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Difference between revisions of "40d:Meat industry"

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(→‎Breeding: fix-ups)
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This article is a quick guide to running a '''leather industry.'''
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This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring.
  
Kill and butcher animals to separate bones, raw hides and meat. Tan the hide before it goes bad, and then convert the leather into an end product. Because many steps require materials which can [[rot]], this industry requires slightly more micromanagement than other industries.
+
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].
  
== Animals ==
 
Your raw material source are [[animal]]s. You can either [[hunt]] for animals or raise your own animals. Each option has its own merits and neither produces a completely regular supply. Alternately, you can simply buy [[leather]] from [[traders]], bypassing many of the time-limited steps and instead getting infrequent, large influxes of source material.
 
  
=== Buying from traders ===
+
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product.
  
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you must request leather from the the trading liaisons. Request every type of leather as a low priority to ensure they come back with sufficient quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans.{{verify}}
+
== Animals ==
 +
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]]. You'll miss out on [[meat]], [[fat]], and [[bone]]s though.
  
=== Hunting ===
+
=== Trading ===
''Requires: a [[hunter/ambusher]], and [[wildlife]]''.
+
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''
  
In order to hunt for animals, you must place your [[fortress]] in a [[biome]] which contains wildlife. You will also need to assign a [[dwarf]] to the [[hunting]] labor.
+
You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|below]]) or butchered immediately (see [[#Butchering|below]]).
  
A dwarven hunter will wear leather [[armor]], and equip himself with the weapon indicated in the [[military]] screen. Note that a hunter who is also a [[wood cutter]] will hunt with an axe, and a [[miner]] will hunt with a [[pick axe]]{{verify}}. Ranged attacks reduce the potential for injury, so using [[crossbow]]s is preferable. Note that failing to assign a weapon to your hunter will cause the dwarf to attempt to wrestle animals to death. As wrestling generally takes longer to kill than other forms of combat, and the randomly-chosen target of a hunt may be part of a hostile pack, it is extremely unwise to forget this step.
+
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the the trading [[liaison]]s. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans{{verify}}.
  
You may also wish to assign one or more trained [[dog]]s to your hunter to provide backup. Hunting dogs will sneak alongside your dwarf, while the easier-to-detect war dogs do twice as much damage once they get into melee range.{{verify}}
+
=== Hunting ===
 
+
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''<br>
Any dwarf who owns a pet, including assigned dogs, should have the [[animal caretaker]] labor activated.
+
''Reccomended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferrably a [[crossbow]], [[quiver]], and [[bolts]]''
 
 
<!--- The next paragraph has too advanced info to really be part of a "quick guide" IMO --juckto --->
 
Before sending your hunter out, you should draft him into the [[military]] and train him in wrestling (to dodge incoming attacks) and his weapon of choice. In order for your hunter to spar, you will need a barracks (room designated from a [[weapon rack]], [[armor stand]] or [[bed]]. Sparring unarmed will train wrestling, which is used to dodge. Sparring with a melee weapon will train the weapon skill. Both forms of sparring will also train Armor Use and Shield Use, if the hunter has been assigned such things. [[Archery target]]s and bone bolts will train marksdwarfship. Sparring requires a partner also drafted in the military (both must be off-duty). Archery practice does not.
 
 
 
When your hunter selects the Hunt task, he will choose a specific animal, approach it, engage in combat with it. Hopefully, he will kill the animal. Then he will Return Kill to a refuse stockpile.{{verify}} The hunter may have to defend himself against other wilderness animals while hunting. If he does so, he will not return any of those kills. In order to avoid wasting these kills, you will need to set your general {{k|o}}rders to gather refuse from outside, although this choice carries its own set of risks.
 
 
 
Because of the time-sensitive nature of the rest of the production tree, it is not recommended to have more than one
 
 
 
==== Trapping ====
 
''Requires cages and a mechanic''
 
 
 
It is also possible to acquire animals through judicious use of [[cage trap]]s. This is a very subtle science, and outside the scope of this article. Animals (and sentient creatures) caught in cage traps will be delivered to an animal stockpile. The trap will then be reset with a fresh cage.
 
 
 
=== Livestock ===
 
 
 
Rather than subjecting your hunter to the dangers of [[cave adaptation]] and wild beasts, you can raise your own livestock. You will need one male animal and at least one female animal of the same type, acquired through the starting purchase screen or from [[caravan]]s (you can request live animals under the pets menu when speaking to the liaison).
 
 
 
Some immigrants may arrive with pets of their own which will happily breed with any available animal. Slaughtering pets will generate bad [[thoughts]] and therefore is to be avoided.
 
