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Author Topic: Managing bone stockpiles/dealing with cartilage  (Read 1647 times)

Five chickens

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Managing bone stockpiles/dealing with cartilage
« on: January 25, 2022, 01:27:33 pm »

I'm keeping a bone stockpile near a craftdwarf's workshop.  Is there any way to prevent my morons from storing useless cartilage there?  Also, any tips for managing bone stockpiles?  I'd like to hear how you manage yours.  Thanks in advance.
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PatrikLundell

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #1 on: January 25, 2022, 03:11:13 pm »

To set a Refuse stockpile to only accept a single type of item you need to first disable all and then disable the thing(s) you want (in my case raw hides). The weirdo stockpile logic only disables things from raw defined creatures when disabling categories, which means that things from procedurally generated (titans, FBs, experiments, clowns) ones still get hauled there. You'll miss bone that get exposed when "naturally butchered" arms and legs rot away, but that's not a large quantity (but the only way to get yourself some sapient creature bone items if they've been raised as undead before the "butchering").
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A_Curious_Cat

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #2 on: January 25, 2022, 03:35:23 pm »

Use stockpile settings

See also these pages:

Bones.

Skulls

Horns and hooves

Ivory and teeth

Shells

Hair

Wool

Keep all other items out of the stockpile to prevent miasma, and also disable the items listed above in your main (outside) refuse pile.

Also, you should already have set up a tanner’s shop when you set up your but her’s shop.  If hides aren’t tanned immediately after butchering, they basically become unusable and a potential source of miasma.

Hope this helps.
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anewaname

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #3 on: January 25, 2022, 06:53:03 pm »

I see refuse through these goggles...
- there is refuse you should get rid of (sentient corpses that make nervous dwarfs lose hope)
- there is refuse that you can use (Bones/Skulls/hides)
- there is refuse that will rot into nothing without a hauler ever needing to touch it (cartilage/nervous tissue)
- there is refuse that will not rot but is "harmless clutter" (feathers, nails, scales, etc)

Everything I do with Refuse is done in Above/Light tiles to avoid miasma (but it is possible to create miasma-reducing systems in Below/Dark tiles).

Every system I create for Refuse stockpiles is designed with the memories of those times when stockpile systems have been jammed up with stuff like crundle scales, hair, nails, feathers, small teeth, insect exo-shells (and with reference to what PatrikLundell posted about raw-defined verse procedurally-generated creatures, memories of times that FB nails, scales, feathers, etc,  jammed up stockpile systems).

Bones and skulls tend to take up too much stockpile floor space, but they are light so it doesn't matter if bone-crafters need to walk 30 tiles, so I either leave Refuse(Bones/Skulls) in the butcher's workshop or create a quantum stockpile for Refuse(Bones,Skulls) near the craft shop.

Cartilage will rot in Above/Light tiles, so it can be left in the Butcher's shop, but eventually there will be hundreds of non-rotting scales, nails, shells, teeth, and hair in the workshop and there is also the corpses of sentient creatures to be disposed of, so I create a minecart route to take sentient corpses (one stockpile), useless clutter (another stockpile), and dead tame animals (another stockpile), and dump all that junk into magma (either a long drop into the magma sea or a short drop into magma that was hauled to the surface).
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Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

A_Curious_Cat

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #4 on: January 25, 2022, 07:15:29 pm »

I see refuse through these goggles...
- there is refuse you should get rid of (sentient corpses that make nervous dwarfs lose hope)
- there is refuse that you can use (Bones/Skulls/hides)
- there is refuse that will rot into nothing without a hauler ever needing to touch it (cartilage/nervous tissue)
- there is refuse that will not rot but is "harmless clutter" (feathers, nails, scales, etc)

Everything I do with Refuse is done in Above/Light tiles to avoid miasma (but it is possible to create miasma-reducing systems in Below/Dark tiles).

Every system I create for Refuse stockpiles is designed with the memories of those times when stockpile systems have been jammed up with stuff like crundle scales, hair, nails, feathers, small teeth, insect exo-shells (and with reference to what PatrikLundell posted about raw-defined verse procedurally-generated creatures, memories of times that FB nails, scales, feathers, etc,  jammed up stockpile systems).

Bones and skulls tend to take up too much stockpile floor space, but they are light so it doesn't matter if bone-crafters need to walk 30 tiles, so I either leave Refuse(Bones/Skulls) in the butcher's workshop or create a quantum stockpile for Refuse(Bones,Skulls) near the craft shop.

Cartilage will rot in Above/Light tiles, so it can be left in the Butcher's shop, but eventually there will be hundreds of non-rotting scales, nails, shells, teeth, and hair in the workshop and there is also the corpses of sentient creatures to be disposed of, so I create a minecart route to take sentient corpses (one stockpile), useless clutter (another stockpile), and dead tame animals (another stockpile), and dump all that junk into magma (either a long drop into the magma sea or a short drop into magma that was hauled to the surface).

Why are you throwing away hair, shells, and teeth?  They’re useful.
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PatrikLundell

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #5 on: January 26, 2022, 03:49:00 am »

I use a drawbridge compactor to get rid of corpse (and corpse bits) of sapients, but magma would work as well (though it takes more work).

