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Difference between revisions of "40d:Meat industry"

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== Butchering ==
 
== Butchering ==
''Requires: A [[butcher's shop]], a [[butcher]], and either an [[animal]] marked for slaughter or one killed by a hunter''
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''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[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 some animals will have to be taken to the butcher's shop alive (i.e. dogs) in order to be butchered.
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Once an animal has been killed by a hunter 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.  
  
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 [[hydra]]s), 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.
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By default a [[butcher's shop]] will automatically queue <tt>Butcher animal</tt> whenever an animal corpse is available, or <tt>Slaughter animal</tt> for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), 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 for <tt>Butcher animal</tt> task (<tt>Slaughter animal</tt> occurs in the blink of an eye), 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 [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.
 
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|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.

Revision as of 07:38, 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 Breeding below) or butchered immediately (see Butchering 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 Butchering 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.


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 a stray tamed animal marked for slaughter or one killed by a hunter

Once an animal has been killed by a hunter 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.

By default a butcher's shop will automatically queue Butcher animal whenever an animal corpse is available, or Slaughter animal for stray animals marked for slaughter. 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 for Butcher animal task (Slaughter animal occurs in the blink of an eye), 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 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.

If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.[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