It avoids the bother of pasturing animals, but comes at the trade-off of defensibility. Hunting makes an erratic but, with a skilled ambusher, bountiful meat source. To avoid wasting perfectly edible corpses, you need to change your standing orders ( o) to Gather refuse from outside, although this will enable much more than ambusher-kill returning. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. Hunters are rather single-minded when hunting, they will ignore other animals besides their chosen quarry, even if the others are more easily attacked or less dangerous. Failing that, they may leave the corpses wherever they happen to be-meeting areas, bedrooms, etc. Upon a successful hunt, the dwarf will return the kill, carrying the corpse to the nearest butcher's shop for processing, or the nearest refuse stockpile if available. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses in addition, hunters will occasionally do stupid things that will get them maimed, such as hunting lions, or worse still, killed in grisly ways, such as attacking herds of giant elephants. An ambusher armed with a crossbow and a quiver full of bolts can and will attack these animals, cautiously approaching them ("ambushing", their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. In all but the most inhospitable of places, there will be some running food wildlife frolicking in the biome. Elven caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as pets (such as silvery gibbons) or for defense purposes (such as grizzly bears). You can only buy leather from human and dwarven caravans. It might be necessary that you request every type of leather in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). If you want to keep your leatherworkers constantly occupied, buying up caravans' (often vast) collections of leather is a cheap way to get your fort clothed quickly. Note, however, that traders will never bring preprocessed hair, horns, skulls, or bones. This doesn't necessarily mean that you need to buy one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals see breeding, below.Īs with most industry goods, you can purchase both animals and processed meat and leather from caravans, allowing you to vary your dwarves' diets without having to establish a meat industry proper. These can be butchered when needed, or be kept in the hopes that traders or immigrants will supply matching specimens for breeding. You also get two random draft animals on embark for each wagon (usually one wagon with two draft animals). Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. You can buy animals on embark, and doing so even allows you to choose from male and female animals. Warning: Make sure you either link both a refuse and a food stockpile to your butcher shop, or else make a single custom stockpile that does both, because anything that will not fit into the linked stockpile(s) will be stuck in the butcher's workshop.The basic units of the meat industry are its animals, of which the acquisition presents a number of methods (note that the related fishing industry is its own matter). This stockpile's only job is to accept everything from the butcher's workshop. Finally set the stockpile to only take (accept) from links (the a command from the q menu for the stockpile), and then it will only be filled with items from your butcher workshop. Simply set a stockpile to accept any kind of food and/or refuse, but then link it to your production butcher shop(s) (use the q- t command from the stockpile and select your butcher shop). There is an easier way to handle this problem. inside the stockpile settings.ĭo not despair. So it would not be a matter of including "fat" as an allowed item in a stockpile it would require setting "horse fat", "dog fat", "dragon fat", etc. While it is possible to specify individually every item allowed into your stockpile, this would be a massive pain because many of the animal body parts (as mentioned in the food stockpile entry) are different per animal. There are two stockpiles that the end products of a butcher shop feed into.
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