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 "Bone"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Interwiki link)
(Thorough rewrite, added Adventure mode details. Feel free to add more.)
Line 2: Line 2:
 
{{av}}
 
{{av}}
 
{{buggy}}
 
{{buggy}}
'''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 a common form of [[animal]] remains, as well as a handy [[craft]]ing material.
  
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 skeletons {{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.
+
==Fortress mode==
 +
===Acquiring bones===
 +
Any time you [[butcher]] an animal with a skeleton at a [[butcher's shop]], you will produce bones along with several other products. This applies to full corpses, severed body parts, and even fully [[wear|decomposed]] skeletons. Alternatively, if a severed body part is allowed to fully rot, it may leave behind a stack of usable bones without ever needing to be butchered. Note that many civilizations (like dwarves) consider it [[ethics|unethical]] to butcher certain skeletons {{bug|1180}}.
  
==Stockpiles==
+
Bones are never imported in [[caravan]]s, and must be acquired locally.
While bones are counted as "[[body parts]]" in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu.
 
  
Be aware, stockpiles with refuse enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile may eventually disappear due to [[vermin]] such as [[rat]]s, it is therefore advisable to have a pasture with [[cat|cats]] overlaying the stockpile.
+
===Uses for bone===
 +
The majority of the uses for bone are handled at a [[craftsdwarf's workshop]] using the [[bone carving]] [[labor]]:
 +
*Bone [[craft]]s, for sale to visiting merchants. Although low [[value]], their only input is easy to acquire in vast amounts for most forts.
 +
*Bone [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]s. These [[armor]] pieces are far less effective in serious combat than [[metal]] armor, but better than nothing. Dwarfs treat bone armor as "metal" when equipping their [[military]] [[uniform]]s. When crafting bone armor that requires more than one unit of bone, the crafter may take single bones from multiple bone stacks. The first stack selected determines the material of the resulting armor.
 +
*Bone [[decoration]]s. Any decoratable item can be decorated with bone, adding to the item's [[value]].
 +
*Bone [[bolt]]s for use in [[crossbow]]s. Each work order will consume one unit of bone to produce a stack of five bolts. This renders the process for carving bone bolts very slow. In spite of this limitation, some players still consider bone bolts suitable for [[hunting]] animals, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and [[archery]] [[archery target|training]], but of limited use against armored invaders.
 +
*Some [[instruments]] and instrument parts may be made from bone, though this depends entirely on your specific [[world gen]] results.
  
==Uses for Bone==
+
At a [[bowyer's workshop]], using the [[crossbow-making]] labor:
 
+
*Bone [[crossbow]]s. These are one of the few weapons available without access to [[wood]] or [[metal]]. Although they are nearly useless when used in melee, they are just as deadly as a metal crossbow when firing bolts and weigh significantly less.
Bones are processed as follows:
 
  
At a [[craftsdwarf's workshop]], using the [[bone carving]] labor:
+
Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves consume three bones per job, making it ideal to craft greaves from lower value bones and everything else out of higher value bones if you plan to export the non-masterworks. The difference is only about 25% in value, but it adds up after making hundreds of items.
  
* Bone [[craft]]s, for sale to visiting merchants.
+
Bone greaves are among the best items to make because metal gauntlets and high boots give a positive return for melting while greaves do not. Metal greaves are also very heavy. Bone greaves can be combined with a metal helm, gauntlets, high boots, and [[leather]] armor (with optional mail shirt) to make a relatively light-weight, full-coverage uniform for an all-civilian military.
* Bone [[armor]], namely [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]. Bone armor uses bones individually, but may require one bone from several stacks. The first stack determines the material of the resulting armor. Note that [[armor]] made out of bone can be used by dwarves assigned a [[uniform]] of [[metal]] armor.
 
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value.
 
* Bone [[bolt]]s. These bolts are fired from crossbows. Each bone will produce 5 bolts. 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 very slow. Despite this, some players still use bone bolts for hunting animals for a long time, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and archery training, not so much for actual combat use against invading armies.
 
* Some [[instruments]] or instrument parts can be made from bone.
 
