cuts gems without a chisel or any other tool is a source of much study. The predominant theory is that dwarven teeth, sharpened and conditioned by years of eating the tough flesh of [[plump helmet|plump helmets]], function as a crude cutting tool hard enough to cut diamonds. This is followed by polishing the gem using the tough fibers of their beards, just as it's used to smooth surfaces.<br />
<br />
{{Skills}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=File:DFHack-JobMaterialUI-GemCut-Edited.png&diff=221231File:DFHack-JobMaterialUI-GemCut-Edited.png2015-11-10T00:36:44Z<p>TheBloke: DFHack: Using Job Material to edit a Cut Gem job; after editing to make the job work on Any Rough Gem.</p>
<hr />
<div>== Summary ==<br />
DFHack: Using Job Material to edit a Cut Gem job; after editing to make the job work on Any Rough Gem.<br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=File:DFHack-JobMaterialUI-GemCut-Orig.png&diff=221230File:DFHack-JobMaterialUI-GemCut-Orig.png2015-11-10T00:36:16Z<p>TheBloke: DFHack: Using Job Material to edit a Cut Gem job; default view, before editing.</p>
<hr />
<div>== Summary ==<br />
DFHack: Using Job Material to edit a Cut Gem job; default view, before editing.<br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=File:DFHack-autobutcherUI.png&diff=221229File:DFHack-autobutcherUI.png2015-11-10T00:34:59Z<p>TheBloke: DFHack: The autobutcher UI, showing example configuration for automated slaughtering of fortress animals.</p>
<hr />
<div>== Summary ==<br />
DFHack: The autobutcher UI, showing example configuration for automated slaughtering of fortress animals.<br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Gem_cutter&diff=221228Gem cutter2015-11-10T00:34:48Z<p>TheBloke: DFHack: added details on using Job Material to improve Gem Cutting management.</p>
<hr />
<div>{{Quality|Exceptional|18:36, 26 July 2014 (UTC)}}<br />
{{Skill<br />
| color = 2:1<br />
| skill = Gem Cutter<br />
| profession = [[Jeweler]]<br />
| job name = [[Gem cutting]]<br />
| tasks =<br />
* Cut ''gem name''<br />
| workshop = [[Jeweler's workshop]]<br />
| attributes =<br />
* Agility<br />
* Analytical Ability<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting. Performed at a [[Jeweler%27s_workshop|Jeweler's Workshop]], gem cutting is the basis of the [[gem industry]], turning mildly valuable [[gem]] clusters you find as you [[mining|mine]] away rock into valuable [[decoration]]s for [[furniture]] and [[Finished goods|trade good]]s. It is the counterpart to [[gem setting]]; together, the two belong to the category profession of the [[Jeweler]], and indeed if a dwarf has relatively balanced skill level in both, he will be known as a Jeweler. More often than not, migrants who are skilled in gem cutting will also be similarly skilled in gem setting.<br />
<br />
Large amounts of mining are bound to produce dozens of rough gems, so gem cutting is a method of developing [[wealth]] quickly, [[Quickstart guide#Gemcutting and Trinkets|especially]] for new players. Cutting and encrusting with a gem more than triples the [[value]] of the rough gem, which is then multiplied by a [[quality]] modifier based on the gem setter's skill. A masterwork gem decoration is worth 40x the value of the original rough gem. <br />
<br />
Cutting a [[gem]] can result in a cut gem, a large gem, or a gem [[craft]]. Cut gems are the most likely, and are used by a gem setter in creating gem [[window]]s and [[encrust]]ing other objects. Large gems and gem crafts are only created occasionally, and are currently only useful for [[trade]]. The skill level of a gem cutter affects the cutting speed, and quality of large gems and gem crafts, but not the quantity of crafts produced<sup>[[DF2012 talk:Gem_cutter|1]]</sup>.<br />
<br />
=== Training ===<br />
Gem cutters can cut not only gems proper but regular [[stone]], [[glass]] and [[clay]] as well. Although cut stone is next to worthless, it still provides experience points, and can be used to keep a jeweler busy while you mine out a fresh batch of gems. It is also the only way to decorate with stone, and an easy way to create [[window|windows]] without [[fuel]] or [[sand]].<br />
<br />
=== Automation / Advanced Control ===<br />
<br />
In the vanilla game, gem cutting can be quite tedious to manage: one Workshop job is required per type of [[gem]], and can only be started when at least one rough gem of that type is in stock. A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s_workshop|Jeweler's Workshop]]s due to the 10-jobs-per-Workshop limit. Even when low value gems are excluded, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only cut a couple more gems before the job suspends again!<br />
<br />
=== DFHack: the content in the rest of this section requires the use of [[Utility:DFHack|DFHack]] ===<br />
<br />
====Advanced Control of Gem Cutting Using DFHack====<br />
<br />
The utility [[Utility:DFHack|DFHack]] can mostly resolve this problem, and its features can help facilitate an elegant, automated gem cutting and encrusting production line (see [[Gem_setter|Gem Setting]] for more gem related examples.)<br />
<br />
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job<br />
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-A}} when looking at a Workshop with a job selected.<br />
** Job Material allows the user to edit the required components for a job. <br />
** In the case of gem cutting this means the specific, one-per-type-of-gem Cut Gem jobs can be turned into a generic job that will cut any and all (available) rough gems.<br />
<br />
<br />
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config file in place. [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar easy DFHack option.)<br />
<br />
====Using DFHack to create a single job that will cut any gem:====<br />
# At a Jeweller, create a Cut Gem job for any rough gem you have in stock.<br />
# With the job selected, press {{K|Alt-A}}.<br />
# You will see the following screen (the gem type will likely differ of course): [[File:DFHack-JobMaterialUI-GemCut-Orig.png]]<br />
# This screen is showing us the Input Items for the job. For a Cut Gem job, there is only one input material - the rough gem. <br />
## Input items have three parameters: input item, material, and flags. Using Job Material, we are able to edit the first two of these parameters. <br />
# Press {{K|i}} changes the input item, showing the valid options for this job. In the case of Cut Gem, ''rough gem'' is the only valid choice, so there is nothing to change here.<br />
# Press {{K|m}} to change the material, again showing all valid options. Here, we will see many options, in a categorised list. We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI. Instead we want to use the first option: ''any material''.<br />
# Once done the UI should like this: [[File:DFHack-JobMaterialUI-GemCut-Edited.png]]<br />
# Now press {{K|Escape}} to finish the edit. On the Workshop menu you will see the job is now called '''''Cut unknown material'''''.<br />
# Set the job to Repeating and your Gem Cutter(s) will now happily cut any and all rough gem he/she can get their hands on, and the job will never Suspend unless you run out of ''all'' rough gems. One job to cut them all.<br />
## Rest assured that this job will <u>only</u> cut rough gems: not stone, glass, or anything else cuttable by a Gem Cutter. This was ensured by editing a rough gem job, ensuring ''any material'' applies only to rough gems.