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Difference between revisions of "v0.34:Butcher's shop"

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The '''butcher's shop''' is used to butcher [[Tame animals|tame animals]], corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the cursor over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals.
+
The '''butcher's shop''' is used to slaughter [[Tame animals|tame animals]], or to butcher the corpses or skeletons of slain wild animals.  A tame animal can be designated for slaughter by either:
 +
* pressing {{key|v}}, moving the cursor over the animal and pressing {{key|p}}-{{key|s}}, or  
 +
* going into the animal list by pressing {{key|z}}-{{key|Enter}}, scrolling down to the animal, and pressing {{key|b}} while it is highlighted.
 +
Slaughtering is instantaneous once the animal has been led to the butcher's shop.  [[Pet]]s cannot be slaughtered.
  
 +
Wild animal corpses, body parts or skeletons can be butchered as long as they are sufficiently close to the butcher's shop, and sufficiently large to yield results.  Butchering is ''not'' instanteous.
 +
 +
== Industry ==
 
A butchered animal results into various items with different uses:
 
A butchered animal results into various items with different uses:
  
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|[[kitchen|Cooked]] to [[tallow]]
 
|[[kitchen|Cooked]] to [[tallow]]
 
|-
 
|-
|[[Skull]]
+
|[[Skull]]s
|Crafting skull [[totem|totem]]
+
|Crafting skull [[totem]]s
 
|-
 
|-
|[[Bone|Bones]]
+
|[[Bone]]s
|Crafting bone [[bolt|bolts]], bone [[craft|crafts]], or used as a [[decoration]] material
+
|Crafting bone [[armor]], bone [[bolt]]s, bone [[crafts]], bone [[decoration]]s, and [[strange mood]]s
 
|-
 
|-
|[[Hoof|Hooves]], [[Horn]]s, [[Shell]]s, [[Nail]]s,[[Tooth|Teeth]]
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|[[Hoof|Hooves]], [[Horn]]s, [[Tooth|Teeth]]
|Used for [[crafts]] or used as a [[decoration]] material
+
|[[crafts]] and [[decoration]]s
 +
|-
 +
|[[Shell]]s
 +
|Crafting shell [[armor]], shell [[crafts]], shell [[decoration]]s, and [[strange mood]]s
 
|-
 
|-
 
|[[Skin]]
 
|[[Skin]]
 
|Tanned into [[Leather]]
 
|Tanned into [[Leather]]
 +
|-
 +
|[[Wool]]
 +
|Spun into [[Yarn]]
 
|-
 
|-
 
|[[Hair]]  
 
|[[Hair]]  
|Spun into [[thread]], but not weaved into [[cloth]]
+
|Spun into [[thread]], but not woven into [[cloth]]
 
|-
 
|-
 
|[[Cartilage]]
 
|[[Cartilage]]
|Currently no uses. {{version|0.31.25}}
+
|Currently no uses. {{version|0.34.11}}
 
|-
 
|-
|Nervous tissue
+
|[[Nervous tissue]]
|Currently no uses. {{version|0.31.25}}
+
|Currently no uses. {{version|0.34.11}}
 
|-
 
|-
|Feather, [[Scale]], and [[Chitin]]
+
|[[Feather]], [[Scale]], [[Chitin]], and [[Nail]]
|Currently no uses. {{version|0.31.25}}
+
|Currently no uses. {{version|0.34.11}}
|-
 
|Wool
 
|Spun into [[Yarn]]
 
 
|}
 
|}
  
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=== Clutter Reduction and Rotting Prevention ===
 
=== 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.
+
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a [[Exploit#Quantum_stockpiles|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.
 
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.
  
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*A butcher's shop is operated by any dwarf with the 'butchery' [[labor]] enabled.
 
*A butcher's shop is operated by any dwarf with the 'butchery' [[labor]] enabled.
 
*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).
 
*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).
*There are currently some bugs relating to butchered products and [[clutter]].
 
 
*Partial corpses as well as mutilated corpses do not provide the "full set"; the number of bones may be lower, organs may be missing.
 
*Partial corpses as well as mutilated corpses do not provide the "full set"; the number of bones may be lower, organs may be missing.
 
*You can't butcher vermin fish, that is done at the [[Main:Fishery|Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.
 
*You can't butcher vermin fish, that is done at the [[Main:Fishery|Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.

Latest revision as of 19:21, 1 August 2013

Butcher's shop

b-w-u

X X X
X X X
X X X
Job Requirement
Construction
Materials Jobs

1 of

Materials Used
Goods Created
This article is about an older version of DF.

The butcher's shop is used to slaughter tame animals, or to butcher the corpses or skeletons of slain wild animals. A tame animal can be designated for slaughter by either:

  • pressing v, moving the cursor over the animal and pressing p-s, or
  • going into the animal list by pressing z-Enter, scrolling down to the animal, and pressing b while it is highlighted.

Slaughtering is instantaneous once the animal has been led to the butcher's shop. Pets cannot be slaughtered.

Wild animal corpses, body parts or skeletons can be butchered as long as they are sufficiently close to the butcher's shop, and sufficiently large to yield results. Butchering is not instanteous.

Industry[edit]

A butchered animal results into various items with different uses:

Item Uses
Meat and Prepared organs Eaten raw or cooked
Fat Cooked to tallow
Skulls Crafting skull totems
Bones Crafting bone armor, bone bolts, bone crafts, bone decorations, and strange moods
Hooves, Horns, Teeth crafts and decorations
Shells Crafting shell armor, shell crafts, shell decorations, and strange moods
Skin Tanned into Leather
Wool Spun into Yarn
Hair Spun into thread, but not woven into cloth
Cartilage Currently no uses. v0.34.11
Nervous tissue Currently no uses. v0.34.11
Feather, Scale, Chitin, and Nail Currently no uses. v0.34.11

Menu[edit]

Butcher's Shop

  • 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, or tame animals you chose for slaughter.

  • 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.

Common Uses[edit]

  • Produce meat for food.
  • Produce skin for leather.
  • Produce bones for bolts.

Helpful Strategies[edit]

Hauling and stockpile considerations[edit]

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[edit]

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.

Notes[edit]

  • A butcher's shop is operated by any dwarf with the 'butchery' labor enabled.
  • 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).
  • Partial corpses as well as mutilated corpses do not provide the "full set"; the number of bones may be lower, organs may be missing.
  • You can't butcher vermin fish, that is done at the Fishery. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.
  • Tamed animals that die of starvation seem to be unbutcherable, although those that die of old age may be butchered.

See Also[edit]

Workshops
Furnaces
Related articles