  
At a [[bowyer's workshop]], using the [[crossbow-making]] labor:
+
====Moods====
* Bone [[crossbow]]s. They are one of the few weapons available without access to [[wood]] or [[metal]].
+
Dwarves in [[strange mood]]s will occasionally require bones, sometimes even multiple stacks of them. These dwarves will always take an entire stack independent of the number of bones in it.
  
Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves will consume 3 bones per job. This means it's ideal to make greaves out of lower value bones and weapons out of higher value bones if you plan to export the non-masterworks. The difference is only about 25% in value, but it adds up after making hundreds of items.
+
As the number of bones per stack has no influence on the value of the resulting [[artifact]], it may be worth ''guiding'' your moody dwarf to use smaller stacks. This may be achieved by creating stacks of single bones '''before''' a strange mood happens and forbidding all other stacks of bones when you get the notice of the dwarf having claimed a workshop.
  
Bone greaves are among the best items to make because metal gauntlets and high boots give a positive return for melting while greaves do not. Metal greaves are also very heavy. Bone greaves can be combined with a metal helm, gauntlets, high boots, and leather armor with optional mail shirt, to make a relatively light-weight, full-coverage, uniform for an all-civilian military.
+
(Note that while it is not directly possible to ''unstack'' bones, it is possible to use bigger stacks to craft goods until only one bone remains.)
  
==Moods==
+
===Storing bones===
 +
While bones are counted as "[[body parts]]" in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu. Be aware that stockpiles with "refuse" enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile will decompose even more quickly if subjected to [[vermin]] such as [[rat]]s; consider [[pasture|pasturing]] a [[cat]] over the stockpile to minimize decay.
  
Dwarves in [[strange mood|strange moods]] will occasionally require bones, sometimes even multiple stacks of them. These dwarves will always take an entire stack independent of the amount of bones in it.
+
===Bugs===
 +
*Dwarves will not butcher corpses or skeletons of tame creatures that died to causes other than hunting and workshop slaughtering {{bug|1180}}; this can be partly fixed by changing their ethics.
 +
*Butchered bone stacks from hostile creatures cause a "seeing a ___ die" thought.{{bug|8813}}
 +
*Limbless torsos can rot to bone stacks which cannot be used for bone decorations, returning a misleading "needs improvable item" error.{{bug|2540}}
  
As the amount of bones per stack has no influence on the value of the resulting artifact it is recommended to ''guide'' your moody dwarf to use smaller stacks. This may be achieved by creating stacks of single bones '''before''' a strange mood happens and forbidding all other stacks of bones when you get the notice of the dwarf having claimed a workshop.
+
==Adventure mode==
 +
Adventurers will come across bones every time they butcher the corpse of a creature with a skeletal structure, and can use them to create wearable jewelry and salable trade goods. To do so, equip an item with a sharp edge, stand over a stack of bones on the ground, press {{k|x}}, choose "Create," choose "Carve Bone," choose the item you wish to make, and finally select the bone type you wish to use. You will produce the item instantly, no [[workshop]] required.
  
(Note that while it is not directly possible to ''unstack'' bones, it is possible to use bigger stacks to craft goods until only one bone remains.)
+
So long as you're successfully hunting animals, this will net you a significant amount of wealth to trade, especially once your [[bone carving]] skill rises and you start producing higher quality items. If you have enough strength to handle a little extra weight, the jewelry is also worthwhile, acting as a very minor form of armor and potentially deflecting enemy attacks. It is not currently possible to produce ''actual'' bone armor in adventure mode, however.
  
== Bugs ==
 
 
{{Translation
 
{{Translation
 
| dwarven = osod
 
| dwarven = osod
Line 45: Line 51:
 
| human  = sut
 
| human  = sut
 
}}
 
}}
 
* Dwarves will not butcher corpses or skeletons of tame creatures that died to causes other than hunting and workshop slaughtering {{bug|1180}}; this can be partly fixed by changing their ethics.
 
 
* Butchered bone stacks from hostile creatures cause "seeing a _ die" thoughts.{{bug|8813}}
 
 
* Limbless torsos can rot to bonestacks which cannot be used for bone decorations, returning a misleading "needs improvable item" error.{{bug|2540}}
 
  
 
{{gamedata}}
 
{{gamedata}}

Revision as of 21:58, 10 November 2018

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

Bones are a common form of animal remains, as well as a handy crafting material.

