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[[File:bones_icon_preview.png|right]]'''Bones''' are internal (or less commonly, external) rigid organs that make up the skeletal structure of most living creatures. Therefore, they're a common form of [[animal]] remains, as well as a handy [[craft]]ing material.
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[[File:bones_pile.jpg|thumb|260px|right|New bracelets, crafts and earrings are only a death away.]]'''Bones''' are internal (or less commonly, external) rigid organs that make up the skeletal structure of most living creatures. Therefore, they're a common form of [[animal]] remains, as well as a handy [[craft]]ing material.
  
 
==Fortress mode==
 
==Fortress mode==
 
===Acquiring bones===
 
===Acquiring bones===
[[File:skull_icon_v50.png|right]]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}}.
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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}}.
 
 
While unmodded dwarves are unwilling to butcher sapient creatures, severed limbs will rot to bone stacks even without butchering. These bones cannot typically be used for crafting, however the bones of undead invaders are sometimes usable by dwarves. This is presumably a bug.  
 
  
 
Bones are never imported in [[caravan]]s, and must be acquired locally.
 
Bones are never imported in [[caravan]]s, and must be acquired locally.
  
 
===Uses for bone===
 
===Uses for bone===
[[File:bone_icon.png|right]]The majority of the uses for bone are handled at a [[craftsdwarf's workshop]] using the [[bone carving]] [[labor]]:
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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 [[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. Dwarves 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.
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*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 [[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, as opposed to stacks of 25 from metal or wood. Bone bolts are better than their wooden counterparts, and while not as effective as metal bolts, are [http://www.bay12forums.com/smf/index.php?topic=116151.0 still able to pierce metal armors]. Bone bolts are a renewable resource for [[hunting]] animals, as animals are a source of bone.
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*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.
 
*Some [[instruments]] and instrument parts may be made from bone, though this depends entirely on your specific [[world gen]] results.
  
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*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.
 
*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.
  
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-masterwork items. The difference is only about 25% in value, but it adds up after making hundreds of items.
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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.
 
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.
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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.
 
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 looking at bones may, in the short term, have a negative mood impact. In the medium term, this can lead to them better dealing with death. However, in the long term, it can turn to apathy. Best practice is to have your bone depot behind a door to make it less obvious to non-users.
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===Bugs===
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*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.
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*Butchered bone stacks from hostile creatures cause a "seeing a ___ die" thought.{{bug|8813}}
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*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==
 
==Adventure mode==
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{{Category|Body parts}}
 
{{Category|Body parts}}
 
[[ru:Bone]]
 
[[ru:Bone]]
 
{{D for Dwarf}}
 
 
Actually, bones do get transported, but the stupid bodies they're transported in need to be removed first.
 
[[File:bones_pile.jpg|thumb|290px|center|New bracelets, crafts and earrings are only a death away.]]
 

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