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Editing v0.31:Stonegears/Cooking

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:''Back to the [[../|main tutorial page]]''
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:''Back to the [[Main:../|main tutorial page]]''
  
 
==Cooking and changing labors==
 
==Cooking and changing labors==
Go to the dining hall area ({{K|F2}}) and in the 3x3 nook south of the food storage area place a kitchen [[../Workshops|workshop]]‡ ({{K|b}}-{{K|w}}-{{K|z}}).  If you unpause the game you'll note that none of your dwarves will come to build the kitchen.  This is because none of your dwarves has the cooking [[labor]] enabled.  Any dwarf can perform any labor, even without any skill at it, as long as the labor is enabled. Use the [[../Listing your dwarves|units screen]]‡ ({{K|u}}) and zoom in on _____.  Use {{K|v}}-{{K|p}}-{{K|l}} to [[../Examining_your_dwarves#Labors|modify active labors]]‡, make sure the cursor is over _______, scroll down with {{K|+}} to an select {{DFtext|Farming/Related|Grey}}, press {{K|Enter}}, scroll up with {{K|-}} to select {{DFtext|Cooking|Grey}}, hit {{K|Enter}} again, then {{K|Esc}} twice to return to the main menu.  ____ will now go build the kitchen.
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Go to the dining hall area ({{K|F2}}) and in the 3x3 nook south of the food storage area place a kitchen [[Main:../Workshops|workshop]]‡ ({{K|b}}-{{K|w}}-{{K|z}}).  If you unpause the game you'll note that none of your dwarves will come to build the kitchen.  This is because none of your dwarves has the cooking [[labor]] enabled.  Any dwarf can perform any labor, even without any skill at it, as long as the labor is enabled. Use the [[Main:../Listing your dwarves|units screen]]‡ ({{K|u}}) and zoom in on _____.  Use {{K|v}}-{{K|p}}-{{K|l}} to [[Main:../Examining_your_dwarves#Labors|modify active labors]]‡, make sure the cursor is over _______, scroll down with {{K|+}} to an select {{DFtext|Farming/Related|Grey}}, press {{K|Enter}}, scroll up with {{K|-}} to select {{DFtext|Cooking|Grey}}, hit {{K|Enter}} again, then {{K|Esc}} twice to return to the main menu.  ____ will now go build the kitchen.
  
Go back to the kitchen ({{K|F2}}) and interact with it ({{K|q}}). This will give you three different types of meal to prepare, and the currently unusable {{DFtext|Render fat|red}}.  "Easy meal" produces a meal with two ingredients, "fine meal" produces a meal with three ingredients, and "lavish meal" produces a meal with four ingredients.  Note that the prepare meal commands have no means to control ''which'' ingredients are used.  For that we have to exit from the kitchen and go to the [[../Status_screen#Kitchen_sub-screen|kitchen sub-screen of the status screen]]‡ ({{K|z}}-{{K|→ }}-{{K|Enter}}):
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Go back to the kitchen ({{K|F2}}) and interact with it ({{K|q}}). This will give you three different types of meal to prepare, and the currently unusable {{DFtext|Render fat|red}}.  "Easy meal" produces a meal with two ingredients, "fine meal" produces a meal with three ingredients, and "lavish meal" produces a meal with four ingredients.  Note that the prepare meal commands have no means to control ''which'' ingredients are used.  For that we have to exit from the kitchen and go to the [[Main:../Status_screen#Kitchen_sub-screen|kitchen sub-screen of the status screen]]‡ ({{K|z}}-{{K|→ }}-{{K|Enter}}):
  
 
  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
  
Ingredients marked with {{DFtext|Cook|blue}} are available for your dwarves to cook, while ones marked with {{DFtext|Cook|red}} your dwarves will ignore when cooking. All [[seed]]s start out with cooking disabled, since you want to use them for [[../Farming|farming]]‡, but after your fortress has been running for a long time you might have enough seeds that you can safely cook a few.  All of your [[booze]] starts out as cookable, which we want to prevent, since we want to reserve booze for drinking.  Scroll down ({{K|↑}} and {{K|↓}}) to the booze lines and toggle the cooking permissions off with {{K|c}}.  Also turn off the cooking permission all of the various plants (everything but the meat), since cooking them destroys the seeds they contain, while eating them raw leaves behind a seed.
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Ingredients marked with {{DFtext|Cook|blue}} are available for your dwarves to cook, while ones marked with {{DFtext|Cook|red}} your dwarves will ignore when cooking. All [[seed]]s start out with cooking disabled, since you want to use them for [[Main:../Farming|farming]]‡, but after your fortress has been running for a long time you might have enough seeds that you can safely cook a few.  All of your [[booze]] starts out as cookable, which we want to prevent, since we want to reserve booze for drinking.  Scroll down ({{K|↑}} and {{K|↓}}) to the booze lines and toggle the cooking permissions off with {{K|c}}.  Also turn off the cooking permission all of the various plants (everything but the meat), since cooking them destroys the seeds they contain, while eating them raw leaves behind a seed.
  
