- 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.
Difference between revisions of "40d:Butcher's shop"
Line 14: | Line 14: | ||
|production= | |production= | ||
* {{L|Bone}}s | * {{L|Bone}}s | ||
− | * {{L| | + | * {{L|Chunk}}s |
* {{L|Fat}} | * {{L|Fat}} | ||
* {{L|Meat}} | * {{L|Meat}} | ||
Line 44: | Line 44: | ||
* Butchering just one dog, a typical size 5 {{L|creature}}, will create 5 meat, 5 chunks, 5 bones, 1 skull and 1 fat - 17 items, all at once, and your butcher's shop is instantly mired into the 1st level of {{L|clutter}}, with the next task taking 2x as long as it should. Larger animals (most {{L|domestic animal}}s are size 8-10) produce much more, creating x4 or x5 clutter delays. Therefore, it's recommended that you not only have nearby stockpiles and ample haulers, but ''multiple'' butcher's shops to distribute the workload of butchering numerous animals, each handling one in turn as the previous shop is cleared out, ready for the next job. (As an extreme alternative, deconstructing the butcher's shop and then rebuilding it will scatter the contents on the ground and outside - where they'll quickly rot unless hauled.) Some animals travel in herds of as many as 10, and multiple herds are possible. | * Butchering just one dog, a typical size 5 {{L|creature}}, will create 5 meat, 5 chunks, 5 bones, 1 skull and 1 fat - 17 items, all at once, and your butcher's shop is instantly mired into the 1st level of {{L|clutter}}, with the next task taking 2x as long as it should. Larger animals (most {{L|domestic animal}}s are size 8-10) produce much more, creating x4 or x5 clutter delays. Therefore, it's recommended that you not only have nearby stockpiles and ample haulers, but ''multiple'' butcher's shops to distribute the workload of butchering numerous animals, each handling one in turn as the previous shop is cleared out, ready for the next job. (As an extreme alternative, deconstructing the butcher's shop and then rebuilding it will scatter the contents on the ground and outside - where they'll quickly rot unless hauled.) Some animals travel in herds of as many as 10, and multiple herds are possible. | ||
* Create custom stockpiles for raw hides close to your {{L|tanner's shop}} (see {{L|Meat_industry#Tanning|''Tanning''}}) and build your tanner's shop next to your butcher's shop. Create custom stockpiles for bones and skulls close to your {{L|craftsdwarf's workshop}} (see {{L|Meat_industry#Bone carving|''Bone carving''}}), and change the settings on your general refuse pile(s) to ''not'' accept hides, bones or skulls. | * Create custom stockpiles for raw hides close to your {{L|tanner's shop}} (see {{L|Meat_industry#Tanning|''Tanning''}}) and build your tanner's shop next to your butcher's shop. Create custom stockpiles for bones and skulls close to your {{L|craftsdwarf's workshop}} (see {{L|Meat_industry#Bone carving|''Bone carving''}}), and change the settings on your general refuse pile(s) to ''not'' accept hides, bones or skulls. | ||
− | * Slaughtering will produce {{L|chunk}}s, which have no use. They will just rot in your refuse pile. It is advisable to take measures to ward off {{L| | + | * Slaughtering will produce {{L|chunk}}s, which have no use. They will just rot in your refuse pile. It is advisable to take measures to ward off {{L|thought|unhappy thoughts}} generated by {{L|miasma}}, such as building your butcher's shops outside or with diagonal entrances. |
* If your butcher's shop is outdoors and you have the "Dwarves ignore refuse from outside" option set, refuse will stay in the shop. Chunks will rot away and hides will be tanned (if you have a tanner's shop), but the bones and skulls will build up, making the butcher's shop more and more {{L|Clutter|cluttered}}. | * If your butcher's shop is outdoors and you have the "Dwarves ignore refuse from outside" option set, refuse will stay in the shop. Chunks will rot away and hides will be tanned (if you have a tanner's shop), but the bones and skulls will build up, making the butcher's shop more and more {{L|Clutter|cluttered}}. | ||
Revision as of 16:55, 21 March 2011
b-w-u | |||||||||||||||||||||
| |||||||||||||||||||||
Job Requirement | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Construction | |||||||||||||||||||||
Materials | Jobs | ||||||||||||||||||||
1 of |
|||||||||||||||||||||
Materials Used | |||||||||||||||||||||
Goods Created | |||||||||||||||||||||
This article is about an older version of DF. |
The butcher's shop is a Template:L used to slaughter livestock that has been designated to be Template:L in the z-status Animals submenu. There is no task for this in the workshop task menu; instead it will be done automatically if it isn't disabled in the order-W menu. Unlike butchering Template:Ls, slaughtering occurs the instant the Template:L brings the Template:L to the shop, and so is not affected by the butcher's skill level, agility, or Template:L Template:L. Although slaughtering is not affected by experience, it does provide experience in the Template:L skill. If you have many excess animals, you can slaughter them for gains in food, bones, skins, experience and frame rate.
