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Editing 40d:Bone
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− | + | '''Bone''' can be obtained from the [[corpse]]s of dead [[creatures]], or from [[severed body part]]s. A corpse close to a [[butcher's shop]] will automatically schedule a butchering job, yielding a number of bones proportional to the creature's size. Any bones on a tile defined as "[[Tile_attributes|Above Ground]]" will vanish over time. | |
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− | '''Bone''' can be obtained from the [[corpse]]s of dead [[creatures]], or from [[severed body part]]s. A corpse | ||
Bones are processed at the [[craftsdwarf's workshop]] and [[bowyer's workshop]], and can be used to make: | Bones are processed at the [[craftsdwarf's workshop]] and [[bowyer's workshop]], and can be used to make: | ||
− | * Bone [[craft]]s, which can be sold. Bone crafts have a | + | * Bone [[craft]]s, which can be sold. Bone crafts have a value dependent on their quality and an inherent number that depends on the creature it came from. [[Troll]] and [[elephant]] bones are more valuable than [[goblin]] or [[raccoon]] bones, for example. [[Dragon]] bones are extremely valuable. |
* Bone [[armor]]. Bone armor is not particularly protective, but is very light and easy to make early. High quality armor is more protective, and masterwork bone armor is as protective as basic quality [[iron]] armor. | * Bone [[armor]]. Bone armor is not particularly protective, but is very light and easy to make early. High quality armor is more protective, and masterwork bone armor is as protective as basic quality [[iron]] armor. | ||
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value. No item can have more than one decoration of a certain kind of bone, but can have multiple decorations if the bones come from different kinds of creatures. A totem counts against the bone types for this, so a deer skull totem can not be decorated with deer bone. | * Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value. No item can have more than one decoration of a certain kind of bone, but can have multiple decorations if the bones come from different kinds of creatures. A totem counts against the bone types for this, so a deer skull totem can not be decorated with deer bone. | ||
− | * Bone [[bolt]]s. These bolts are fired from crossbows. They are not valuable, so [[marksdwarf|marksdwarves]] will use them for practice, as opposed to [[metal]] | + | * Bone [[bolt]]s. These bolts are fired from crossbows. They are not valuable, so [[marksdwarf|marksdwarves]] will use them for practice, as opposed to [[metal]] bolts. |
− | * Bone [[crossbow]]s. While they do much less [[damage]] in melee than crossbows of better materials, they are very easy to make and great for marksdwarf practice. They are one of the few weapons available on maps without much [[metal]]. | + | *Bone [[crossbow]]s. While they do much less [[damage]] in melee than crossbows of better materials, they are very easy to make and great for marksdwarf practice. They are one of the few weapons available on maps without much [[metal]]. |
The [[quality]] of all bone items created depends on the [[bone carving]] skill of the [[dwarf]] who creates them, with the exception of crossbows, which requires [[crossbow-making]]. | The [[quality]] of all bone items created depends on the [[bone carving]] skill of the [[dwarf]] who creates them, with the exception of crossbows, which requires [[crossbow-making]]. | ||
+ | The [[value]] of bone items depends on the animal the bones come from. Animal byproduct value modifiers are found [[Modvalue|here]]. The number of bones found in a stacks is proportional the number of [[bolts]] in the bolt stack that can be created from them. Bone stack size depends on the [[size]] of the original animal. | ||
− | Bone is not a building material | + | Bone is not a building material. |
==See also== | ==See also== | ||
*[[Meat industry]] | *[[Meat industry]] | ||
− | + | [[Category:Materials]] |