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Difference between revisions of "Meat"
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− | [[File: | + | [[File:meat_sprite_large.png|right]]'''Meat''' is a collective term for all non-aquatic-[[vermin]] edible animal [[butcher]]y products and a [[food]] staple which can make up a significant part of a fortress's diet. Although the [[status]] bar and [[stocks]] window categorize all edible butchery products as meat, the game names them variously: true "{creature type} meat", which is muscle, and [[prepared organs]], both produced when the [[creature]] is [[butcher's shop|butchered]]. The amount of meat products produced depends on the individual creature's absolute size, which is a combination of the species' average size and any creature-specific modifiers (height, broadness, etc.). |
− | Dwarves (''and humans, of course'') are omnivores; having meat to eat is not compulsory, but does increase variety (munching on the same gruel day after day will eventually cause negative [[thought]]s). | + | Dwarves (''and humans, of course'') are omnivores; having meat to eat is not compulsory, but does increase variety (munching on the same gruel day after day will eventually cause negative [[thought]]s). If there is no meat in your stocks, carnivorous creatures (such as some species of [[animal people]]) will go hungry and [[animal trainer]]s will be unable to perform the initial training on any wild carnivores. [[Starving]] carnivorous citizens will auto-assign the job "hunt for small animal". [[Prepared meal]]s containing meat apparently also qualify as meat for feeding carnivores. |
Like most types of [[food]], meat will [[rot]] if not [[stockpile]]d appropriately, becoming unfit for consumption and emitting [[miasma]] over time if left [[underground]]. | Like most types of [[food]], meat will [[rot]] if not [[stockpile]]d appropriately, becoming unfit for consumption and emitting [[miasma]] over time if left [[underground]]. | ||
+ | |||
+ | ==See also== | ||
+ | *[[Body parts]] | ||
+ | *[[Meat industry]] | ||
+ | *[[Fish]] | ||
{{Translation | {{Translation | ||
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+ | {{gamedata|{{raw|DF2014:material_template_default.txt|MATERIAL_TEMPLATE|MUSCLE_TEMPLATE}}}} | ||
{{materials}} | {{materials}} | ||
{{Category|Food}} | {{Category|Food}} | ||
[[ru:Meat]] | [[ru:Meat]] |
Latest revision as of 20:57, 24 January 2024
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Meat is a collective term for all non-aquatic-vermin edible animal butchery products and a food staple which can make up a significant part of a fortress's diet. Although the status bar and stocks window categorize all edible butchery products as meat, the game names them variously: true "{creature type} meat", which is muscle, and prepared organs, both produced when the creature is butchered. The amount of meat products produced depends on the individual creature's absolute size, which is a combination of the species' average size and any creature-specific modifiers (height, broadness, etc.).
Dwarves (and humans, of course) are omnivores; having meat to eat is not compulsory, but does increase variety (munching on the same gruel day after day will eventually cause negative thoughts). If there is no meat in your stocks, carnivorous creatures (such as some species of animal people) will go hungry and animal trainers will be unable to perform the initial training on any wild carnivores. Starving carnivorous citizens will auto-assign the job "hunt for small animal". Prepared meals containing meat apparently also qualify as meat for feeding carnivores.
Like most types of food, meat will rot if not stockpiled appropriately, becoming unfit for consumption and emitting miasma over time if left underground.
See also[edit]
"Meat" in other Languages
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Raws |
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[MATERIAL_TEMPLATE:MUSCLE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:MAUVE]
[STATE_NAME:ALL_SOLID:muscle]
[STATE_ADJ:ALL_SOLID:muscle]
[STATE_COLOR:LIQUID:MAUVE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:MAUVE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1060]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] used human skin
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[GENERATES_MIASMA]
[MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:NONE:meat:meat]
This lets the game know that the item can be eaten in various ways.
[EDIBLE_VERMIN]
[EDIBLE_COOKED] |
More: Gems • Metals • Stones | |
Creature | |
Plant | |
Creature/Plant |
Alcohol • Cloth/Thread • Extract (Golden salve • Gnomeblight • Honey • Royal jelly • Syrup • Venom) • Glob • Liquids • Soap |
Inorganic |
Metal • Milk of lime • Soil (Clay • Sand) • Stone (Ash glaze • Earthenware • Gem • Gypsum plaster • Porcelain • Quicklime • Stoneware • Tin glaze) |
Hardcoded | |
See also: Material science |