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− | + | {{Quality|Exceptional|18:37, 30 December 2014 (UTC)}} | |
− | {{Quality|Exceptional}} | ||
{{av}} | {{av}} | ||
− | + | 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. | |
− | Note that the meat industry involves many materials which can [[rot]] | + | 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 [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately | + | |
+ | '''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. | ||
== Acquisition == | == Acquisition == | ||
− | The basic units of the meat industry are its [[Animal|animals]], | + | 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). |
− | === Embark === | + | ===Embark=== |
− | 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 | + | 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. |
=== Trading === | === Trading === | ||
− | As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' | + | 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. |
− | It might be necessary that you request every type of leather 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). | + | 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). |
=== Hunting === | === Hunting === | ||
− | 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 | + | 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. |
− | Upon a successful | + | 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. |
− | Hunting makes an erratic but, | + | |
+ | 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. | ||
=== Military === | === Military === | ||
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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. | 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. | ||
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=== Trapping === | === Trapping === | ||
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=== Breeding === | === Breeding === | ||
− | Many animals in | + | 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. |
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. | 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. | ||
− | There is currently a per | + | 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]]. |
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== Management == | == Management == | ||
=== Pastures === | === Pastures === | ||
− | 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 | + | 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. |
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. | 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. | ||
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=== Internal pastures === | === Internal pastures === | ||
− | 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 | + | 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. |
− | 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. | + | 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. |
== Processing == | == Processing == | ||
=== Slaughtering and butchering === | === Slaughtering and butchering === | ||
− | Animals can be marked for slaughter in the [[ | + | 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. |
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. | 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. | ||
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===Skull=== | ===Skull=== | ||
− | [[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 | + | [[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. |
===Hooves and horns=== | ===Hooves and horns=== | ||
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===Raw hides=== | ===Raw hides=== | ||
− | Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable | + | 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. |
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. | 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. | ||
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===Ivory/Teeth=== | ===Ivory/Teeth=== | ||
[[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. | [[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. | ||
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==Secondary products== | ==Secondary products== | ||
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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). | 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). | ||
− | Many animals can be milked in | + | Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]]. |
===Wool=== | ===Wool=== | ||
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'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]''''' | '''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]''''' | ||
− | The DFHack | + | The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways: |
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]] | [[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]] | ||
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** 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.) | ** 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.) | ||
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter. | ** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter. | ||
− | ** The user can edit the configuration for any individual species, for example to keep more than 5 female | + | ** 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. |
** Pets and work animals (Hunting/War) will never be slaughtered. | ** Pets and work animals (Hunting/War) will never be slaughtered. | ||
− | ** 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. | + | ** 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. |
** 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}}. | ** 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}}. | ||
− | ** For more information, see: [https:// | + | ** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation] |
* '''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. | * '''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. | ||
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS. | ** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS. | ||
− | ** 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 | + | ** 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. |
** 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.) | ** 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.) | ||
− | ** Users of | + | ** 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. |
− | ** For more information, see: [https:// | + | ** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation] |
− | * '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI | + | * '''Better pasture management:''' DFHack enhances the Activity Zone->Set Pen/Pasture Information UI: [[File:DFHack-PastureFilteringUI.png|thumb|right|200px|DFHack Pasture filtering example]] |
− | ** When adding animals to a | + | ** When adding animals to a Pasture, you can filter the animals: |
*** By text search | *** By text search | ||
*** Male/Female | *** Male/Female | ||
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** 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. | ** 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. | ||
* '''<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. | * '''<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. | ||
− | ** | + | ** 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. |
** 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: | ** 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: | ||
*** 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. | *** 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. | ||
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*** <tt>zone assign count 5 own female milkable</tt> | *** <tt>zone assign count 5 own female milkable</tt> | ||
**** Assign up to 5 female, milkable animals to the selected Pasture. | **** Assign up to 5 female, milkable animals to the selected Pasture. | ||
− | ** For full details, and more examples, see: [https:// | + | ** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation] |
== Summary == | == Summary == |