Fortress mode

Acquiring bones

Any time you butcher an animal with a skeleton at a butcher's shop, you will produce bones along with several other products. This applies to full corpses, severed body parts, and even fully decomposed skeletons. Alternatively, if a severed body part is allowed to fully rot, it may leave behind a stack of usable bones without ever needing to be butchered. Note that many civilizations (like dwarves) consider it unethical to butcher certain skeletons Bug:1180.

Bones are never imported in caravans, and must be acquired locally.

Uses for bone

The majority of the uses for bone are handled at a craftsdwarf's workshop using the bone carving labor:

  • Bone crafts, for sale to visiting merchants. Although low value, their only input is easy to acquire in vast amounts for most forts.
  • Bone leggings, greaves, gauntlets, and helms. These armor pieces are far less effective in serious combat than metal armor, but better than nothing. Dwarfs treat bone armor as "metal" when equipping their military uniforms. When crafting bone armor that requires more than one unit of bone, the crafter may take single bones from multiple bone stacks. The first stack selected determines the material of the resulting armor.
  • Bone decorations. Any decoratable item can be decorated with bone, adding to the item's value.
  • Bone bolts for use in crossbows. Each work order will consume one unit of bone to produce a stack of five bolts. This renders the process for carving bone bolts very slow. In spite of this limitation, some players still consider bone bolts suitable for hunting animals, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and archery training, but of limited use against armored invaders.
  • Some instruments and instrument parts may be made from bone, though this depends entirely on your specific world gen results.

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

  • Bone crossbows. These are one of the few weapons available without access to wood or metal. Although they are nearly useless when used in melee, they are just as deadly as a metal crossbow when firing bolts and weigh significantly less.

Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves consume three bones per job, making it ideal to craft greaves from lower value bones and everything else out of higher value bones if you plan to export the non-masterworks. The difference is only about 25% in value, but it adds up after making hundreds of items.

Bone greaves are among the best items to make because metal gauntlets and high boots give a positive return for melting while greaves do not. Metal greaves are also very heavy. Bone greaves can be combined with a metal helm, gauntlets, high boots, and leather armor (with optional mail shirt) to make a relatively light-weight, full-coverage uniform for an all-civilian military.

Moods

Dwarves in strange moods will occasionally require bones, sometimes even multiple stacks of them. These dwarves will always take an entire stack independent of the number of bones in it.

As the number of bones per stack has no influence on the value of the resulting artifact, it may be worth guiding your moody dwarf to use smaller stacks. This may be achieved by creating stacks of single bones before a strange mood happens and forbidding all other stacks of bones when you get the notice of the dwarf having claimed a workshop.

(Note that while it is not directly possible to unstack bones, it is possible to use bigger stacks to craft goods until only one bone remains.)

Storing bones

While bones are counted as "body parts" in the stocks menu, they have their own subcategory in the refuse stockpile menu. Be aware that stockpiles with "refuse" enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile will decompose even more quickly if subjected to vermin such as rats; consider pasturing a cat over the stockpile to minimize decay.

Bugs

  • Dwarves will not butcher corpses or skeletons of tame creatures that died to causes other than hunting and workshop slaughtering Bug:1180; this can be partly fixed by changing their ethics.
  • Butchered bone stacks from hostile creatures cause a "seeing a ___ die" thought.Bug:8813
  • Limbless torsos can rot to bone stacks which cannot be used for bone decorations, returning a misleading "needs improvable item" error.Bug:2540

Adventure mode

Adventurers will come across bones every time they butcher the corpse of a creature with a skeletal structure, and can use them to create wearable jewelry and salable trade goods. To do so, equip an item with a sharp edge, stand over a stack of bones on the ground, press x, choose "Create," choose "Carve Bone," choose the item you wish to make, and finally select the bone type you wish to use. You will produce the item instantly, no workshop required.

So long as you're successfully hunting animals, this will net you a significant amount of wealth to trade, especially once your bone carving skill rises and you start producing higher quality items. If you have enough strength to handle a little extra weight, the jewelry is also worthwhile, acting as a very minor form of armor and potentially deflecting enemy attacks. It is not currently possible to produce actual bone armor in adventure mode, however.

"Bone" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: osod
Elven: one
Goblin: mudo
Human: sut