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Difference between revisions of "Refuse"

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[[File:v50_refuse_preview.png|thumb|right|Dwarf [[children]] love to play "graveyard keeper" here.]]'''Refuse''', though generally garbage, is anything which can be stored in a refuse [[stockpile]]. Such stockpiles will accept:
  
[[Image:RefuseStockpile.png|right|thumb|240px|A refuse stockpile of a dwarven fortress after a goblin siege. The pond turtle shells ({{Raw Tile|²|2:0}}) suggest that the fisherdwarves may have been the first victims of it.]]
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* [[Corpse]]s, bodyparts and bodily remains of any non-sentient [[creatures]], including things like heads, teeth, and feathers (note that the corpses of undead creatures seem to count as non-sapient even if the living versions clearly would be, and they seem to end up in the refuse section of a corpse stockpile instead of a dedicated corpse stockpile. This is presumably a bug).  
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* By-products of the [[meat industry|meat]] and [[fishing industry|fishing]] industries ([[bones]], raw hide, [[shell]]s)
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* Things which are rotten (rotten meat, rotten meals, rotten raw hide)
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* Things the dwarves have no further use for (withered plants, damaged furniture, [[Wear|tattered]] clothes)
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* [[Vermin]] remains
  
'''Refuse''' is everything which can be stored in the predefined refuse [[stockpile]] ({{k|p}}-{{k|r}}). Such stockpile will accept:
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== Uses for refuse ==
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Despite the name "refuse", some items can be valuable resources for dwarven industries:
  
* Corpses, bodyparts and bodily remains of [[creatures]] (heads, teeth)
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===[[Bone]]s===
* By-products of the [[meat industry| meat]] and [[fishing industry]] (bones, raw hide, raw fish)
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A single bone can be used to make a stack of bone [[bolt]]s [5], a bone [[crossbow]], 1-3 bone [[craft]]s, or a bone [[decoration]]. Multiple bones can be used to make bone [[armor]] (no breastplates, mailshirts or boots). A stack of bones may be required for some [[strange mood]] creations.
* Things which are rotten (rotten food, rotten meals, rotten raw hide)
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===[[Skin|Raw hides]]===
* Things the dwarves have no further use for (withered plants, [[Wear|tattered]] clothes)
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A raw hide from any size of creature can be tanned at a [[Tanner's shop|tannery]] to produce a single unit of [[leather]]. Leather can be used to make leather clothes, leather armor, leather crafts, [[Equipment#Quivers|quivers]], [[Equipment#Backpacks|backpacks]], [[DF2012:Flask|waterskins]], [[Armor#Shield|shields]], and [[decoration]]s. Leather may be required for some [[strange mood]] creations.
  
Clothes or armor in a stockpile with refuse enabled will cause them to wear out very quickly.
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===[[Wool]]===
<br clear=left/>
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Butchering or [[Shearer|shearing]] sheep, llamas or alpacas produces a stack of wool. Each unit of wool can be spun into yarn thread at a [[farmer's workshop]]. Yarn thread can then be woven into cloth and used to produce clothes, crafts, and decorations. Woolen cloth may be required for some [[strange mood]] creations.
  
== Uses for Refuse ==
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===[[Hair]]===
Despite the name "refuse", many things that are considered refuse are valuable resource for dwarven industries — especially if you have [[Modding guide|modded]] the dwarven [[ethics]] so that you can butcher sapient creatures.
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The hair of butchered creatures (e.g. [[horse]]s or [[cow|cattle]]) can be spun into [[thread]], too, although such thread can only be used in [[healthcare]], [[bookbinding]], and [[trade]].
  
=== Bolts and Crossbows ===
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===Teeth, ivory, and horn===
Many dwarven fortresses survived the early goblin [[ambush]]es and [[siege]]s because their [[bone carver]]s used [[bone]]s to make [[bolt]]s. Where trees are rare, bones can serve for making [[crossbow]]s as well.
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These items can be processed by a [[bone carver]] to produce crafts and decorations.
  
=== Armor ===
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===[[Shell]]s===
Bones can be used to make bone [[armor]]. It is better than leather armor, although you cannot craft any bone breastplates, mailshirts or boots.
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Shells can be used to produce a few types of [[armor]], crafts, and decorations. Shells may also be required for some [[strange mood]] creations.
  
