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Difference between revisions of "Meat"

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{{av}}'''Meat''' is a collective term for all edible animal [[butcher]]y products, and a specific term for a particular type of such products. Meat products are a [[food]] staple which, along with [[plant]]s, make up the majority of a fortress's diet. Although the {{k|z}} [[status]] screen lists all edible animal-derived products as meat, the game divides them into two discrete categories: true "{creature type} meat", which is muscle stripped from the [[creature]] when it is [[butcher's shop|butchered]], and [[prepared organs]], which are just that, organs prepared for [[cook]]ing and consumption. The amounts of meat products produced from butchering a creature depend on the creature's absolute size, which is a combination of the species' average size and any creature-specific modifiers (height, broadness, etc.).
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{{av}}
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[[File:meat_sprite_large.png|right]]'''Meat''' is a collective term for all non-aquatic-[[vermin]] edible animal [[butcher]]y products and a [[food]] staple which can make up a significant part of a fortress's diet. Although the [[status]] bar and [[stocks]] window categorize all edible butchery products as meat, the game names them variously: true "{creature type} meat", which is muscle, and [[prepared organs]], both produced when the [[creature]] is [[butcher's shop|butchered]]. The amount of meat products produced depends on the individual creature's absolute size, which is a combination of the species' average size and any creature-specific modifiers (height, broadness, etc.).
  
Dwarves are omnivores; having meat to eat is not compulsory, but does increase variety (munching on the same gruel day after day will eventually cause negative [[thought]]s). Carnivorous creatures (such as tame [[tigerman|tigermen]]) will starve, however, if there is no meat in your larder, and [[animal trainer]]s will be unable to perform the initial training on any [[tame|wild]] carnivores. [[Prepared meal]]s containing meat apparently also qualify as meat for feeding carnivores. The business side of meat production is handled by the [[meat industry]].
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Dwarves (''and humans, of course'') are omnivores; having meat to eat is not compulsory, but does increase variety (munching on the same gruel day after day will eventually cause negative [[thought]]s). If there is no meat in your stocks, carnivorous creatures (such as some species of [[animal people]]) will go hungry and [[animal trainer]]s will be unable to perform the initial training on any wild carnivores. [[Starving]] carnivorous citizens will auto-assign the job "hunt for small animal". [[Prepared meal]]s containing meat apparently also qualify as meat for feeding carnivores.
  
 
Like most types of [[food]], meat will [[rot]] if not [[stockpile]]d appropriately, becoming unfit for consumption and emitting [[miasma]] over time if left [[underground]].
 
Like most types of [[food]], meat will [[rot]] if not [[stockpile]]d appropriately, becoming unfit for consumption and emitting [[miasma]] over time if left [[underground]].
  
[[File:Meats.jpg|thumb|300px|center|Some kinds of meat.]]
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==See also==
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*[[Body parts]]
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*[[Meat industry]]
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*[[Fish]]
  
 
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{{gamedata|{{raw|DF2014:material_template_default.txt|MATERIAL_TEMPLATE|MUSCLE_TEMPLATE}}}}
 
{{materials}}
 
{{materials}}
  
 
{{Category|Food}}
 
{{Category|Food}}
 
[[ru:Meat]]
 
[[ru:Meat]]

Latest revision as of 20:57, 24 January 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Meat sprite large.png

Meat is a collective term for all non-aquatic-vermin edible animal butchery products and a food staple which can make up a significant part of a fortress's diet. Although the status bar and stocks window categorize all edible butchery products as meat, the game names them variously: true "{creature type} meat", which is muscle, and prepared organs, both produced when the creature is butchered. The amount of meat products produced depends on the individual creature's absolute size, which is a combination of the species' average size and any creature-specific modifiers (height, broadness, etc.).

Dwarves (and humans, of course) are omnivores; having meat to eat is not compulsory, but does increase variety (munching on the same gruel day after day will eventually cause negative thoughts). If there is no meat in your stocks, carnivorous creatures (such as some species of animal people) will go hungry and animal trainers will be unable to perform the initial training on any wild carnivores. Starving carnivorous citizens will auto-assign the job "hunt for small animal". Prepared meals containing meat apparently also qualify as meat for feeding carnivores.

Like most types of food, meat will rot if not stockpiled appropriately, becoming unfit for consumption and emitting miasma over time if left underground.

See also[edit]

"Meat" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: igril
Elvish: lethiro
Goblin: smozû
Human: átu
More: GemsMetalsStones
Creature
BloodBoneCartilageCheeseChitinEggFatFeatherHair (WoolYarn) • HoofHornIchorLeatherMilkMeatNailNervous tissueOrgansParchmentPearlScaleShellSilkSkinSpitSweatTallowTearsToothWax
Plant
Fiber (PaperSlurry) • FlowerFruitLeafOil • Plant powders (DyeFlourSugar) • Seed (Press cake) • Wood
Creature/Plant
Inorganic
Hardcoded
AmberAshCoralFilthFuelGlassGrimeIceLyeMagmaMudPearlashPotashSaltUnknown substanceVomitWater
See also: Material science