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Author Topic: Skills  (Read 2549 times)

Skyrage

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Skills
« on: January 08, 2007, 05:28:00 am »

Couldn't come up with a better title - but this is basically about skills - and the need to revamp some of them.

Basically - certain skills, such as butchery, farming (planting seeds at low levels) for instance take too long time to complete.

Furthermore, certain skills, again butchery to mention same example, amongst several others simply take way too long to improve in. It doesn't make much sense that a novice butcherer should take years upon years just to get his skill to a decent level - and that with constant butchering - whilst a miner can become legendary in a year. Seems that XP gains needs some rethinking here.

Also there's the much-mentioned task abort issue which also plays a role - since it's not uncommon to have a third of the tasks canceled/aborted - and in most cases even have the items that were used returned to the stores. This also further decreases the rate at which dwarfs increase their skills.

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Renaxer

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Re: Skills
« Reply #1 on: January 08, 2007, 08:23:00 am »

The thought of a legendary butcher is sexy.

I can't help, but feel intimidated. Even if he doesn't have any weapon skills.

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oof

Soulwynd

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Re: Skills
« Reply #2 on: January 08, 2007, 12:13:00 pm »

Wait until they claim your butchery and ask for specific corpses for their artifact meat.
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Yat

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Re: Skills
« Reply #3 on: January 08, 2007, 02:42:00 pm »

i have never seen butchery take any time at all, buddy just walks an animal to the shop and walks away all that left is a perfect skin meat and bones, and the seed thing really picks up once thy get some know how
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Capntastic

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Re: Skills
« Reply #4 on: January 08, 2007, 04:21:00 pm »

quote:
Originally posted by Skyrage:
<STRONG>
Basically - certain skills, such as butchery, farming (planting seeds at low levels) for instance take too long time to complete.
skills.</STRONG>

I think eventually when skills are worked on, instead of taking forever to make, they'll be shoddy quality and possibly harmful to use.
In the case of foods, this would mean tainted meats, or whatever.

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axus

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Re: Skills
« Reply #5 on: January 08, 2007, 05:25:00 pm »

Elephants seem to take a while to butcher.  Makes sense though.  Dogs, cats, and horses go quick.. the actual chasing and hauling back take a while though.  And moving the meat and skin take longer than it should... making the butcher a Tanner alleviates the skin part.

It would be nice if XP per butchery were higher.

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slMagnvox

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Re: Skills
« Reply #6 on: January 08, 2007, 05:41:00 pm »

If you want your butcher to work faster, tame the creature you want to eat/skin first.  Tame creatures are instantly butchered and gains XP.  Which is probably a bug.  Skills will take a long time to train from Dabbling.  Next fort, you might consider spending some points on Butchery if you have a lot of corpses to work on but the best thing you can do is work out your custom stockpiles and employ haulers so your Butcher never has far to go for the next corpse.  With enough corpses he'll make legendary before you know it.

It makes sense mining trains quick, there is a lot of rock and mining can take place around the clock.

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Skyrage

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Re: Skills
« Reply #7 on: January 08, 2007, 06:14:00 pm »

Well, the fort I'm on, I've got several butchers who take care of constant supplies of deer and foxes - that is what takes time. Really really long time. I've had the fort running for a few years now and these butchers haven't even made past regular butcherers.

It's rather silly since I've been bit close to starving point a few times now - despite all the kills I bring home (well over 50% manages to rot)

Course, about 65-70% of the blame lies also in the long time it actually takes to butcher an animal - or rather when a task is aborted and the animal in question is brought back to the refuse pile.

I sort of do have a farm going, but that doesn't go all to well either cause of similar reasons. I sort of decided to start out with one novice rank grower and have more growers designated once refugees would start pouring in - since the last fortress I had too many growers who ended up really good - but this time it's pretty much the opposite for some crazy reason.

So yeah, the situation isn't all that fun  :(

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Maximus

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Re: Skills
« Reply #8 on: January 08, 2007, 11:18:00 pm »

I think the reason why elephants take extra time to butcher is because they clutter up the shop while you're butchering them.

Tame creatures are slaughtered instantly, but your butcher has to drag them to the shop first.  If you've got them in cages right next to the shop, this is very fast; if they're roaming free, it can take a very long time.

Butcher's shops get cluttered super-fast: the byproducts of just three horse corpses produces maximum clutter.

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ctrlfrk

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Re: Skills
« Reply #9 on: January 08, 2007, 11:44:00 pm »

As a note: Don't put all your animals in one cage that is built outside next to the butchers shop if you're in an area with harsh temperatures.

All my horses got frostbite and died.

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Skyrage

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Re: Skills
« Reply #10 on: January 09, 2007, 04:56:00 am »

clutter is never a problem - the moment a butcher actually manages to get something butchered everything gets cleared off immediately...which is good :P
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OldMiner

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Re: Skills
« Reply #11 on: January 09, 2007, 06:56:00 am »

quote:

Basically - certain skills, such as butchery, farming (planting seeds at low levels) for instance take too long time to complete.

I fear I haven't seen that problem with farming, but I also notice by the time I have a large amount of farmers going, I've normally had several children grow up who started out their adult lives as competent growers from harvesting tasks, so things go smoothly in that department.

Butchery, however, comes with a few issues.  As previously noted, clutter is a large issue.  Some animals' corpses are almost enough by themselves to clutter the butcher's shop, so any items not hauled can slow butcher training incredibly.  And I have heard someone state that even the lowest level of clutter doubles the amount of time that it takes to finish a task.  (There are multiple colors as the shop becomes more and more cluttered.)