Now go back to the kitchen and add a {{DFtext|Prepare Lavish Meal}} job.  Four different types of meat will be gathered and turned into a twenty serving "roast"; cooked meat takes a lot longer to rot than raw meat, so you want to cook any meat you have as soon as possible.  Note that a 20 item [[../Examining_items#Item_stacks|stack]]‡ like that is too big to fit inside of a [[barrel]], so it will be placed directly onto the floor.  This is nothing to worry about: there is no food contamination in the game (yet) so it won't pick up germs from sitting on the ground, and the combination of it being in a food stockpile and it being cooked will keep it from rotting for a long time.
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Now go back to the kitchen and add a {{DFtext|Prepare Lavish Meal}} job.  Four different types of meat will be gathered and turned into a twenty serving "roast"; cooked meat takes a lot longer to rot than raw meat, so you want to cook any meat you have as soon as possible.  Note that a 20 item [[Main:../Examining_items#Item_stacks|stack]]‡ like that is too big to fit inside of a [[barrel]], so it will be placed directly onto the floor.  This is nothing to worry about: there is no food contamination in the game (yet) so it won't pick up germs from sitting on the ground, and the combination of it being in a food stockpile and it being cooked will keep it from rotting for a long time.
  
 
==Fishing==
 
==Fishing==
 
Now enable the [[fishing]] labors for _____ (the {{DFtext|Fishing}} labor under the {{DFtext|Fishing/Related}} labor group).  _____ will go to one of the [[murky pool]]s on the surface and start fishing for [[turtle]]s.  Note that if you look ({{K|k}}) in the pool you won't see any turtles there, since the turtles which are fished come directly out of a "fishable turtles" counter which isn't reflected by the turtles actually being in the pool.  If you ''do'' see a turtle it ''isn't'' one that you can fish.  In fact, it's possible to for there to be no turtles available for fishing but to see some turtles swimming in a pool or walking on the ground.
 
Now enable the [[fishing]] labors for _____ (the {{DFtext|Fishing}} labor under the {{DFtext|Fishing/Related}} labor group).  _____ will go to one of the [[murky pool]]s on the surface and start fishing for [[turtle]]s.  Note that if you look ({{K|k}}) in the pool you won't see any turtles there, since the turtles which are fished come directly out of a "fishable turtles" counter which isn't reflected by the turtles actually being in the pool.  If you ''do'' see a turtle it ''isn't'' one that you can fish.  In fact, it's possible to for there to be no turtles available for fishing but to see some turtles swimming in a pool or walking on the ground.
  
After a while, there'll be a few [[../Examining_items#Item_stacks|stacks]]‡ of raw turtle next to the pool:
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After a while, there'll be a few [[Main:../Examining_items#Item_stacks|stacks]]‡ of raw turtle next to the pool:
  
 
  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
  
Once you have a few, turn off the fishing labor and turn on the [[fish cleaning]] labor.  Then go down to the level with the farm and install a fishery [[../Workshops|workshop]]‡ ({{K|b}}-{{K|w}}-{{K|h}}):
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Once you have a few, turn off the fishing labor and turn on the [[fish cleaning]] labor.  Then go down to the level with the farm and install a fishery [[Main:../Workshops|workshop]]‡ ({{K|b}}-{{K|w}}-{{K|h}}):
  
 
  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
  
Once the fishery is complete _____ will start turning the raw turtles into turtle meat and turtles [[shell]]s.  The shells are the important part, since they're often used in [[../Strange moods|strange moods]]‡.  Set up a refuse [[../Stockpiles|stockpile]]‡ in the space next to the fishery and set it to only accept shells , bones, and fresh raw hides, so the shells will be moved out of the fishery.
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Once the fishery is complete _____ will start turning the raw turtles into turtle meat and turtles [[shell]]s.  The shells are the important part, since they're often used in [[Main:../Strange moods|strange moods]]‡.  Set up a refuse [[Main:../Stockpiles|stockpile]]‡ in the space next to the fishery and set it to only accept shells , bones, and fresh raw hides, so the shells will be moved out of the fishery.
  
 
==Butchery, rendering fat and tanning hides==
 
==Butchery, rendering fat and tanning hides==
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  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
  
There's two ways to mark a tame animal for butchering.  One it to use "view units" mode ({{K|v}}) on the animal while the mode is set to change labors.  This will show {{DFtext|Read for Slaughter (N)|white}}; {{K|s}} will then toggle it to {{DFtext|(Y)|white}}.  The second way is to go to the [[../Status_screen#Animals_sub-screen|animals]]‡ sub-screen of the [[../Status_screen|status screen]]‡ status screen ({{K|z}}-{{K|Enter}}), scroll down to the animal you want ({{K|↑}} and {{K|↓}}), and press {{K|b}}, which will make the screen show {{DFtext|Ready for Slaughter|magenta}}.  Either way, mark the ________ for slaughter.  _______ will lead the animal to the butchery, and you'll get the message {{DFtext|________ has been struck down|magenta}}.  Now pause the game.
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There's two ways to mark a tame animal for butchering.  One it to use "view units" mode ({{K|v}}) on the animal while the mode is set to change labors.  This will show {{DFtext|Read for Slaughter (N)|white}}; {{K|s}} will then toggle it to {{DFtext|(Y)|white}}.  The second way is to go to the [[Main:../Status_screen#Animals_sub-screen|animals]]‡ sub-screen of the [[Main:../Status_screen|status screen]]‡ status screen ({{K|z}}-{{K|Enter}}), scroll down to the animal you want ({{K|↑}} and {{K|↓}}), and press {{K|b}}, which will make the screen show {{DFtext|Ready for Slaughter|magenta}}.  Either way, mark the ________ for slaughter.  _______ will lead the animal to the butchery, and you'll get the message {{DFtext|________ has been struck down|magenta}}.  Now pause the game.
  