  
Animals purchased through a trader will come in a [[cage]] that is left in your animal [[stockpile]]. You do not need to build the cage in order to slaughter the caged creature, you can slaughter it through the stock menu. However, caged animals will not breed.
+
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all.  
  
==== Breeding ====
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After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|below]]).  
''Requires tame animals, one male and at least one female of the same type. Optionally requires [[restraint]]s.''
 
  
Although [[horse]]s and [[donkey]]s can interbreed to create [[mule]]s in the real world, they will not do so in the game. They will still breed separately, however.
+
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to <tt>Gather refuse from outside</tt> (note that selecting this option may have undesirable side-effects).
  
Animals do not need to be in the same room or come into contact with each other in order to breed.
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=== Cage traps ===
 +
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''
  
Caged animals will not breed, although animals on a [[restraint]] will. It is recommended that you rope down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed.  This also reduces the amount of time it takes butchers to track down and retrieve animals they are trying to slaughter.
+
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.
  
Trained war dogs are incredibly useful, so it is not recommended to consider them part of your livestock.
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Caged animals need to be tamed at a [[kennel]] before they can be butchered{{verify}} (see [[#Butchering|below]]). <!--- If this IS true, then the "Requires" needs to be updated, too --->
  
[[Cat]]s reduce [[vermin]] and keep dwarves [[thought|happy]], but can quickly breed to the point where it seriously affects game performance. Quickly caging newborn kittens overcomes this problem (see Zoo, below).
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=== Breeding ===
 +
''Requires: One or more adult females and one adult male of each species, not in cages, and time''<br>
 +
''Recommended: [[Cages]] and [[restraint]]s''
  
==== Zoo ====
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If a male and a female of the same species are not currently in [[cage]]s then sooner or later the male will impregnate the female, regardless of distance or physical obstacles. It is theorised that creatures in the dwarf fortress universe propogate via some kind of spores with built in homing devices and, in some case, microscopic [[pickaxe]]s. Either that, or telepathy. But everyone knows there's no such thing as telepathy!
''Requires a [[cage]], and several [[restraint|chains/ropes]]''
 
  
In order to breed, animals must be uncaged, but too many free animals can affect game performance. On the other hand, only adults can breed, so animal children can be caged. A zoo is an excellent solution.
+
Caged animals will not breed, although animals on a [[restraint]] will.  It is recommended that you rope down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughtering.
  
There are many reasons why your zoo should contain one, and only one cage:
+
Since only adults can breed it is reccomended that you cage all your young, for the same reasons as above. Furthurmore:
* Cages can hold an unlimited number of animals, so you only need one
+
* Cages can hold an unlimited number of animals, so you only need one.
* Caged animals do not affect processor speed
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* Caged animals do not affect processor speed.
 
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.
 
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.
* Caged cats cannot adopt owners
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* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).
* Zoos have additional benefits to overall fortress wealth, dwarven happiness, etc
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* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..
 
 
 
 
Place several chains/ropes in your zoo as well, and assign breeding animals to these chains. An animal which is chained can be available for adoption, while remaining chained.{{verify}} This can assist you in making sure you don't accidentally kill your only male of a particular type. Whenever you see an announcement indicating that an animal has given birth, assign those baby animals to the cage. This is especially important with kittens, as kittens can adopt owners, taking them out of the leather-pool.
 
 
 
Animals provide the same amount of meat, bones and hide when they are children, so you do not need to wait until they grow up. However, the more females of each animal type, the more often you will get more animals of that type.  
 
  
Ten (10) free-roaming cats should be more than adequate to keep vermin under control. On the other hand, if you keep kittens caged until they grow up, you can be sure to maintain your cat population. Admittedly, this is rarely a problem.
+
Animals provide the same amount of meat, bones and hide when they are children, so you do not need to wait until they grow up. However, the more females of each animal type the more often they will give birth.  
  
 
== Butchering ==
 
== Butchering ==
''Requires a [[Butcher's Shop]], a [[butcher]] and [[animal]]s. Ideally, the animal should not be a pet.''
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''Requires: A [[butcher's shop]], a [[butcher]], and either an [[animal]] marked for slaughter or one killed by a hunter''
  
Once an butcherable animal has been killed, you have a limited amount of time to actually butcher the corpse before it rots.
+
Once an animal has been killed (whether by a hunter or by the butcher) you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite possible. Note that animals killed in a normal manner (for example a [[dog]] killed by a hostile [[goblin]]) cannot be butchered.
  