<br />
# For the final touch, provide a nearby Gem Stockpile with rules set to only allow Rough Gems that you care about: eg. high value ones. Now set this stockpile to Give to your Jeweller's Workshop(s). This can be used to ensure that the generic Cut Any Gem job we just created won't waste time cutting [[Lapis Lazuli]] and other cheap stuff.<br />
## Remember that when a Stockpile Gives to a Workshop, that Workshop must then be able to get ''all'' its items from its stockpile links. That's no problem for the Cut Gem job, but it will become an issue if you also add Encrust With Gems jobs at this same Jeweler. For more infomation see [[DF2014:Stockpile|Stockpile]], [[DF2014:Stockpile_design|Stockpile design]] and [[DF2014:Gem_setter|Gem Setting]].<br />
# You can of course mix and match the standard specific jobs with the general one: for example if you acquire some very high value [[Black_diamond|Black Diamonds]] or [[Star_ruby|Star Rubies]] you can add specific job(s) for those alongside your Any Gem job and your gem cutter will alternate between the specific and general jobs.<br />
## You could control the distribution of your jeweller's time by adding multiple specific jobs to go along with one single generic job: for example if there are seven specific jobs and one All, the Any job will run 12.5% (one-eighth) of the time. That way the highest value gems are cut the majority of the time (stock permitting) but there's still a catch-all All Gems job to ensure your jeweller is always cutting something.<br />
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{{D for Dwarf}}<br />
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How one cuts gems without a chisel or any other tool is a source of much study. The predominant theory is that dwarven teeth, sharpened and conditioned by years of eating the tough flesh of [[plump helmet|plump helmets]], function as a crude cutting tool hard enough to cut diamonds. This is followed by polishing the gem using the tough fibers of their beards, just as it's used to smooth surfaces.<br />
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{{Skills}}</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Meat_industry&diff=221227Meat industry2015-11-10T00:29:45Z<p>TheBloke: /* Automation */ Further emphasise usage of DFHack with a section header</p>
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<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
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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 on 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.<br />
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Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].<br />
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'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
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== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
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===Embark===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] 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; see [[#Breeding|breeding]], below.<br />
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=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.<br />
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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 [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
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=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.<br />
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Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.<br />
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Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
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=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some 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, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
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Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
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=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
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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 (worse) trigger their aggression. <br />
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To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
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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. <br />
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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.<br />
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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.<br />
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=== Breeding ===<br />
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't "willing to commit to marriage" will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. <br />
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Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
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There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
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== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
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Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
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Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
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Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
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=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of 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.<br />
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Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
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To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
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All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
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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. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
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Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
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=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
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You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. <br />
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== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
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Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
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Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
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Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
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Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
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If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
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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}}<br />
