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Author Topic: Butchering.  (Read 847 times)

Muncher

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Butchering.
« on: May 16, 2011, 08:17:07 am »

Hey Guys...

So a while ago , as my miners were looking for minerals and gems under my fort , a Forgotten Beast appears in a cavern and slowly starts going into my fort.

Amazingly , i manage to kill it with my 3-man-Dabbling-level-with-5-war-dogs-army , and the butcher starts pulling the corpse into the workshop. Of course , the bodie was a bit far off , and by the time the dorf got the body in place , it was rotten. But all this story , in wich i am quite proud , leads me to a question:
-Could anyone kinda teach me the basics of butchering , and meat and fish making? for now , i just make my dorfs eat plants , and the ocasional cheese i get from caravans , but i would like to know how to set things to be killed(to eat) and how to succesfully operate a butcher workshop)
-Is there any way to mod the game as to make humans , elfs and all the creatures (except dwarfs) edible? It would be quite awesome
-Does food rot , if in a barrel on a stockpile?

Thanks
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Psieye

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Re: Butchering.
« Reply #1 on: May 16, 2011, 08:26:15 am »

-Could anyone kinda teach me the basics of butchering , and meat and fish making? for now , i just make my dorfs eat plants , and the ocasional cheese i get from caravans , but i would like to know how to set things to be killed(to eat) and how to succesfully operate a butcher workshop)
-Is there any way to mod the game as to make humans , elfs and all the creatures (except dwarfs) edible? It would be quite awesome
-Does food rot , if in a barrel on a stockpile?
1) Wild animals (includes organic forgotten beasts) just need to have their corpses delivered to a nearby refuse stockpile and the butcher's shop will automatically queue up a "butcher dead animal" job. Tame animals need to be marked for butchering - either from the 'z' screen's Animals section or by 'v'iewing each animal and setting "Slaughter?" to "Y" in the pref section.

2) Go to raws and change Dwarf ethics. It'll be in entity_default.txt - set "eat other sapient" to "ACCEPTABLE"

3) No. You don't even need a barrel, it won't rot if it's in a food stockpile (though the barrel defends against vermins chewing on it).
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Muncher

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Re: Butchering.
« Reply #2 on: May 16, 2011, 08:32:25 am »

1) Wild animals (includes organic forgotten beasts) just need to have their corpses delivered to a nearby refuse stockpile and the butcher's shop will automatically queue up a "butcher dead animal" job. Tame animals need to be marked for butchering - either from the 'z' screen's Animals section or by 'v'iewing each animal and setting "Slaughter?" to "Y" in the pref section.

2) Go to raws and change Dwarf ethics. It'll be in entity_default.txt - set "eat other sapient" to "ACCEPTABLE"

So thats it? WoW , thats easy. Thanks for the answer. But for example , if i kill a tiger outside , how do i make my dwarfs pick it up? I canceled the "pick refuse from outside" , as there are hundreds of roach remains out there.

Also , if i make those changes , wont dwarfes be edible too? and how would that (and eating elfs and humans) affect morale?
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Lytha

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Re: Butchering.
« Reply #3 on: May 16, 2011, 08:33:04 am »

From bottom to top:

If in a stockpile, food won't rot. Vermin might decrease the stacksize of the food though, so it's a good idea to have some cats roaming around.

I managed to mod that once, yes. I think the issue was the [INTELLIGENT] tag; until I removed that from the humans and goblins, the dwarves refused to butcher their corpses, even after I had set the various ethic tags of the dwarves in entity_default in a way that should theoretically allow them to do these things. There are some ethics that are UNTHINKABLE by default. These must be changed into ACCEPTABLE.

