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Author Topic: Cooking and Dead Animals  (Read 1069 times)

Cooking and Dead Animals
« on: November 16, 2016, 09:35:09 am »

Hello folks i have two questions about cooking and butchery

1- Can i make meals with using same ingredients?
for ex: to cook fine meal can i use 1 p.helmet + 1 p.helmet + 1 p.helmet recipe or do i have to make it with different ingredients for ex: 1p. helmet + 1quarry bush leaf + 1 prepared organ

Sometimes my cooker do it  with same ingredients but sometimes don't. Is it a bug?

2- What can i do with dead animals? My lamb starved to death and i don't want to waste his meats. But when i order butcher's workshop to "butcher a dead animal" i get; "Needs butcherable unrotten nearby item". I know my lamb's corpse is not rotted because she's just died. What should i do?
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Luriant

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Re: Cooking and Dead Animals
« Reply #1 on: November 16, 2016, 10:09:09 am »

1) Cooker use the ingredients in proximity order.
The first ingrediente need to be Solid, the rest don't care.
I put the booze stockpile next to the kitchen, and my Chef cook 1P.Helmet+5DwarvenWine+5Dwarven Wine+5Dwarven wine.
16 Meals with only 4 plump helmet.
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PatrikLundell

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Re: Cooking and Dead Animals
« Reply #2 on: November 16, 2016, 10:13:06 am »

2. You cannot butcher dead tame animals regardless of cause of death (butchery excluded, of course). It doesn't make sense that you can butcher the dead giant kea the goblins killed, but not the tame ostrich they also killed, but that's the way it is.
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redsector

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Re: Cooking and Dead Animals
« Reply #3 on: November 16, 2016, 10:33:47 am »

To elaborate on 1):

The ingredients can all be the same type, as long as they're separate items/item stacks (and as long as the "at least one solid item" rule as explained by Luriant is true).

For example, the stocks screen might tell you that you have 10 plump helmets in total. If these are all in one stack (Plump helmets [10]), they are treated as one item and you will need two more ingredients to make a fine meal out of them. If they are in separate stacks (Plump helmets [5], Plump helmets [3] and Plump helmets [2], for example), they count as different items. In this case, you wouldn't need anything else, your fine meal will be made out of three different stacks of plump helmet.

Unfortunately, there's no way (that I know of) to separate or combine stacks.
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Re: Cooking and Dead Animals
« Reply #4 on: November 16, 2016, 02:09:10 pm »

Thanks for answers friends.

So if i can make meals with only 1 food type then what's the point of the other food types , hunting, fishing etc.??  Is different food types trigger happiness?
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PatrikLundell

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Re: Cooking and Dead Animals
« Reply #5 on: November 16, 2016, 03:02:32 pm »

Dorfs have preferences, and eating preferred food items should result in need satisfaction. I say "should" as they are completely or almost completely incapable of seeking out prepared meals with their preferred stuff in them. They can seek out booze and raw stuff, though.
One thing that IS in currently is that dorfs get unhappy thoughts from eating/drinking the same old thing all the time.

It's also the case that there are plans for cooking recipes (some time in the future: I think they almost made it in a while back, but now are shifted back into the future plan limbo), at which time the current placeholder logic will be replaced.
I'm not sure about this, but I suspect there are also plans for a nutrition model.
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Thisfox

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Re: Cooking and Dead Animals
« Reply #6 on: November 17, 2016, 04:53:43 pm »

2- What can i do with dead animals? My lamb starved to death and i don't want to waste his meats. But when i order butcher's workshop to "butcher a dead animal" i get; "Needs butcherable unrotten nearby item". I know my lamb's corpse is not rotted because she's just died. What should i do?

If the lamb starved to death, it's likely you need to set the other meat animals in a place they won't starve to death. Choose a place above ground somewhere where there is plenty of grass (slightly to the side of your dug entrance is a good place) and hit {i}, and make an area to use as a field, then make it a grazing field with {n} (I recommend at least four squares per grazer, or they will graze the grass down to stubble). Then you can assign the different grazing animals to it using {N} and the dorfs with animal handling will move the animals to where they won't starve to death (yes, there is a difference between {n} and {N}).

When you want to Butcher them, for any reason, you can do that in the animal file in the {z} directory, just choose the animal and hit {b} to mark it for slaughter. But seeing as lamby there died of starvation, not of butchery, there's nothing you can do to eat the poor little thing. If it was a stray, then it will lie on the corpse stockpile. If it was a named pet, belonging to a specific dorf, then it was never butcherable, and can go in a coffin, if you have one marked for pet burial. If it's any consolation, a lamb doesn't give much meat, a ewe or a ram is a better bet, so it's best to feed them up till they graduate to adulthood, then butcher them for meat.
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Nightcore Angel

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Re: Cooking and Dead Animals
« Reply #7 on: November 19, 2016, 04:27:05 am »

cant you set the job order to reclaim all dead, put your dead animal in corpse/animal stockpile and then ask them to butcher it? i never tried it my self but...might it work?
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PatrikLundell

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Re: Cooking and Dead Animals
« Reply #8 on: November 19, 2016, 07:33:34 am »

cant you set the job order to reclaim all dead, put your dead animal in corpse/animal stockpile and then ask them to butcher it? i never tried it my self but...might it work?
No.
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Fleeting Frames

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Re: Cooking and Dead Animals
« Reply #9 on: November 19, 2016, 10:43:50 am »

For hunting, one of the benefit is that it is little micro-intensive way to train up marksdwarves.
And meat industry in general provides bone (mostly useful for civilian uniforms and moods) and some amount of leather. Also can provide the most food at the cost of the most micromanagement.

Fishing is less versatile but slightly simpler to set up than farming. You can either cook or process the fish, up to you which to use.

It also frequently results in deaths from fights, but it can spot ambushes that way. If you lost fisherdwarf, nothing of value was lost. You can ensure safety along with safe water supply, of course, but building a secure box is about as micro-intensive as farming.

Egg cooking is pretty similar to fishing, though requires more infrastructure at base. Though it is safe, so there's that. 1 average turkey provides enough to feed 6 dwarves for a year or so.

For plant gathering versus farming, one is over wide open fertile area, other is sealed where you need it. Farming also needs seeds, which can be gotten through plant gathering. Also, plant gathering requires absolutely no infrastructure, skills up relatively fast and is more than twice as fruitful as fishing, for instance.

Out of these, you really need plant gathering or farming for booze* - caravans can bring you booze if you request it, but that's not going to last you the year past...Iunno, 25 dwarves? Though they bring more if you forbid all your booze right before they arrive, 1 for each dwarf, which should something like bring it to 70s or so.

Though I'd consider it rather risky if you have no water.

*There's also beekeeping industry, but that takes while to scale up (9 months to split a hive) and even scaled up you only get 1 barrel per sacrificed hive per 9 months. Also is more complicated.