Butchers also do the dirty job of processing animal corpses and body parts for Template:L, Template:L, Template:L, Template:Ls, and Template:Ls at the butcher's shop. Higher skill allows them to process these corpses faster. A corpse doesn't have to be particularly close to the workshop to trigger the task, but it needs to be on a (refuse) Template:L.
A butcher's shop can also be used to catch Template:L (like a Template:Ls) and make extracts from captured vermin.
Tasks
- bButcher a dead animal
Renders a dead animal into its component parts of Template:L, Template:L, Template:L, Template:Ls, and Template:Ls. Usually used on animals that your Template:L brings back.
- eExtract from a dead animal
Requires a caged Template:L, Template:L, or Template:L and Template:L. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done). Produces Template:L and Template:L, respectively.
- aCapture a live land animal
Requires an Template:L and Template:L. The trapper will take the trap and chase vermin until it catches one.
Tips
- Slaughtering produces a lot of products that go to a variety of Template:Ls, and will quickly rot if they don't get stored or processed. Meat and fat go to your food stockpile, while bones, skulls, chunks, and raw hides need a Template:L stockpile. Setting up appropriate and proximate stockpiles can speed production and reduce Template:L in the butcher's shop.
- Food Template:L is typically a low-priority Template:L, and meat rots quickly if not in a stockpile - have ample dwarves (mostly) dedicated to food hauling for the jobs you produce, or your freshly butchered meat may go to waste.
- Butchering just one dog, a typical size 5 Template:L, will create 5 meat, 5 chunks, 5 bones, 1 skull and 1 fat - 17 items, all at once, and your butcher's shop is instantly mired into the 1st level of Template:L, with the next task taking 2x as long as it should. Larger animals (most Template:Ls are size 8-10) produce much more, creating x4 or x5 clutter delays. Therefore, it's recommended that you not only have nearby stockpiles and ample haulers, but multiple butcher's shops to distribute the workload of butchering numerous animals, each handling one in turn as the previous shop is cleared out, ready for the next job. (As an extreme alternative, deconstructing the butcher's shop and then rebuilding it will scatter the contents on the ground and outside - where they'll quickly rot unless hauled.) Some animals travel in herds of as many as 10, and multiple herds are possible.
- Create custom stockpiles for raw hides close to your Template:L (see Template:L) and build your tanner's shop next to your butcher's shop. Create custom stockpiles for bones and skulls close to your Template:L (see Template:L), and change the settings on your general refuse pile(s) to not accept hides, bones or skulls.
- Slaughtering will produce Template:Ls, which have no use. They will just rot in your refuse pile. It is advisable to take measures to ward off Template:L generated by Template:L, such as building your butcher's shops outside or with diagonal entrances.
- If your butcher's shop is outdoors and you have the "Dwarves ignore refuse from outside" option set, refuse will stay in the shop. Chunks will rot away and hides will be tanned (if you have a tanner's shop), but the bones and skulls will build up, making the butcher's shop more and more Template:L.
See also
Workshops | |
---|---|
Furnaces | |
Related articles |