The issue with clutter generation this are threefold.

  • Food - Fat and meat which must be hauled to a food stockpile.  If possible, have a nearby food stockpile with appropriate barrels in it.  Possibly just set up a couple of tiny stockpiles: one which takes only fat and one which takes only meat.  Hauling meat and fat is complicated by the same hauling issue that affects cleaning up clothing after raids -- multiple objects of the same type at the same location destined for the same location are not carried at the same time.  It'd be desirable if dwarves would haul a barrel with enough space in it (empty/meat) to the butcher's shop, add all meat present to it (up to 10), and then haul it back.  We'll have to wait on this one.

    A few dedicated food haulers are almost always a good idea, and should hopefully make the meat and fat go to good purpose.  However, be sure not to have too many general purpose haulers with food turned on.  Only as many food hauling tasks are made as there are food haulers.  If food is tasked for hauling, even if a hauler won't get to it forever, it is inedible.  So try to make almost all dwarves with food hauling turned on specialist food haulers.  Otherwise, regular old hungry dwarves won't help you haul your food.

  • Skin - This is fairly light.  However, tanning can become inefficient because this is normally tasked to refuse.  I always turn off "skins" from all refuse piles so they never get hauled.  Since they rot so fast and leather is so relatively rare, I want it to be as easy as possible to tan it.  Build a tannery very near to the butcher's shop, and try to have a dedicated tanner.  He'll idle a lot if you're not hunting or slaughtering a lot, but I find it worth it.  If you're unable to spare a full-timer, you can make one of your butchers a tanner as well, but with a regular supply of dead animals, you may wind up with rotted skins and/or corpses as a result.

  • Refuse - Skulls, bones and chunks.  Unfortunately, if your butcher's shop is outside, this is a bit of a snag.  Telling dwarves to haul outside refuse can be useful to get animal corpses butchered (*), but you then have to turn off "remains" in all your stockpiles or your dwarves will be endlessly hualing outside remains.  Turning off remains gathering means you will regularly get miasmas in your fort as cats kill off vermin,  and the vermin corpses decay.  (Or you can trap all of your cats in cages, and then you will have people complain about being assaulted by vermin.)

    Again, the suboptimal hauling behavior maks this slow.  The propsed hauling solution doesn't work for refuse because there's no such thing as refuse bins or barrels.  Sigh.

    My suggestion is to move your butcher's shops indoors, separate them from hallways with multiple doors to prevent miasma from escaping, and place a refuse pile nearby which is further doored off, all of it indoors.  Place a bone/skull pile directly next to the butcher's shop.  Place a craftsdwarf's workshop next to that and have it do two tasks on repeat: make bone bolts, make skull totem.

    Corpses that don't get dealt with in time are still behind closed doors in the refuse pile, so no worries about those miasming all over the place, and the chunks rot there in peace as well.  (You can always have an outside refuse pile which takes chunks, but this is potentially dangerous and means your workers are hauling their chunks farther.  You might be able to get around this by making a permanent moat-guarded refuse pile just outside the cliff face, and hope random archers don't eat these already badly off dwarves...)

    Hopefully a few dedicated refuse haulers will keep the chunks in your locked-away refuse pile, the bones in the stockpile right next to it, and only those hauler will have to endure unhappy miasma thoughts.  Give them pretty coffers and nicen up the communal dining room to keep 'em happy.

Meanwhile, I don't know if larger animal butchering gives more experience due to its larger time requirements, or if an endless supply of foxes is actually the best route to butcher training.

Finally, I can't write short messages.  Someone stop me!

(*) See the hunting article on the Dwarf Fortress Wiki for ways to keep animal corpses flowing without turning on outside refuse gathering.

edit: Doh!  Forgot about skulls.

[ January 09, 2007: Message edited by: OldMiner ]

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krige

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Re: Skills
« Reply #12 on: January 09, 2007, 07:19:00 am »

I do skin and bone slightly differently. Since hunting on my maps isn't too high, I design a *small* leather-only refuse pile (and also turn off leather from other stockpiles), and build a tanner's workshop right next to it. It's still right next to butchery (both are outside right now). Same goes to bones, shells and skulls. One small pile right next to a craftdwarf's shop does the trick.
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Toady One

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Re: Skills
« Reply #13 on: January 09, 2007, 04:46:00 pm »

I haven't really worked on balancing the little skill numbers, since things have been so subject to change that it would be wasted time for the most part.

Refuse bins are disgusting.  There'd have to be some kind of job with a chisel to scrape all the gummy stuff out of the wood.

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slMagnvox

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Re: Skills
« Reply #14 on: January 09, 2007, 10:21:00 pm »

The indoor Butcher shop, I have two in their own doored off room surrounded by bone piles, works pretty well.  No refuse piles accept skins and the Tanner's is right outside the butcher room.  In an adjacent doored room is a refuse pile that takes only corpses and more bones.  I don't hunt much, but I have 4-5 each of female Horses and Cows on ropes in a little nook along the river bank and I butcher the offspring right away, which works out to a lot of jobs every year.  The indoor corpse pile is not very useful, but it takes any indoor corpses, antmen or giant rats, cave crocs, etc... to get butchered or rot into bones.   Dwarves Chasm Other keeps those rotten chunks from going all the way outside, but a dead rat in your entryway gets hauled all the way inside too, so give and take.  Dwarves Chasm Skulls is alright, but will bring even more inside that was fine in the outdoor refuse, like goblin skulls.
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