Butchery:
1. You need some animals for this. Let's assume that you have wasted some points on the embark on a breeding pair of doggies for the purpose of this explanation. After a year or two, their amount will have multiplied and they start to really annoy you.
2. Install a butcher (b-w-u), a tanner (b-w-n), a leather stockpile (p-l), a leatherworkshop (b-w-e). Have a large stockpile that accepts food, because your butcher produces a LOT of items upon the slaughter of an animal.
3. You need to have a dwarf with the butcher job enabled. Dwarf Therapist helps here. If you don't want to waste the skin, then you also need a dwarf with the tanner job enabled.
4. Two methods now:
 - first, the clumsy micromangement option: "v" next to a doggie. "p" for preferences for this dog. "s" for "ready to be slaughtered". Advantage of this: while you are "v"ing the doggie, you can also "z" at its description and only butcher the weak and pathetic ones to breed superdoggies in some generations.
 - second, the more general approach: "z" to get the inventory of your fortress. Hit "enter" to select "animals". They should be sorted accordingly to their age. So, if you think that your oldest doggie is about to collapse from old age, just select the top couple of them. Else, select whatever you want to slaughter from the list. Hit "enter" to toggle this animal to be slaughtered.


Dogs are relatively small animals, so maybe they don't explode into as many items as a cow does, but you will notice that your food stockpile is being filled with a lot of "prepared dog brain", "prepared dog kidney" and similar things. A good way to reduce this clutter is to convert it into lavish meals in your kitchen. The kitchen is also necessary to render the dog's fat into something usable.
« Last Edit: May 16, 2011, 08:34:45 am by Lytha »
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Lytha likes fire clay, rose gold, green glass, bags, the colour midnight blue, and cats for their aloofness. When possible, she prefers to consume tea and cow cheese.

Muncher

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Re: Butchering.
« Reply #4 on: May 16, 2011, 08:58:30 am »

Thanks for the help everyone! Now i have something to do with all these useless animals the migrants brought.
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evileeyore

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Re: Butchering.
« Reply #5 on: May 16, 2011, 09:29:46 am »

But for example , if i kill a tiger outside , how do i make my dwarfs pick it up? I canceled the "pick refuse from outside" , as there are hundreds of roach remains out there.

It depends on how they were killed I believe.  A Hunter will bring the body back and drop it off in either a Butcher's Shop or a Refuse pile (if there is no Butcher's shop).

If they are killed by a trap, military action, or accident, you'll need to have a Hauler go get them.  In this case I suggest setting up Burrows...

Create an "Inside Burrow" and an "Outside Burrow".  Assign your manual labor Dwarves to the Inside Burrow and and 1 or None to the Outside Burrow.  Assigning 1 means your only risking 1 Dwarf to go get stuff from outdoors.  With None Assigned (and not Unassigned  Dwarfs with Hauling labors) then you can just assigned Haulers to the Outside Burrow when you need the job done.  Also if your Military has Hauling Labors assigned then they will probably do it when not on duty.

Personally I have a few "Outdoors" Dwarfs (Woodcuter, Ficher, Plant Gather, Hauling) that I just leave "unBorrowed", so they happily gather up stuff from outside, then set up the Options with r-o-v (refuse-gather from outside-vermin ignore).
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LuckyLuigi

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Re: Butchering.
« Reply #6 on: May 16, 2011, 10:14:13 am »

The Tanner workshop is also completely automatic. Just build one and as long as a dwarf has the tanning labor enabled the bodies will be skinned for leather without having to do a thing. Soon everyone in your fortress will be wrapped in comfortable cat skin cloaks :)

Oh, you can mark animals for butchering by opening stocks->animals, selecting the animal->b. It is wise to do so immediately whenever kittens are born, before they can domesticate a dwarf and become immune to butchering.
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Lord Aldrich

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Re: Butchering.
« Reply #7 on: May 16, 2011, 02:17:11 pm »

You don't need to set up crazy burrows for collecting kills from outside. Just turn on "Dwarfs collect refuse from outside" and a sub-option "Dwarfs ignore vermin remains" will pop up. Turn on the first but not the second and you're golden.
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evileeyore

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Re: Butchering.
« Reply #8 on: May 16, 2011, 04:24:03 pm »

Huh.  Somehow I got the idea he didn;t want his general laborers going outside... weird.
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gtmattz

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Re: Butchering.
« Reply #9 on: May 17, 2011, 01:02:09 am »

Huh.  Somehow I got the idea he didn;t want his general laborers going outside... weird.

All I see is him mentioning that he didn't want to collect all the dead roaches...
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