=== Leather ===
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===[[Skull]]s===
Pieces of armor which cannot be crafted from bones and [[Equipment#Quivers|many]] [[Equipment#Backpacks|other]] [[DF2012:Flask|useful]] [[Armor#Shield|things]] can easily be made out of leather. Leather is made from [[skin|raw hides]] and raw hides are refuse. By the time you have butchered your first animal, you should have a [[Tanner's shop|tannery]] ready. The skin from butchered animals rots quickly and if you just started to butcher your numerous poultry and have a slow-working tanner, you better store raw hides in a refuse stockpile. When stored, they don't rot as quickly.
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The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Your [[bone carver]] can use them to make [[totem]]s, a trade good.
  
=== Clothes ===
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===Sapient corpses===
[[Shearer|Shearing]] sheep, llamas and alpacas is the very beginning of the dwarven wool industry. Their wool is more valuable than any plant fiber and is best stored in a customized refuse stockpile close to a [[farmer's workshop]] where it can be spun into [[yarn]]. The [[hair]] of other (butchered) creatures (e.g. horses or cows) can be spun into [[thread]], too, although such threads can only be used in [[healthcare]].
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While sapient corpses are still listed as a subcategory of refuse stockpiles, your dwarves may refuse to place them there - instead preferring to use a [[corpse]] stockpile. This does not seem to apply to the formerly-undead, however, which, for some reason, get placed in the corpse section of a refuse stockpile instead of the dedicated corpse stockpile. This distinction is presumably a bug.  
  
=== Crafts ===
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Dwarves that come across the corpse of a sapient creature tend to be horrified unless the dwarf has a high level of [[discipline]], cancelling their job and giving the dwarf [[Thought#Injury_and_death|bad thoughts]], so it's generally best to keep corpse stockpiles out of obvious view. Horrified merchants will also scuttle their wagons, drop their merchandise, and flee {{bug|7185}}, which may be undesirable, as there can be diplomatic penalties associated with a merchant losing goods.  
Many, many kinds of crafts can be made from refuse. If your masons and stonecrafters work so quickly that your miners have to mine out useless space just to supply them with stones, you should consider making more crafts from refuse and refuse-based products. The choice is yours:
 
  
* yarn [[cloth]] crafts (yarn is made from wool which is refuse)
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Being horrified will also give a small amount of experience towards the [[discipline]] skill, so it's possible to exploit corpse stockpiles to increase the discipline of your dwarves, though this is generally ill-advised due to the high likelihood of [[Insanity|fun]].
* [[leather]] crafts (leather is tanned from raw hide which is refuse)
 
* [[bone]] crafts
 
* [[shell]] crafts
 
* [[ivory]] crafts (teeth are considered ivory, too)
 
* [[horn]] crafts
 
  
=== Totems ===
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== Refuse Stockpiles ==
The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Your bonecarver can use them to make [[totem]]s for which any caravan will pay you good money.
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A refuse stockpile works just like any other [[stockpile]] and is different from a [[Activity zone#Garbage dump|garbage dump]] zone (which accepts items explicitly marked to be dumped). The standard predefined refuse stockpile (designated by {{k|p}}-{{k|r}}) includes all types of refuse. Customized [[Stockpile#Stockpile_Settings|stockpiles]] can allow you to sort out the usable "refuse", the rotting refuse, the unusable but not rotting refuse, or even the [[Siege#Necromancer_sieges|reanimatable]] refuse. Disabling certain types of refuse in all refuse stockpiles will cause those items to accumulate wherever they are produced (eg. bones in the butcher shop) instead of tying up stockpile space.
  
