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Difference between revisions of "v0.31:Bone"

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{{quality|Fine|11:51, 26 December 2010 (UTC)}}{{av}}
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{{Quality|Superior|02:29, 18 April 2013 (UTC)}}{{av}}
  
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'''Bones''' are obtained when butchering [[animals]] or taking apart skeletons. Some severed body parts also decay into usable bones, the same way a corpse rots into a skeleton.
  
'''Bones''' are obtained when butchering {{L|animals}} or taking apart skeletons.  
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Skeletons are the last step of the [[wear|rotting]] procedure. After a [[corpse]] begins to rot, no [[food]] can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the [[butcher's shop]] and "butchered" to be torn apart into [[skull]]s and bones afterwards. Bone does not rot further or produce [[miasma]]. Note that many civilizations (like dwarves) consider it unethical to butcher certain corpses{{bug|1180}}. An exception is the stack of bone that can form after a severed part decays. This appears to happen when the part in question has bone as its only non-rotting material.
  
Skeletons are the last step of the {{L|wear|rotting}} procedure. After a {{L|corpse}} begins to rot, no {{L|food}} can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the {{L|butcher's shop}} and "butchered" to be torn apart into {{L|skull}}s and bones afterwards. Note that many civilizations (like dwarves) consider it unethical to butcher certain corpses (see [http://bay12games.com/dwarves/mantisbt/view.php?id=1180 bug #0001180]).
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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. It is a good idea to create an internal refuse stockpile to handle bones near one's [[craftsdwarf's workshop]] for easy access. Dwarves in a [[strange mood]] may require bone as an ingredient, also making it important to stockpile bone in a safe place.  
  
Bones can be made into {{L|crossbow}}s at a {{L|bowyer's workshop}}, and {{L|crafts}}, {{L|bolt}}s, {{L|greave}}s, {{L|gauntlet}}s, or {{L|helm}}s at a {{L|craftsdwarf's workshop}} using [[bone carving]] labor. Note that {{L|armor}} made out of bone can be used by dwarves assigned a {{L|uniform}} of {{L|metal}} armor.
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Be aware, stockpiled bones may disappear due to [[vermin]] such as [[rat]]s.
  
While bones are counted as "{{L|body parts}}" in the {{L|stocks}} menu, they have their own subcategory in the {{L|stockpile|refuse stockpile}} menu. Be aware, stockpiled bones may disappear due to {{L|vermin}} such as {{L|rat}}s.
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==Uses for Bone==
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Bones are processed as follows:
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At the craftsdwarf's workshop, using the [[bone carving]] labor:
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* Bone [[craft]]s, for sale to visiting merchants.
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* Bone [[armor]], namely [[legging]]s, [[greave]]s, [[gauntlet]]s, and [[helm]]. Note that [[armor]] made out of bone can be used by dwarves assigned a [[uniform]] of [[metal]] armor.
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* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value.
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* Bone [[bolt]]s. These bolts are fired from crossbows. Each bone will produce 5 bolts. Whereas, in previous versions, a stack of bone would be turned into a single stack of bolts (a stack of Yak Cow bone [7] would be turned into a stack of yak bone bolts [35]), now each bone must be crafted individually (a stack of Yak Cow bone [7] becomes a stack of Yak Cow bone [6] plus a stack of yak bone bolts [5]). This renders the process for carving bone bolts much slower than in previous versions.
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At the [[bowyer's workshop]], using the [[crossbow-making]] labor:
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* Bone [[crossbow]]s. They are one of the few weapons available without access to [[wood]] or [[metal]].
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{{Category|Materials}}

Latest revision as of 13:31, 16 June 2024

This article is about an older version of DF.

Bones are obtained when butchering animals or taking apart skeletons. Some severed body parts also decay into usable bones, the same way a corpse rots into a skeleton.

Skeletons are the last step of the rotting procedure. After a corpse begins to rot, no food can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the butcher's shop and "butchered" to be torn apart into skulls and bones afterwards. Bone does not rot further or produce miasma. Note that many civilizations (like dwarves) consider it unethical to butcher certain corpsesBug:1180. An exception is the stack of bone that can form after a severed part decays. This appears to happen when the part in question has bone as its only non-rotting material.

While bones are counted as "body parts" in the stocks menu, they have their own subcategory in the refuse stockpile menu. It is a good idea to create an internal refuse stockpile to handle bones near one's craftsdwarf's workshop for easy access. Dwarves in a strange mood may require bone as an ingredient, also making it important to stockpile bone in a safe place.

Be aware, stockpiled bones may disappear due to vermin such as rats.

Uses for Bone[edit]

Bones are processed as follows:

At the craftsdwarf's workshop, using the bone carving labor:

  • Bone crafts, for sale to visiting merchants.
  • Bone armor, namely leggings, greaves, gauntlets, and helm. Note that armor made out of bone can be used by dwarves assigned a uniform of metal armor.
  • Bone decorations. Any decoratable item can be decorated with bone, which adds to the items' value.
  • Bone bolts. These bolts are fired from crossbows. Each bone will produce 5 bolts. Whereas, in previous versions, a stack of bone would be turned into a single stack of bolts (a stack of Yak Cow bone [7] would be turned into a stack of yak bone bolts [35]), now each bone must be crafted individually (a stack of Yak Cow bone [7] becomes a stack of Yak Cow bone [6] plus a stack of yak bone bolts [5]). This renders the process for carving bone bolts much slower than in previous versions.

At the bowyer's workshop, using the crossbow-making labor:

  • Bone crossbows. They are one of the few weapons available without access to wood or metal.