![]() Thanks for the quick reply, I was in the midst of trying to replicate the "bug". dwarf-fortress Share Improve this question Follow asked at 1:37 Edward Loveall 281 3 8 Add a comment 1 Answer Sorted by: 6 There are two stockpiles that the end products of a butcher shop feed into. Yes they were (tanners) in the new burrow I set up about a year ago to prepare for the 40.07 invasions.Īlso, it turns out that the place I built the replacement butcher shop was inside the burrow, so the "bug fix" I found was just a lucky placement spot. Is your tannery in a burrow? Is it set to only use items from that burrow? (see 0000434:0028596) Reaction jobs (unlike other jobs) don't look outside burrow for workers and raw materials (works through manager) Auto-Hide is enabled, and it successfully tans hides from newly built butcher shops. The Tanners' tan order will be disabled however, because the game thinks you only have rotten hides left. I have set Capture Live Animal on the butchers shop, Ive made SURE theres a dwarf with the Butcher skill on, but they wont do it. The game still treats the bugged hides as 'fresh', since they are being transported to the fresh hide stockpile instead of the rotten hide stockpile. Bugged hides from the overloaded shop were not forbidden, or inaccessible. I tested it and all hides produced from the new butcher shop are usable, so the bug does not transfer to newly produced hides from different workshops. The only solution is to build a new butcher's shop and leave the bugged fresh skins somewhere else. Creating a stockpile to store the fresh hides and/or destroying the butcher & tanning shops will not make the fresh skins be usable. Unfortunately, this makes all fresh (unrotten, newly butchered) skins produced by the overloaded Butcher's shop be unusable. Tanners will not take skin from this overloaded shop, so this leaves the skin to rot. I had an overloaded Butcher's shop due to a lack of stockpiles, with tons of bones/hooves/skins sitting in the center of the shop. Butchering is also handled through the same status menu.Dwarf Fortress Bug Tracker - Dwarf FortressĠ007963: Overloaded Butcher's Shop produces unusable bugged skins. First and foremost, you need a Butchers Shop set up. To train, make sure you have at least one dwarf with 'animal training' labor enabled, then find the animal in the status tab ( z) and designate it for training. Levers in Dwarf Fortress can be hooked up to all sorts of buildings and machines, such as doors. Once you've captured an animal, even if you're going to butcher it you probably want to get it trained at least a little, to avoid it breaking free on the way to the butcher shop. The whole process takes three mechanisms, one for the lever and two for the linkage. The cage will release the creature inside, and your nearby soldiers can kill it. ![]() Link the lever to the cage, I forget the exact keystrokes now, and then pull the lever. ![]() Then you surround the single ramp with traps. Dwarf Fortress's publisher is now helping the best early access roguelike across the finish line after 8 years on Steam By Fraser Brown published 28 July 2023 Caves of Qud will hit 1.0 in 2024. Build the cage with (b) (j) as mentioned previously, then build a lever somewhere, (b) (T) (l). Forbid him from using the valuable ones, or just make more so they're not so valuable. It's in the options for cloth/thread stockpiles. Bones/shells/skulls: Refuse stockpile set to only accept those. It might make sense for ethics to forbid dwarves from breaking up sentient creatures skeletons, but I have stuff like 'Stray Yak Bull skeleton' in my stockpile, from when goblins came and killed my animals outside. One way to increase the chances of an animal walking into your traps is to channel one long, 1-tile wide, dry moat( d, h) and remove all ramps( d, z) except one in the middle of the moat. Best solution to miasma is above-ground butchery and refuse stockpiles. My butchers ignore tame animal and sentient skeletons in my refuse stockpile. Hint: placing your cage traps randomly can take too long to capture anything. Note: the capture live land animal option at the kennels catches vermin not animals. You should probably designate an animal stockpile ( p, a) where the animal will be taken after it's caught.Īfter this, just wait for the animal to be caught. Mechanics skill is used to place the trap. Assuming you want to capture animals (groundhogs, horses, bears, dreaded Rhesus Macauqes) as opposed to vermin.īuild a cage trap where the animals roam (usually next to an outdoor food pile works well) with build, Traps, cage. bButcher a dead animal Renders a dead animal into its component parts of meat, fat, skin, bones, and skulls. ![]()
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