A [[Butcher's Shop]] will automatically queue tasks whenever an animal is available to be butchered. However, this still requires an available dwarf with the Butcher labor enabled, and that dwarf may not get around to it in time if he has many other labors enabled.
+
By default a [[butcher's shop]] will automatically queue <tt>Butcher animal</tt> whenever an animal corpse is available. Once butchered the animal will yield one skull (even [[hydras]]), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken, not the amount produced nor the quality.
  
Once butchered, an animal will yield a quantity of meat, bones, raw hide and one skull. If the corpse is left too long, it will rot, yielding the same amount of bones and a skull, but depriving you of the meat and hide. Because none of these items have a quality rating, and the amount produced is independent of skill, any untrained dwarf is suitable for the task. Skill ratings only affect the amount of time it takes for them to complete the task.{{verify}}
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Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|below]]), and changing the settings on your main refuse pile to not accept bones and hides.
  
Meat goes to your food stockpile. Bones and raw hides go to the refuse stockpile.
+
Even if you butcher the animal before it rots that most products of a butchery are quite likely to rot too. It is unknown whether the time to rot is taken from time of death, or time of butchery{{verify}}.
  
 
== Using the animal products==
 
== Using the animal products==
 
===Bone carving===
 
===Bone carving===
''Requires: [[Bone crafter]], [[craftdwarves workshop]], and some [[bone]]s and [[skull]]s''
+
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s and [[skull]]s''
  
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop nearby you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.
+
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.
  
 
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the "Move trade goods to depot" screen, and so you need to {{k|s}}earch for them.
 
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the "Move trade goods to depot" screen, and so you need to {{k|s}}earch for them.
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''Requires: a [[tanner]], a [[tanner's shop]], , and [[raw hide]]''
 
''Requires: a [[tanner]], a [[tanner's shop]], , and [[raw hide]]''
  
Like the Butcher's Shop, the Tanner's Shop will queue tasks automatically, generates a set number of items independent of skill and this task is time-sensitive, as raw hides can rot.
+
As with the butcher's shop, the tanner's shop will queue <tt>Tan raw hide</tt> automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.
  
A single dwarf can be assigned the butcher and tanner task, as you will never need to tan until you butcher. You can also make this same dwarf your Leatherworker, but then it is wise to only slaughter (or hunt) for animals after you have depleted your current supply of tanned hides. In this manner, you decrease the chance of any material rotting before it can be processed
+
It is quite sensible to have a single dwarf as the butcher tanner task as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker.
  
Once a hide has been tanned, it goes into the Leather stockpile.
+
Once a hide has been tanned it goes into the leather stockpile.
  
 
=== Leatherworking ===
 
=== Leatherworking ===
''Requires: [[Leather works]], a [[leatherworker]], and [[tanned hide]]''
+
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''
  
Once you have tanned hides, you can use them to produce leather goods in the [[Leather Works]].
+
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].
  
  
== Summary of requirements ==
+
== Summary ==
 +
''Worker type / Labor''
  
=== Hunter / Hunting ===
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*[[Ambusher]] / [[Hunting]]
* a crossbow or other weapon
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** A [[crossbow]] or other [[weapon]]
** bolts
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** [[Bolts]], [[quiver]]
*** bone bolts for practice
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** Leather [[armor]]
*** any bolt for hunting
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** [[Cross-training|Stats buffing]]
* leather armor
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** [[Archery target|Archery practice]]
* a shield
 
* Barracks
 
** A sparring partner
 
* Archery Target
 
  
=== Animal Trapper ===
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*[[Cage trap]]ping
* Mechanic
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** [[Mechanic]]
* Mechanic's Workshop
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** [[Mechanic's workshop]]
** mechanisms
+
** [[Mechanisms]]
* cages
+
** [[Cage]]s
  
=== Animal Husbandry ===
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*Breeding
* cages
+
** [[Animals]]
* chains or ropes
+
** [[Cages]]
 +
** [[Restraint]]s
  
=== Processing ===
+
*Processing
* Butcher / Butchery
+
** [[Butcher]] / Butchery
**Butcher's Shop
+
*** [[Butcher's shop]]
* Tanner / Tanning
+
** [[Tanner]] / Tanning
** Tanner's Shop
+
*** [[Tanner's shop]]
* Leatherworker / Leatherworking
+
** [[Leatherworker]] / Leatherworking
** Leather Works
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*** [[Leather works]]
* Bone Crafter
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** [[Bone carver]] / Bone carving
** Craftdwarf's Shop
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*** [[Craftdwarf's workshop]]
* Cook
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** [[Cook]] / Cooking
** Kitchen
+
*** [[Kitchen]]
** Barrels
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*** [[Barrel]]s
  
 
==See also==
 
==See also==
 
*[[Leather]]
 
*[[Leather]]
*[[The clothing industry]]
+
*[[Industry]]
  
 
{{Workshops FAQ}}
 
{{Workshops FAQ}}

Revision as of 03:49, 21 November 2008

This article is a quick guide to running a meat and related goods industry. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring.