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==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
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== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
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===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
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===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
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Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
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===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
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===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. 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]], so just transport the bins to the depot.<br />
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===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
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===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
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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. However, there is no outstanding reason to do this. 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.<br />
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===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
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===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
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===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
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==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
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===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
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=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
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Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].<br />
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===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
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==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
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=== DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]] ===<br />
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The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
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[[File:DFHack-autobutcherUI.png|thumb|right|The DFHack autobutcher interface]]<br />
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* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by pressing Shift-B on the [[Status#Animal Status Screen|animal status screen]].<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of the PyLNP starter pack/launcher can enable Autonestbox simply by selecting <tt>autonestbox</tt> from the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI:<br />
** When adding animals to a Pasture, you can filter the animals:<br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** At the time of writing there is unfortunately no in-game UI for this, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can also be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future ''zone assign'' commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>TheBlokehttps://dwarffortresswiki.org/index.php?title=Meat_industry&diff=221220Meat industry2015-11-09T19:23:13Z<p>TheBloke: /* Automation */ DFHack: Added more details on autobutcher; added mention of autonestbox and Pasture filtering options.</p>
<hr />
<div>{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}<br />
{{av}}<br />
<br />
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on 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.<br />
<br />
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].<br />
<br />
<br />
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. <br />
<br />
== Acquisition ==<br />
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).<br />
<br />
===Embark===<br />
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] 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; see [[#Breeding|breeding]], below.<br />
<br />
=== Trading ===<br />
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.<br />
<br />
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 [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).<br />
<br />
=== Hunting ===<br />
In all but the most inhospitable of places, there will be some <s>running food</s> wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.<br />
<br />
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.<br />
<br />
Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.<br />
<br />
=== Military ===<br />
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some 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, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.<br />
<br />
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.<br />
<br />
=== Trapping ===<br />
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. <br />
<br />
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 (worse) trigger their aggression. <br />
<br />
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
=== Breeding ===<br />
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't "willing to commit to marriage" will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. <br />
<br />
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.<br />
<br />
There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].<br />
<br />
== Management ==<br />
=== Pastures ===<br />
Tame animals with the [GRAZER:<value>] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. <br />
<br />
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.<br />
<br />
Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].<br />
<br />
Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.<br />
<br />
=== Pens ===<br />
A strategy to improve your framerate is to [[restraint|restrain]] most of 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.<br />
<br />
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]]. When placed in "holding pens" consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem. Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.<br />
<br />
To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be "forbidden" but "pet-passable", since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing "pull lever" orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates, and have a really proper zoo/cage.<br />
<br />
All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.<br />
<br />
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. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.<br />
<br />
Furthermore:<br />
* Cages can hold an unlimited number of animals, so you only need one.<br />
* Caged animals do not path, and therefore, do not consume a lot of processor speed.<br />
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.<br />
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).<br />
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.<br />
<br />
=== Internal pastures ===<br />
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground "grass" will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.<br />
<br />
You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. <br />
