![]() 6 wins: Beast, Bird, Faerie, Kithkin, and Rat.8 wins: Scarecrow, Sliver, Soldier, and Warrior.9 wins: Angel, Berserker, Kor, Plant, and Wall.Demon event on week 75 awarded the win to both tribes, can't remember why). We can break down the remaining 490 weeks this way (the Angel vs. Also, 9 of the weeks were devoted to the Invitational, which doesn't crown a single tribe as the winner, while in Event 362, weirdly enough, nobody was the winner, due to extremely low attendance. With a caveat: during the first few seasons we didn't use a top cut, so the winners were calculated only based on the tie-breakers. To celebrate, here's the list of all the tribes that won an event in these 500 weeks. We did it! We reached the 500 events milestone! Woot! Tame animals that die by any reason, be it starvation, old age or violence, are unbutcherable.Check the full archive for the "Diaries of the Apocalypse" series.For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'. But you can butcher underwater creatures. You can't butcher vermin fish, that is done at the Fishery.Partial corpses as well as mutilated corpses do not provide the "full set" the number of bones may be lower, organs may be missing.Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin). Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Corpses left to rot will become skeletons.A butcher's shop is operated by any dwarf with the 'butchery' labor enabled.This way if meat rots it will not produce miasma. To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. ![]() This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot. Similarly, there is a maximum distance for the Tanner's shop to notice a skin and automatically trigger a Tan a skin job.Ĭlutter Reduction and Rotting Prevention Ī good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum stockpile right by your butcher shops and then place a stockpile at the bottom. The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the Butcher a dead animal job. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops. Refuse also can not be stored in containers, so every item will use up one stockpile tile. One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Helpful Strategies Hauling and stockpile considerations The trapper will take the trap and chase vermin until it catches one. Produces liquid fire and venom, respectively. ![]() Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done). Requires a caged fire snake, cave spider, or phantom spider and animal dissection. The animal must be in a stockpile (anywhere) or lying on the ground within 20 tiles of the edge of the butcher's shop in the same z-level (i.e. ![]() Usually used on animals that your hunter brings back, or tame animals you chose for slaughter. Renders a dead animal into its component parts of meat, fat, skin, bones, and skulls. Spun into thread, but not woven into cloth 4.2 Clutter Reduction and Rotting PreventionĪ butchered animal results into various items with different uses:Ĭrafting bone armor, bone bolts, bone crafts, bone decorations, and strange moodsĬrafting shell armor, shell crafts, shell decorations, and strange moods.4.1 Hauling and stockpile considerations.
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