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v0.31:Butcher's shop

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Revision as of 16:37, 25 February 2011 by RandomerJon (talk | contribs) (Hair now has a usage)
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Butcher's shop

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Job Requirement
Construction
Materials Jobs

1 of

1 of

Materials Used
  • Template:L
  • Corpses of untamed non-sentient animals
Goods Created
This article is about an older version of DF.

The butcher's shop is used to butcher Template:L and corpses of some slain animals as well as to process skeletons (of wild animals only). Tame animals can be designated for butchering either by pressing v, moving the curser over the animal and pressing s, or by going into the animal list by pressing z, Enter and then by choosing the animal(s) for butchering by pressing b while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile nearby beforehand.

A butcher's shop is operated by any dwarf with the 'butchery' Template:L enabled.

A butchered animal results into various items with different uses:

Item Uses
Template:L can be eaten raw or Template:L
Template:L can be eaten raw or Template:L
Template:L can be Template:L to Template:L
Template:L crafting skull Template:L
Template:L can be crafted into bone Template:L, bone Template:L, or used as a Template:L material
Template:L can be used for Template:L or used as a Template:L material
Template:Ls can be used for Template:L or used as a Template:L material
Template:Ls can be used for Template:L or used as a Template:L material
Template:L acts like Template:L
Template:L acts like Template:L
Skin can be tanned into Template:L
Scale can be tanned into Template:L
Chitin can be tanned into Template:L
Template:L can be used to make clothing and bags
Template:L currently no uses
Nervous tissue currently no uses
Feather Unknown

Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).

As can be expected, partial corpses as well as mutilated corpses do not provide the "full set"; the number of bones may be lower, organs may be missing.

Hauling and stockpile considerations

One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.

The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the Butcher a dead animal job. Similarly, there is a maximum distance for the Tanner's shop to notice a skin and automatically trigger a Tan a skin job. It is not known precisely what "close enough" is, in either case.

Clutter Reduction and Rotting Prevention

A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot. To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.

See Also

Workshops
Furnaces
Related articles