v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31:Stonegears/Cooking
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
− | |||
==Cooking and changing labors== | ==Cooking and changing labors== | ||
− | Go to the dining hall area ({{K|F2}}) and in the 3x3 nook south of the food storage area place a kitchen [[../Workshops|workshop]]‡ ({{K|b}}-{{K|w}}-{{K|z}}). If you unpause the game you'll note that none of your dwarves will come to build the kitchen. This is because none of your dwarves has the cooking | + | Go to the dining hall area ({{K|F2}}) and in the 3x3 nook south of the food storage area place a kitchen [[../Workshops|workshop]]‡ ({{K|b}}-{{K|w}}-{{K|z}}). If you unpause the game you'll note that none of your dwarves will come to build the kitchen. This is because none of your dwarves has the cooking {{L|labor}} enabled. Any dwarf can perform any labor, even without any skill at it, as long as the labor is enabled. Use the [[../Listing your dwarves|units screen]]‡ ({{K|u}}) and zoom in on _____. Use {{K|v}}-{{K|p}}-{{K|l}} to [[../Examining_your_dwarves#Labors|modify active labors]]‡, make sure the cursor is over _______, scroll down with {{K|+}} to an select {{DFtext|Farming/Related|Grey}}, press {{K|Enter}}, scroll up with {{K|-}} to select {{DFtext|Cooking|Grey}}, hit {{K|Enter}} again, then {{K|Esc}} twice to return to the main menu. ____ will now go build the kitchen. |
Go back to the kitchen ({{K|F2}}) and interact with it ({{K|q}}). This will give you three different types of meal to prepare, and the currently unusable {{DFtext|Render fat|red}}. "Easy meal" produces a meal with two ingredients, "fine meal" produces a meal with three ingredients, and "lavish meal" produces a meal with four ingredients. Note that the prepare meal commands have no means to control ''which'' ingredients are used. For that we have to exit from the kitchen and go to the [[../Status_screen#Kitchen_sub-screen|kitchen sub-screen of the status screen]]‡ ({{K|z}}-{{K|→ }}-{{K|Enter}}): | Go back to the kitchen ({{K|F2}}) and interact with it ({{K|q}}). This will give you three different types of meal to prepare, and the currently unusable {{DFtext|Render fat|red}}. "Easy meal" produces a meal with two ingredients, "fine meal" produces a meal with three ingredients, and "lavish meal" produces a meal with four ingredients. Note that the prepare meal commands have no means to control ''which'' ingredients are used. For that we have to exit from the kitchen and go to the [[../Status_screen#Kitchen_sub-screen|kitchen sub-screen of the status screen]]‡ ({{K|z}}-{{K|→ }}-{{K|Enter}}): | ||
Line 8: | Line 6: | ||
SCREENSHOT PLACEHOLDER | SCREENSHOT PLACEHOLDER | ||
− | Ingredients marked with {{DFtext|Cook|blue}} are available for your dwarves to cook, while ones marked with {{DFtext|Cook|red}} your dwarves will ignore when cooking. All | + | Ingredients marked with {{DFtext|Cook|blue}} are available for your dwarves to cook, while ones marked with {{DFtext|Cook|red}} your dwarves will ignore when cooking. All {{L|seed}}s start out with cooking disabled, since you want to use them for [[../Farming|farming]]‡, but after your fortress has been running for a long time you might have enough seeds that you can safely cook a few. All of your {{L|booze}} starts out as cookable, which we want to prevent, since we want to reserve booze for drinking. Scroll down ({{K|↑}} and {{K|↓}}) to the booze lines and toggle the cooking permissions off with {{K|c}}. Also turn off the cooking permission all of the various plants (everything but the meat), since cooking them destroys the seeds they contain, while eating them raw leaves behind a seed. |
− | Now go back to the kitchen and add a {{DFtext|Prepare Lavish Meal}} job. Four different types of meat will be gathered and turned into a twenty serving "roast"; cooked meat takes a lot longer to rot than raw meat, so you want to cook any meat you have as soon as possible. Note that a 20 item [[../Examining_items#Item_stacks|stack]]‡ like that is too big to fit inside of a | + | Now go back to the kitchen and add a {{DFtext|Prepare Lavish Meal}} job. Four different types of meat will be gathered and turned into a twenty serving "roast"; cooked meat takes a lot longer to rot than raw meat, so you want to cook any meat you have as soon as possible. Note that a 20 item [[../Examining_items#Item_stacks|stack]]‡ like that is too big to fit inside of a {{L|barrel}}, so it will be placed directly onto the floor. This is nothing to worry about: there is no food contamination in the game (yet) so it won't pick up germs from sitting on the ground, and the combination of it being in a food stockpile and it being cooked will keep it from rotting for a long time. |