=== Decorations ===
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== Avoiding Miasma ==
The most valuable use for refuse is for [[decoration]]. The value of an item will multiply many times if it is skillfully decorated. Use bones, shells, ivory, and horns to decorate finished goods, clothes, or furniture. Use yarn cloth and leather (refuse-based products) to sew decorative images, too.
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Some types of refuse rot, and rotting refuse produces [[miasma]] when in a subterranean tile. To avoid the miasma, you can [[garbage disposal|destroy refuse]] before it rots, or store rotting refuse in a {{DFtext|Light|6:1}} and {{DFtext|Above Ground|2:1}} tile (see [[tile attributes]]). A refuse pile on the surface works, as does exposing any part of your fortress' {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}} tiles to sunlight and then covering them with constructed floors or walls. Such tiles will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} and thus the refuse stored there will not generate any miasma.
  
=== Training Discipline ===
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== Refuse collection options ==
If a refuse stockpile with sentient corpses is placed near a high-traffic route it will horrify your dwarves from time to time, forcing them to slowly gain discipline points (and spam job cancellations). However, sentient corpses may also horrify merchants, causing them to scuttle their wagons, drop their merchandise, and flee{{bug|7185}}.
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{{main|Standing orders}}
  
== Refuse Stockpile ==
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Refuse items lying outside your fortress will be ignored by default. You can toggle collection of refuse in the [[standing orders]] menu, {{Menu icon|y}}. Note that this setting also controls the collection of "[[dump]]ed" items outside your fortress.
  
A thriving refuse-fuelled industry requires many carefully set stockpiles. A refuse stockpile works just like any other [[stockpile]] and is different from a [[Activity zone#Garbage dump|garbage dump]] zone (which only accepts items explicitly marked to be dumped). The standard predefined refuse stockpile (designated by {{k|p}}-{{k|r}}) has a few peculiarities. It can become the source of [[miasma]], if not set up properly. Under [[Surroundings#Evil|certain conditions]], a refuse stockpile may become a source of great [[Siege#Necromancer_sieges| Fun]], too. Therefore be advised to use customized [[stockpile settings]] instead and also be careful to avoid miasma and other potential [[undead|dangers]].
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{{Category|Stockpiles}}
 
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{{Category|Items}}
=== Avoid Miasma ===
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[[ru:Refuse]]
 
 
Since the refuse includes rotten or rotting things, a refuse stockpile is best designated on tiles which are {{DFtext|Light|6:1}} and {{DFtext|Above Ground|2:1}} (see [[tile attributes]]).
 
 
 
Players prefer to place a refuse stockpile outside their cavern, usually a small distance from the entrance. Alternatively, you can also expose any part of your fortres's {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}} tiles to sunlight and then cover them again with constructed floors or walls. Such tiles will become {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} and thus the refuse stored there will not generate any miasma.
 
 
 
=== Stack and Sell Tattered Clothes ===
 
 
 
A fortress in its more advanced stages will be spammed by many tattered clothes. While some players choose to [[Dwarven atom smasher| atom smash]] them, others still sell them for profit to [[Trading#Caravans|caravans]] as they can be worth one to three quarters of their original value. To minimize the number of tiles needed to store your tattered clothes in a refuse stockpile, simply allow bins (with {{k|c}} or {{k|C}}) in the stockpile's building properties ({{k|q}}). Selling tattered clothes to the caravan is also a good way to solve the problem of legendary clothiers "suffering the travesty of art defacement" when their XX☼pig tail fiber socks☼XX decompose in a refuse stockpile. Note that actually leaving clothes or armor in a stockpile with refuse enabled will cause them to wear out very quickly, so if you do intend to sell these items, it would be wise to disable refuse on the stockpile once items are successfully added, since items on a stockpile tile will be considered a part of it no matter what the settings are.
 
 
 
=== Gather Refuse From Outside ===
 
 
 
Refuse stockpiles restricted to butcherable animal corpses, bodyparts, and fresh raw hides placed next to a [[butcher's shop]] or a [[Tanner's shop|tannery]] will save your butcher and tanner a lot of hauling time. A butcherable animal or bodyparts lying somewhere outside your fortress will be ignored by default unless you order your dwarves to gather refuse from outside. You can set it up in the [[standing orders]] ({{k|o}}-{{k|r}}-{{k|o}}).
 

Latest revision as of 20:18, 16 March 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Dwarf children love to play "graveyard keeper" here.