<br />
== Processing ==<br />
=== Slaughtering and butchering ===<br />
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a "Slaughter animal" task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.<br />
<br />
Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure "collateral" kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.<br />
<br />
Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].<br />
<br />
Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.<br />
<br />
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].<br />
<br />
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.<br />
<br />
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}}<br />
<br />
==== Overdrive ====<br />
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.<br />
<br />
== Animal products ==<br />
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.<br />
<br />
===Meat===<br />
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.<br />
<br />
===Fat===<br />
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.<br />
<br />
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.<br />
<br />
===Bones===<br />
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).<br />
<br />
===Skull===<br />
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. 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]], so just transport the bins to the depot.<br />
<br />
===Hooves and horns===<br />
Animals with hooves and/or horns will produce generic "[[horn]]" once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.<br />
<br />
===Raw hides===<br />
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a "tan raw hide" job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.<br />
<br />
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. However, there is no outstanding reason to do this. 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.<br />
<br />
===Hair===<br />
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.<br />
<br />
===Cartilage and nervous tissue===<br />
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.<br />
<br />
===Ivory/Teeth===<br />
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.<br />
<br />
==Secondary products==<br />
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.<br />
<br />
===Eggs===<br />
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].<br />
<br />
=== Milk ===<br />
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).<br />
<br />
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].<br />
<br />
===Wool===<br />
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].<br />
<br />
==Automation==<br />
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). <br />
<br />
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:<br />
<br />
[[File:DFHack-autobutcherUI.png|thumb|right|The DFHack autobutcher interface]]<br />
<br />
* '''Autobutcher - automatic, configurable butchering:''' DFHack provides an <tt>autobutcher</tt> command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.<br />
** Autobutcher monitors the animals in a fort on a per-species basis. The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)<br />
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.<br />
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]]. Monitoring can also be disabled on a per-species basis.<br />
** Pets and work animals (Hunting/War) will never be slaughtered. <br />
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.<br />
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by pressing Shift-B on the [[Status#Animal Status Screen|animal status screen]].<br />
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]<br />
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called <tt>autonestbox</tt>, which once started runs automatically and periodically in the background. Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes. It will then assign the former to the latter. <br />
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.<br />
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox. Autonestbox will then automatically assign birds to these. It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.<br />
** DFHack users can start Autonestbox by adding <tt>autonestbox start</tt> to a DFHack init file, or by typing this command from the console (then applies to current session only.) <br />
** Users of the PyLNP starter pack/launcher can enable Autonestbox simply by selecting <tt>autonestbox</tt> from the DFHack tab in PyLNP.<br />
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]<br />
* '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI:<br />
** When adding animals to a Pasture, you can filter the animals:<br />
*** By text search <br />
*** Male/Female<br />
*** Caged/Not Caged<br />
*** Currently Pastured/Not Pastured<br />
*** Grazing/Not Grazing<br />
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.<br />
* '''<tt>zone</tt> - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool <tt>zone</tt>, which allows very advanced allocation of animals/species to specified pastures and cages.<br />
** At the time of writing there is unfortunately no in-game UI for this, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.<br />
** Commands can also be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:<br />
*** Assign <tt>zone set</tt> to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future ''zone assign'' commands.<br />
*** Assign <tt>zone assign</tt> to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.<br />
*** If you always want to have all your animals in a single pasture, assign <tt>zone assign all own</tt> to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.<br />
** Some examples of more advanced command-line usages of <tt>zone</tt>:<br />
*** <tt>zone assign all own ALPACA minage 3 maxage 10</tt><br />
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.<br />
*** <tt>zone assign all own caged grazer nick grazing</tt><br />
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)<br />
*** <tt>zone assign count 5 own female milkable</tt><br />
**** Assign up to 5 female, milkable animals to the selected Pasture.<br />
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]<br />
<br />
== Summary ==<br />
''Worker type / Labor''<br />
<br />
*[[Ambusher]] / [[Hunting]]<br />
** A [[crossbow]] or other [[weapon]]<br />
** [[Bolt|Bolts]], [[quiver]]<br />
** Leather [[armor]]<br />
** [[Cross-training|Stats buffing]]<br />
** [[Archery target|Archery practice]]<br />
<br />
*[[Soldier|Soldiers]]/[[Military]]<br />
**[[Soldier|Soldiers]]<br />
**Some form of [[armor]]<br />
**Any [[weapon]]<br />
<br />
*[[Cage trap]]ping<br />
** [[Mechanic]]<br />
** [[Mechanic's workshop]]<br />
** [[Mechanisms]]<br />
** [[Cage|Cages]]<br />
<br />
*Breeding<br />
** [[Animals]]<br />
** [[Cage|Cages]]<br />
** [[Restraint|Restraints]]<br />
<br />
*Processing<br />
** [[Butcher]] / Butchery<br />
*** [[Butcher's shop]]<br />
** [[Tanner]] / Tanning<br />
*** [[Tanner's shop]]<br />
** [[Leatherworker]] / Leatherworking<br />
*** [[Leather works]]<br />
** [[Bone carver]] / Bone carving<br />
*** [[Craftsdwarf's workshop]]<br />
** [[Cook]] / Cooking<br />
*** [[Kitchen]]<br />
*** [[Barrel]]s<br />
<br />
==See also==<br />
*[[Leather]]<br />
*[[Industry]]<br />
<br />
{{Workshops FAQ}}<br />
{{Category|Guides}}<br />
{{Category|Industry}}<br />
{{Industry}}<br />
[[ru:DF2012:Meat industry]]</div>TheBloke