First, go to the [[../Listing your dwarves|units screen]]‡ ({{K|u}}) .  The slaughtered animal will be at the bottom of the list, marked as {{DFtext|Deceased|magenta}}.  This will stay in the units list for the entire game, so the end of the list can grow quite long after a while.
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First, go to the [[Main:../Listing your dwarves|units screen]]‡ ({{K|u}}) .  The slaughtered animal will be at the bottom of the list, marked as {{DFtext|Deceased|magenta}}.  This will stay in the units list for the entire game, so the end of the list can grow quite long after a while.
  
 
Second, look at the items inside of the butchery.  There's quite a lot of stuff in there.  In addition to the [[meat]], there's [[prepared organs]], [[fat]], [[bones]], [[skin]], and miscellaneous useless stuff.  There's so many items that the butcher's shop has become [[clutter|cluttered]], as can be seen by the {{DFtext|☼CLT☼|magenta}}.  This level of clutter will slow down using the butchery's shop by 10 times, so unpause the game to let your dwarves haul the items to the relevant stockpiles, leaving the shop empty.  In addition to doing that, ______ will also automatically render the [[fat]] into [[tallow]].
 
Second, look at the items inside of the butchery.  There's quite a lot of stuff in there.  In addition to the [[meat]], there's [[prepared organs]], [[fat]], [[bones]], [[skin]], and miscellaneous useless stuff.  There's so many items that the butcher's shop has become [[clutter|cluttered]], as can be seen by the {{DFtext|☼CLT☼|magenta}}.  This level of clutter will slow down using the butchery's shop by 10 times, so unpause the game to let your dwarves haul the items to the relevant stockpiles, leaving the shop empty.  In addition to doing that, ______ will also automatically render the [[fat]] into [[tallow]].
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==Next tutorial article==
 
==Next tutorial article==
[[../Digging deeper|Digging deeper]].
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[[Main:../Digging deeper|Digging deeper]].
  
 
==Notes==
 
==Notes==
* Cooking easy, fine and lavish meals is a bit strange, since the different types of cooking jobs don't deal with the absolute size of the meal made, but the number of item [[../Examining_items#Item_stacks|stacks]]‡ used to make them.  For example, if you have two separate stacks of whale meat, each with 50 pieces, you can cook that as an easy meal since it only involves two stacks of food, even though it results in a meal containing 100 servings.  On the other hand, if you have one piece of cow meat, one piece of horse meat, one piece of donkey meat and once piece of yak meat, you can cook them into a lavish meal since it's four different stacks, even though it will make a meal containing only four servings.
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* Cooking easy, fine and lavish meals is a bit strange, since the different types of cooking jobs don't deal with the absolute size of the meal made, but the number of item [[Main:../Examining_items#Item_stacks|stacks]]‡ used to make them.  For example, if you have two separate stacks of whale meat, each with 50 pieces, you can cook that as an easy meal since it only involves two stacks of food, even though it results in a meal containing 100 servings.  On the other hand, if you have one piece of cow meat, one piece of horse meat, one piece of donkey meat and once piece of yak meat, you can cook them into a lavish meal since it's four different stacks, even though it will make a meal containing only four servings.
 
* Cooked meals have a [[quality]] level.  Eating high quality meals ''should'' give all of your dwarves a happy [[thought]], but there's a bug which makes it so that a happy thought is gained only if the meal contains one of the foods which the dwarf has a [[preference]] for.
 
* Cooked meals have a [[quality]] level.  Eating high quality meals ''should'' give all of your dwarves a happy [[thought]], but there's a bug which makes it so that a happy thought is gained only if the meal contains one of the foods which the dwarf has a [[preference]] for.
 
* The fishery and butcher's shop are placed underground because, by default, any remains found outside aren't moved to stockpiles (where "remains" includes bones and shells). To make your dwarves collect gather remains which are found outside, change the {{DFtext|Dwarves Ignore Refuse From Outside}} standing [[order]] ({{K|o}}-{{K|r}}-{{K|o}}).
 
* The fishery and butcher's shop are placed underground because, by default, any remains found outside aren't moved to stockpiles (where "remains" includes bones and shells). To make your dwarves collect gather remains which are found outside, change the {{DFtext|Dwarves Ignore Refuse From Outside}} standing [[order]] ({{K|o}}-{{K|r}}-{{K|o}}).

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