Note that the meat industry involves many materials which can rot and so requires slightly more micromanagement than other industries.


Summary: Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product.

Animals

There are several sources for obtaining animals, outlined below. Alternatively you can skip that business and just trade directly for leather. You'll miss out on meat, fat, and bones though.

Trading

Requires: A trading depot, a trader, a merchant, and some tradeable goods

You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see below) or butchered immediately (see below).

If you wish to import leather in sufficient quantity to keep your leather workers occupied year-round, then you should request leather to be imported from the the trading liaisons. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from humans and dwarf caravans[Verify].

Hunting

Requires: A hunter and huntable wildlife
Reccomended: A dog (or three), leather armor, and a weapon - preferrably a crossbow, quiver, and bolts

It should be noted that hunters will ignore some wildlife, e.g. zombie groundhogs. Depending on where you settled your fortress, your biome may have no wildlife at all.

After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures[Verify]. Upon killing the beast the dwarf will carry the corpse to the closest refuse stockpile; the nearest meeting area if no stockpile exists; or to the site of your original wagon if no meeting area has been defined [Verify]. Once he has deposited the corpse it will be ready for butchering (see below).

If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general orders to Gather refuse from outside (note that selecting this option may have undesirable side-effects).

Cage traps

Requires: Cages, mechanisms, and a mechanic

It is also possible to catch animals through judicious use of cage traps. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or invader) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.

Caged animals need to be tamed at a kennel before they can be butchered[Verify] (see below).

Breeding

Requires: One or more adult females and one adult male of each species, not in cages, and time
Recommended: Cages and restraints

If a male and a female of the same species are not currently in cages then sooner or later the male will impregnate the female, regardless of distance or physical obstacles. It is theorised that creatures in the dwarf fortress universe propogate via some kind of spores with built in homing devices and, in some case, microscopic pickaxes. Either that, or telepathy. But everyone knows there's no such thing as telepathy!

Caged animals will not breed, although animals on a restraint will. It is recommended that you rope down all your livestock near your butcher's shop, as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughtering.

Since only adults can breed it is reccomended that you cage all your young, for the same reasons as above. Furthurmore:

  • Cages can hold an unlimited number of animals, so you only need one.
  • Caged animals do not affect processor speed.
  • Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.
  • Caged cats cannot adopt owners (thus decreasing the chances of a catsplosion).
  • You can define a zoo from a cage, increasing overall fortress wealth, dwarven happiness, etc..

Animals provide the same amount of meat, bones and hide when they are children, so you do not need to wait until they grow up. However, the more females of each animal type the more often they will give birth.

Butchering

Requires: A butcher's shop, a butcher, and either an animal marked for slaughter or one killed by a hunter

Once an animal has been killed (whether by a hunter or by the butcher) you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite possible. Note that animals killed in a normal manner (for example a dog killed by a hostile goblin) cannot be butchered.

By default a butcher's shop will automatically queue Butcher animal whenever an animal corpse is available. Once butchered the animal will yield one skull (even hydras), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken, not the amount produced nor the quality.

Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see below), for bones next to your craftdwarves workshop (see below), and changing the settings on your main refuse pile to not accept bones and hides.

Even if you butcher the animal before it rots that most products of a butchery are quite likely to rot too. It is unknown whether the time to rot is taken from time of death, or time of butchery[Verify].

Using the animal products

Bone carving

Requires: Bone carver, craftdwarf's workshop, and some bones and skulls

Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your archers to practice with.

The only useful thing to do with a skull is turn it into a totem for trading. Note that totems do not fall under any category in the "Move trade goods to depot" screen, and so you need to search for them.

Meat and fat

Requires: a cook, a kitchen, and some meat or fat

Fat can be rendered into tallow at a kitchen, and then used as an ingredient in meals. Meat can be eaten raw, or used as an ingredient.

Tanning

Requires: a tanner, a tanner's shop, , and raw hide

As with the butcher's shop, the tanner's shop will queue Tan raw hide automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.

It is quite sensible to have a single dwarf as the butcher tanner task as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker.

Once a hide has been tanned it goes into the leather stockpile.

Leatherworking

Requires: A leather works, a leatherworker, and a tanned hide

Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the leather works.


Summary

Worker type / Labor

See also