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Difference between revisions of "40d:Butcher's shop"
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* Change the settings on your main refuse pile to not accept bones and hides. | * Change the settings on your main refuse pile to not accept bones and hides. | ||
* Slaughtering will produce [[chunk]]s, which have no use. They will just rot in your refuse pile. It is advisable to take measures to ward off [[thoughts|unhappy thoughts]] generated by [[miasma]]. | * Slaughtering will produce [[chunk]]s, which have no use. They will just rot in your refuse pile. It is advisable to take measures to ward off [[thoughts|unhappy thoughts]] generated by [[miasma]]. | ||
+ | * 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 [[Clutter|cluttered]]. | ||
==See also== | ==See also== |
Revision as of 19:07, 24 September 2009
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The butcher's shop is a workshop used to slaughter livestock that has been designated to be butchered 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 corpses, slaughtering occurs the instant the butcher brings the animal to the shop, and so is not affected by the butcher's skill level, agility, or workshop clutter. Although slaughtering is not affected by experience, it does provide experience in the butcher 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 meat, fat, skin, bones, and skulls 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) stockpile.
A butcher's shop can also be used to catch vermin (like a kennels) and make extracts from captured vermin.
Tasks
- bButcher a dead animal
Renders a dead animal into its component parts of meat, fat, skin, bones, and skulls. Usually used on animals that your hunter brings back.
- eExtract from a dead animal
Requires a caged fire snake, cave spider, or phantom spider and animal dissection. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done). Produces liquid fire and venom, respectively.
- aCapture a live land animal
Requires an animal trap and trapping. 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 stockpiles. Meat and fat go to your food stockpile, while bones, skulls, chunks, and raw hides will go the refuse. Setting up appropriate and proximate stockpiles can speed production and reduce clutter in the butcher's shop.
- Create custom stockpiles for hides close to your tanner's shop (see Tanning) and build your tanner's shop next to your butcher's shop
- Create custom stockpiles for bones close to your craftdwarves workshop (see Bone carving)
- Change the settings on your main refuse pile to not accept bones and hides.
- Slaughtering will produce chunks, which have no use. They will just rot in your refuse pile. It is advisable to take measures to ward off unhappy thoughts generated by miasma.
- 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 cluttered.
See also
Workshops | |
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Furnaces | |
Related articles |