Why throw away...: Hair is only useful if it can be made into wool, which is supported only for shearable creatures. Ordinary teeth are useless: they have to be tusks or similar to be useful, but there's no simple sorting criterion to distinguish useful from junk (it may be possible to list useful species, but I'm not sure all teeth from ivory producing species are valid for ivory crafting). Shells, however, are precious mood materials (unless you're fishing pond turtles or mussels, in which case you've got an abundant supply).
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A_Curious_Cat

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #6 on: January 26, 2022, 10:50:42 am »

I use a drawbridge compactor to get rid of corpse (and corpse bits) of sapients, but magma would work as well (though it takes more work).

Why throw away...: Hair is only useful if it can be made into wool, which is supported only for shearable creatures. Ordinary teeth are useless: they have to be tusks or similar to be useful, but there's no simple sorting criterion to distinguish useful from junk (it may be possible to list useful species, but I'm not sure all teeth from ivory producing species are valid for ivory crafting). Shells, however, are precious mood materials (unless you're fishing pond turtles or mussels, in which case you've got an abundant supply).

If I’m reading the wiki correctly, teeth from animals that are at least as large as grizzly bears can be used for crafting, and animals with teeth that are too small don’t drop them when butchered (though they might as a result of combat).  Hair can be spun into thread.  While it can’t be woven into cloth, it can be used for sutures and book bindings.
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PatrikLundell

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #7 on: January 26, 2022, 11:52:18 am »

Forgot about the thread usage. Good luck getting the dorfs to stock the hospital with otherwise useless thread, though: they take the best they can, rather than that which isn't useful elsewhere.
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Five chickens

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #8 on: January 26, 2022, 01:25:16 pm »

I use a drawbridge compactor to get rid of corpse (and corpse bits) of sapients, but magma would work as well (though it takes more work).

Why throw away...: Hair is only useful if it can be made into wool, which is supported only for shearable creatures. Ordinary teeth are useless: they have to be tusks or similar to be useful, but there's no simple sorting criterion to distinguish useful from junk (it may be possible to list useful species, but I'm not sure all teeth from ivory producing species are valid for ivory crafting). Shells, however, are precious mood materials (unless you're fishing pond turtles or mussels, in which case you've got an abundant supply).

I suddenly understand why my dorfs can't make tooth scepters, even though there are teeth in my stockpile.  The fog is slowly clearing.
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A_Curious_Cat

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #9 on: January 26, 2022, 03:07:18 pm »

Forgot about the thread usage. Good luck getting the dorfs to stock the hospital with otherwise useless thread, though: they take the best they can, rather than that which isn't useful elsewhere.

What about trading it to one of the garbage trucks that comes along about once every season?
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anewaname

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #10 on: January 26, 2022, 08:24:20 pm »

Hair: I don't spin it, to avoid accidentally using precious dye on it.
Spoiler (click to show/hide)

But, you can force your hospital to use hair thread by "overstocking" your hospital's stores...
Spoiler (click to show/hide)

Teeth: dwarf teeth, dog teeth, weasel teeth... everywhere.
Spoiler (click to show/hide)

Shells:Exoskeletons like spider chitin and magma crab shells, that is all useless for moods. I always have plenty of nautilus shells for moods and crafting due to coastal embarks.

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Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

PatrikLundell

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #11 on: January 27, 2022, 03:37:52 am »

Forgot about the thread usage. Good luck getting the dorfs to stock the hospital with otherwise useless thread, though: they take the best they can, rather than that which isn't useful elsewhere.

What about trading it to one of the garbage trucks that comes along about once every season?
That's what I do to get rid of it (every few years). Doesn't get the thread to the hospital, though...

Filling the hospital's thread stock with useless thread works initially only if you've actually got enough when you set up the hospital, which typically isn't the case as you want to set up a hospital reasonably early, and when restocking they still grab the most expensive thread they can find.
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Five chickens

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #12 on: January 27, 2022, 01:45:07 pm »

I trade away used clothes all the time, but for some reason never considered giving away cartilage.  I'll definitely try that.
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anewaname

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #13 on: January 28, 2022, 01:51:44 pm »

Filling the hospital's thread stock with useless thread works initially only if you've actually got enough when you set up the hospital, which typically isn't the case as you want to set up a hospital reasonably early, and when restocking they still grab the most expensive thread they can find.
It can work, just de-construct/re-construct your hospital storage container to free up any non-hair thread, then follow the steps to store the hair thread, including "lower hospital thread count to 0" to prevent future restocking with non-hair thread.

Suturers seek most-recent-thread-assigned-to-hospital-storage, and if there is none, they seek the nearest-thread. Once you collect the hair thread in the hospital and lower the hospital-thread-storage, that hair thread is usually the nearest-thread for the Suture task.
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Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

PatrikLundell

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Re: Managing bone stockpiles/dealing with cartilage
« Reply #14 on: January 29, 2022, 05:03:30 am »

@anewaname: That following up session is nifty. I stand corrected.
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