==Fishing== | ==Fishing== | ||
− | Now enable the | + | Now enable the {{L|fishing}} labors for _____ (the {{DFtext|Fishing}} labor under the {{DFtext|Fishing/Related}} labor group). _____ will go to one of the {{L|murky pool}}s on the surface and start fishing for {{L|turtle}}s. Note that if you look ({{K|k}}) in the pool you won't see any turtles there, since the turtles which are fished come directly out of a "fishable turtles" counter which isn't reflected by the turtles actually being in the pool. If you ''do'' see a turtle it ''isn't'' one that you can fish. In fact, it's possible to for there to be no turtles available for fishing but to see some turtles swimming in a pool or walking on the ground. |
After a while, there'll be a few [[../Examining_items#Item_stacks|stacks]]‡ of raw turtle next to the pool: | After a while, there'll be a few [[../Examining_items#Item_stacks|stacks]]‡ of raw turtle next to the pool: | ||
Line 19: | Line 17: | ||
SCREENSHOT PLACEHOLDER | SCREENSHOT PLACEHOLDER | ||
− | Once you have a few, turn off the fishing labor and turn on the | + | Once you have a few, turn off the fishing labor and turn on the {{L|fish cleaning}} labor. Then go down to the level with the farm and install a fishery [[../Workshops|workshop]]‡ ({{K|b}}-{{K|w}}-{{K|h}}): |
SCREENSHOT PLACEHOLDER | SCREENSHOT PLACEHOLDER | ||
− | Once the fishery is complete _____ will start turning the raw turtles into turtle meat and turtles | + | Once the fishery is complete _____ will start turning the raw turtles into turtle meat and turtles {{L|shell}}s. The shells are the important part, since they're often used in {{L|strange mood}}s. Set up a refuse [[../Stockpiles|stockpile]]‡ in the space next to the fishery and set it to only accept shells , bones, and fresh raw hides, so the shells will be moved out of the fishery. |
==Butchery, rendering fat and tanning hides== | ==Butchery, rendering fat and tanning hides== | ||
− | Turn on the {{DFtext|butchery}} labor for _______ (under the {{DFtext|Farming/Related}} labor group), and build a | + | Turn on the {{DFtext|butchery}} labor for _______ (under the {{DFtext|Farming/Related}} labor group), and build a {{L|butcher's shop}} on the farm level: |
SCREENSHOT PLACEHOLDER | SCREENSHOT PLACEHOLDER | ||
Line 34: | Line 32: | ||
First, go to the [[../Listing your dwarves|units screen]]‡ ({{K|u}}) . The slaughtered animal will be at the bottom of the list, marked as {{DFtext|Deceased|magenta}}. This will stay in the units list for the entire game, so the end of the list can grow quite long after a while. | First, go to the [[../Listing your dwarves|units screen]]‡ ({{K|u}}) . The slaughtered animal will be at the bottom of the list, marked as {{DFtext|Deceased|magenta}}. This will stay in the units list for the entire game, so the end of the list can grow quite long after a while. | ||
− | Second, look at the items inside of the butchery. There's quite a lot of stuff in there. In addition to the | + | Second, look at the items inside of the butchery. There's quite a lot of stuff in there. In addition to the {{L|meat}}, there's {{L|prepared organs}}, {{L|fat}}, {{L|bones}}, {{L|skin}}, and miscellaneous useless stuff. There's so many items that the butcher's shop has become {{L|clutter|cluttered}}, as can be seen by the {{DFtext|☼CLT☼|magenta}}. This level of clutter will slow down using the butchery's shop by 10 times, so unpause the game to let your dwarves haul the items to the relevant stockpiles, leaving the shop empty. In addition to doing that, ______ will also automatically render the {{L|fat}} into {{L|tallow}}. |
− | We still have one thing left to do with the butchery output: | + | We still have one thing left to do with the butchery output: {{L|tanning|tan}} the fresh raw hide into {{L|leather}}. Turn on the {{DFtext|tanning}} labor for _______ (under the {{DFtext|Farming/Related}} labor group), and build a {{L|tanners's shop}} on the farm level: |
SCREENSHOT PLACEHOLDER | SCREENSHOT PLACEHOLDER | ||
______ will automatically tan the fresh raw hide into leather. You can leave the piece of leather in the tanner's shop for now. | ______ will automatically tan the fresh raw hide into leather. You can leave the piece of leather in the tanner's shop for now. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |