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− | {{Quality|Superior}} | + | {{Quality|Superior|20:54, 31 July 2013 (UTC)}} |
{{av}} | {{av}} | ||
{{buggy}} | {{buggy}} | ||
− | [[File: | + | [[File:bones_pile.jpg|thumb|260px|right|New bracelets, crafts and earrings are only a death away.]]'''Bones''' are internal (or less commonly, external) rigid organs that make up the skeletal structure of most living creatures. Therefore, they're a common form of [[animal]] remains, as well as a handy [[craft]]ing material. |
==Fortress mode== | ==Fortress mode== | ||
===Acquiring bones=== | ===Acquiring bones=== | ||
− | + | Any time you [[butcher]] an animal with a skeleton at a [[butcher's shop]], you will produce bones along with several other products. This applies to full corpses, severed body parts, and even fully [[wear|decomposed]] skeletons. Alternatively, if a severed body part is allowed to fully rot, it may leave behind a stack of usable bones without ever needing to be butchered. Note that many civilizations (like dwarves) consider it [[ethics|unethical]] to butcher certain skeletons {{bug|1180}}. | |
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Bones are never imported in [[caravan]]s, and must be acquired locally. | Bones are never imported in [[caravan]]s, and must be acquired locally. | ||
===Uses for bone=== | ===Uses for bone=== | ||
− | + | The majority of the uses for bone are handled at a [[craftsdwarf's workshop]] using the [[bone carving]] [[labor]]: | |
*Bone [[craft]]s, for sale to visiting merchants. Although low [[value]], their only input is easy to acquire in vast amounts for most forts. | *Bone [[craft]]s, for sale to visiting merchants. Although low [[value]], their only input is easy to acquire in vast amounts for most forts. | ||
*Bone [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]s. These [[armor]] pieces are far less effective in serious combat than [[metal]] armor, but better than nothing. Dwarves treat bone armor as "metal" when equipping their [[military]] [[uniform]]s. When crafting bone armor that requires more than one unit of bone, the crafter may take single bones from multiple bone stacks. The first stack selected determines the material of the resulting armor. | *Bone [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]s. These [[armor]] pieces are far less effective in serious combat than [[metal]] armor, but better than nothing. Dwarves treat bone armor as "metal" when equipping their [[military]] [[uniform]]s. When crafting bone armor that requires more than one unit of bone, the crafter may take single bones from multiple bone stacks. The first stack selected determines the material of the resulting armor. | ||
*Bone [[decoration]]s. Any decoratable item can be decorated with bone, adding to the item's [[value]]. | *Bone [[decoration]]s. Any decoratable item can be decorated with bone, adding to the item's [[value]]. | ||
− | *Bone [[bolt]]s for use in [[crossbow]]s. Each work order will consume one unit of bone to produce a stack of five bolts, | + | *Bone [[bolt]]s for use in [[crossbow]]s. Each work order will consume one unit of bone to produce a stack of five bolts. This renders the process for carving bone bolts very slow. In spite of this limitation, some players still consider bone bolts suitable for [[hunting]] animals, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and [[archery]] [[archery target|training]], but of limited use against armored invaders. |
*Some [[instruments]] and instrument parts may be made from bone, though this depends entirely on your specific [[world gen]] results. | *Some [[instruments]] and instrument parts may be made from bone, though this depends entirely on your specific [[world gen]] results. | ||
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While bones are counted as "[[body parts]]" in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu. Be aware that stockpiles with "refuse" enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile will decompose even more quickly if subjected to [[vermin]] such as [[rat]]s; consider [[pasture|pasturing]] a [[cat]] over the stockpile to minimize decay. | While bones are counted as "[[body parts]]" in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu. Be aware that stockpiles with "refuse" enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile will decompose even more quickly if subjected to [[vermin]] such as [[rat]]s; consider [[pasture|pasturing]] a [[cat]] over the stockpile to minimize decay. | ||
− | * Dwarves | + | ===Bugs=== |
+ | *Dwarves will not butcher corpses or skeletons of tame creatures that died to causes other than hunting and workshop slaughtering {{bug|1180}}; this can be partly fixed by changing their ethics. | ||
+ | *Butchered bone stacks from hostile creatures cause a "seeing a ___ die" thought.{{bug|8813}} | ||
+ | *Limbless torsos can rot to bone stacks which cannot be used for bone decorations, returning a misleading "needs improvable item" error.{{bug|2540}} | ||
==Adventure mode== | ==Adventure mode== | ||
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{{Category|Body parts}} | {{Category|Body parts}} | ||
[[ru:Bone]] | [[ru:Bone]] | ||
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