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Editing 40d:Meat industry
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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 off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring. | |
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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 off such then keep in mind that the amount available depends on the breeding rate of your tame animals | ||
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]]. | Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]]. | ||
− | '''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat | + | '''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product. |
− | == | + | == Animals == |
− | There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather | + | There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]]. You'll miss out on [[meat]], [[fat]], and [[bone]]s though. |
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=== Trading === | === Trading === | ||
− | ''Requires: A [[ | + | ''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]'' |
− | You can purchase animals | + | You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). |
− | If you wish to import leather in sufficient quantity to keep your [[ | + | If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the the trading [[liaison]]s. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans{{verify}}. |
=== Hunting === | === Hunting === | ||
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''<br> | ''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''<br> | ||
− | ''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[ | + | ''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]'' |
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. | It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. | ||
− | After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] | + | After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). |
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to <tt>Gather refuse from outside</tt> (note that selecting this option may have undesirable side-effects). | If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to <tt>Gather refuse from outside</tt> (note that selecting this option may have undesirable side-effects). | ||
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=== Soldiers === | === Soldiers === | ||
− | ''Requires: Any number of [[ | + | ''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''<br> |
− | If so desired, you can order your active soldiers out to kill | + | If so desired, you can order your active soldiers out to kill animals by enabling them to "harass dangerous wild animals" in the [[military]] screen. This is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below) |
=== Cage traps === | === Cage traps === | ||
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It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage. | It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage. | ||
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=== Breeding === | === Breeding === | ||
− | ''Requires: One or more adult females and one adult male of each species and time''<br> | + | ''Requires: One or more adult females and one adult male of each species, not in cages, and time''<br> |
− | ''Recommended: [[ | + | ''Recommended: [[Cages]] and [[restraint]]s'' |
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− | + | If a male and a female of the same species are not currently in [[cage]]s then sooner or later the male will impregnate the female, regardless of distance or physical obstacles. It is theorised that creatures in the dwarf fortress universe propagate via some kind of spores with built in homing devices and, in some case, microscopic [[pickaxe]]s. Either that, or telepathy. But everyone knows there's no such thing as telepathy! | |
− | + | Caged animals will not breed, although animals on a [[restraint]] will. It is recommended that you rope down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. | |
− | Furthermore: | + | Since only adults can breed it is recommended that you cage all your young, for the same reasons as above. Furthermore: |
* Cages can hold an unlimited number of animals, so you only need one. | * Cages can hold an unlimited number of animals, so you only need one. | ||
− | * Caged animals do not | + | * Caged animals do not affect processor speed. |
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated. | * Distinguishing between breeding animals and butcherable livestock is easier when clearly separated. | ||
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]). | * Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]). | ||
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc.. | * You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc.. | ||
− | + | Animals provide the same amount of meat, bones and hide when they are children, so you do not need to wait until they grow up. However, the more females of each animal type the more often they will give birth. | |
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− | + | Using cage traps judiciously can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm! | |
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== Butchering == | == Butchering == | ||
− | ''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter | + | ''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter'' |
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− | Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks | + | Once an animal has been killed by a hunter you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite possible. |
− | By default a [[butcher's shop]] will automatically queue <tt>Butcher animal</tt> whenever an animal corpse is available, or <tt>Slaughter animal</tt> for stray animals marked for slaughter | + | By default a [[butcher's shop]] will automatically queue <tt>Butcher animal</tt> whenever an animal corpse is available, or <tt>Slaughter animal</tt> for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for <tt>Butcher animal</tt> task (<tt>Slaughter animal</tt> occurs in the blink of an eye), not the amount produced nor the quality. |
− | Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your | + | Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides. |
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}} | 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}} | ||
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=== Overdrive === | === Overdrive === | ||
− | In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot | + | In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot. |
== Using the animal products== | == Using the animal products== | ||
− | + | ===Bone carving=== | |
+ | ''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s and [[skull]]s'' | ||
− | + | Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with. | |
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− | + | The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the "Move trade goods to depot" screen, and so you need to {{k|s}}earch for them. | |
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− | The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the "Move trade goods to depot" screen, so you need to {{k|s}}earch for them | ||
===Meat and fat=== | ===Meat and fat=== | ||
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[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient. | [[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient. | ||
− | === | + | === Tanning === |
− | ''Requires: a [[tanner]], a [[tanner's shop]], and [[ | + | ''Requires: a [[tanner]], a [[tanner's shop]], , and [[raw hide]]'' |
− | As with the butcher's shop, the tanner's shop will queue <tt>Tan raw hide</tt> automatically (by default), the tanner's skill has no | + | As with the butcher's shop, the tanner's shop will queue <tt>Tan raw hide</tt> automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot. |
− | It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker | + | It 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. |
− | Once a hide has been tanned | + | Once a hide has been tanned it goes into the leather stockpile. |
=== Leatherworking === | === Leatherworking === | ||
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Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]]. | Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]]. | ||
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== Summary == | == Summary == | ||
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*[[Ambusher]] / [[Hunting]] | *[[Ambusher]] / [[Hunting]] | ||
** A [[crossbow]] or other [[weapon]] | ** A [[crossbow]] or other [[weapon]] | ||
− | ** [[ | + | ** [[Bolts]], [[quiver]] |
** Leather [[armor]] | ** Leather [[armor]] | ||
** [[Cross-training|Stats buffing]] | ** [[Cross-training|Stats buffing]] | ||
** [[Archery target|Archery practice]] | ** [[Archery target|Archery practice]] | ||
− | *[[ | + | *[[Soldiers]]/[[Military]] |
− | **[[ | + | **[[Soldiers]] |
**Some form of [[armor]] | **Some form of [[armor]] | ||
**Any [[weapon]] | **Any [[weapon]] | ||
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** [[Mechanic]] | ** [[Mechanic]] | ||
** [[Mechanic's workshop]] | ** [[Mechanic's workshop]] | ||
− | ** [[ | + | ** [[Mechanisms]] |
** [[Cage]]s | ** [[Cage]]s | ||
*Breeding | *Breeding | ||
− | ** [[ | + | ** [[Animals]] |
** [[Cages]] | ** [[Cages]] | ||
** [[Restraint]]s | ** [[Restraint]]s | ||
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*** [[Leather works]] | *** [[Leather works]] | ||
** [[Bone carver]] / Bone carving | ** [[Bone carver]] / Bone carving | ||
− | *** [[ | + | *** [[Craftdwarf's workshop]] |
** [[Cook]] / Cooking | ** [[Cook]] / Cooking | ||
*** [[Kitchen]] | *** [[Kitchen]] | ||
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{{Workshops FAQ}} | {{Workshops FAQ}} | ||
− | + | [[Category:Guides]] | |
− | + | [[Category:Materials]] | |
+ | [[Category:Industry]] |