Refuse, though generally garbage, is anything which can be stored in a refuse stockpile. Such stockpiles will accept:

  • Corpses, bodyparts and bodily remains of any non-sentient creatures, including things like heads, teeth, and feathers (note that the corpses of undead creatures seem to count as non-sapient even if the living versions clearly would be, and they seem to end up in the refuse section of a corpse stockpile instead of a dedicated corpse stockpile. This is presumably a bug).
  • By-products of the meat and fishing industries (bones, raw hide, shells)
  • Things which are rotten (rotten meat, rotten meals, rotten raw hide)
  • Things the dwarves have no further use for (withered plants, damaged furniture, tattered clothes)
  • Vermin remains

Uses for refuse[edit]

Despite the name "refuse", some items can be valuable resources for dwarven industries:

Bones[edit]

A single bone can be used to make a stack of bone bolts [5], a bone crossbow, 1-3 bone crafts, or a bone decoration. Multiple bones can be used to make bone armor (no breastplates, mailshirts or boots). A stack of bones may be required for some strange mood creations.

Raw hides[edit]

A raw hide from any size of creature can be tanned at a tannery to produce a single unit of leather. Leather can be used to make leather clothes, leather armor, leather crafts, quivers, backpacks, waterskins, shields, and decorations. Leather may be required for some strange mood creations.

Wool[edit]

Butchering or shearing sheep, llamas or alpacas produces a stack of wool. Each unit of wool can be spun into yarn thread at a farmer's workshop. Yarn thread can then be woven into cloth and used to produce clothes, crafts, and decorations. Woolen cloth may be required for some strange mood creations.

Hair[edit]

The hair of butchered creatures (e.g. horses or cattle) can be spun into thread, too, although such thread can only be used in healthcare, bookbinding, and trade.

Teeth, ivory, and horn[edit]

These items can be processed by a bone carver to produce crafts and decorations.

Shells[edit]

Shells can be used to produce a few types of armor, crafts, and decorations. Shells may also be required for some strange mood creations.

Skulls[edit]

The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Your bone carver can use them to make totems, a trade good.

Sapient corpses[edit]

While sapient corpses are still listed as a subcategory of refuse stockpiles, your dwarves may refuse to place them there - instead preferring to use a corpse stockpile. This does not seem to apply to the formerly-undead, however, which, for some reason, get placed in the corpse section of a refuse stockpile instead of the dedicated corpse stockpile. This distinction is presumably a bug.

Dwarves that come across the corpse of a sapient creature tend to be horrified unless the dwarf has a high level of discipline, cancelling their job and giving the dwarf bad thoughts, so it's generally best to keep corpse stockpiles out of obvious view. Horrified merchants will also scuttle their wagons, drop their merchandise, and flee Bug:7185, which may be undesirable, as there can be diplomatic penalties associated with a merchant losing goods.

Being horrified will also give a small amount of experience towards the discipline skill, so it's possible to exploit corpse stockpiles to increase the discipline of your dwarves, though this is generally ill-advised due to the high likelihood of fun.

Refuse Stockpiles[edit]

A refuse stockpile works just like any other stockpile and is different from a garbage dump zone (which accepts items explicitly marked to be dumped). The standard predefined refuse stockpile (designated by p-r) includes all types of refuse. Customized stockpiles can allow you to sort out the usable "refuse", the rotting refuse, the unusable but not rotting refuse, or even the reanimatable refuse. Disabling certain types of refuse in all refuse stockpiles will cause those items to accumulate wherever they are produced (eg. bones in the butcher shop) instead of tying up stockpile space.

Avoiding Miasma[edit]

Some types of refuse rot, and rotting refuse produces miasma when in a subterranean tile. To avoid the miasma, you can destroy refuse before it rots, or store rotting refuse in a Light and Above Ground tile (see tile attributes). A refuse pile on the surface works, as does exposing any part of your fortress' Inside Dark Subterranean tiles to sunlight and then covering them with constructed floors or walls. Such tiles will remain Light Above Ground and thus the refuse stored there will not generate any miasma.

Refuse collection options[edit]

Main article: Standing orders

Refuse items lying outside your fortress will be ignored by default. You can toggle collection of refuse in the standing orders menu, Ui y.pngy. Note that this setting also controls the collection of "dumped" items outside your fortress.