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.

Difference between revisions of "v0.31 Talk:Meat industry"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m
Line 4: Line 4:
  
 
-killing animals through your military has become slightly easier, once you've managed to equip and train your dwarfs, by designating animals to kill for your squads with your cursor, an area designation or from a list.
 
-killing animals through your military has become slightly easier, once you've managed to equip and train your dwarfs, by designating animals to kill for your squads with your cursor, an area designation or from a list.
 
-getting bones from corpses is possible through 'butcher dead animal' at the butchery workshop (or is this the same as the previous version?).
 
  
 
-On the embark screen, you can select how many female and male creatures you want instead of being stuck with 50%.
 
-On the embark screen, you can select how many female and male creatures you want instead of being stuck with 50%.
  
 
Minor changes:
 
Minor changes:
Kitchen does 'auto render fat' now, and producing soap from tallow has to be done through the manager (u->m->q->'soap').
+
Producing soap from tallow has to be done through the manager (u->m->q->'soap').
Also: auto-butcher and auto-fish cleaning. (Or same?)
 
 
And: elven traders bring much more exotic pets now, though I haven't got them to breed yet. Elven caravans are bugged anyway (as in: they bring way too much stuff sometimes), so that will probably be fixed.
 
And: elven traders bring much more exotic pets now, though I haven't got them to breed yet. Elven caravans are bugged anyway (as in: they bring way too much stuff sometimes), so that will probably be fixed.
  
 
So far leatherworing, slaughtering animals, cage traps and breeding work the same. I suspect Pens and hunting do too.--[[User:Egregius|Egregius]] 19:08, 28 April 2010 (UTC)
 
So far leatherworing, slaughtering animals, cage traps and breeding work the same. I suspect Pens and hunting do too.--[[User:Egregius|Egregius]] 19:08, 28 April 2010 (UTC)
 +
 +
Started the article by copying and editing the old one. I haven't done hunting yet, so someone needs to check that. Also the article could use some editing methinks.--[[User:Egregius|Egregius]] 01:43, 14 May 2010 (UTC)

Revision as of 01:43, 14 May 2010

As far as I can tell, there haven't been dramatic changes for the meat industry, save these:

-slaughtering animals produces loads more 'results' thanks in part to the new tissue system; prepared kidneys, brains etc. And the as of now useless cartilage.

-killing animals through your military has become slightly easier, once you've managed to equip and train your dwarfs, by designating animals to kill for your squads with your cursor, an area designation or from a list.

-On the embark screen, you can select how many female and male creatures you want instead of being stuck with 50%.

Minor changes: Producing soap from tallow has to be done through the manager (u->m->q->'soap'). And: elven traders bring much more exotic pets now, though I haven't got them to breed yet. Elven caravans are bugged anyway (as in: they bring way too much stuff sometimes), so that will probably be fixed.

So far leatherworing, slaughtering animals, cage traps and breeding work the same. I suspect Pens and hunting do too.--Egregius 19:08, 28 April 2010 (UTC)

Started the article by copying and editing the old one. I haven't done hunting yet, so someone needs to check that. Also the article could use some editing methinks.--Egregius 01:43, 14 May 2010 (UTC)