![]() Thanks for the quick reply, I was in the midst of trying to replicate the "bug". 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. You’ll need this whether you’re looking to butcher wild or tame animals. This can be found under the Build menu in Workshops -> Farming -> Butcher. First and foremost, you need a Butcher’s Shop set up. I have stockpiles set up for food, and a custom refuse pile for bones, skulls, hoofs, teeth, etc. How to Slaughter Animals in Dwarf Fortress. You collect vermin than yoru dwarves are going outside to pick up every single rat a cat wnats to kill. But all the prepared stuff sits in there until it rots. Go to the options tab by pressing o and setting the collect vermin from out side to turn it on. Is your tannery in a burrow? Is it set to only use items from that burrow? (see 0000434:0028596) I set up a leatherworks for the hides and a soap-maker to render the fat in the same room as the butcher shop, so thats ok. 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. Additionally, eggs will not rot in a nest box. The Tanners' tan order will be disabled however, because the game thinks you only have rotten hides left. The only places where food will not rot are: in a stockpile, a trade depot, the embark wagon, a minecart, when used as a reaction component, or while being carried by a dwarf, caravan pack animal, or wagon. The only problems I have had so far is every time I get to about the first winter in game my game starts to skip and 'lag' also I cant figure out how to designate an animal to butcher, I see there is a button in the screen that lets you view all your dwarves and animals but the button seems to be broken and not even pressable. 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. First and foremost, you need a Butchers Shop set up. I had cases where the kill was hauled to the outside Butcher's, from there to the outside refuse pile and finally to the inside Butcher's shop for processing. Levers in Dwarf Fortress can be hooked up to all sorts of buildings and machines, such as doors. Unfortunately, this makes all fresh (unrotten, newly butchered) skins produced by the overloaded Butcher's shop be unusable. Their work routine was serously disrupted when I set up a second Refuse/Butcher/Tanner setup within the fortress. 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. b Butcher a dead animal Renders a dead animal into its component parts of meat, fat, skin, bones, and skulls.Usually used on animals that your hunter brings back, or tame animals you chose for slaughter. What am I doing wrong? just set it to autobutcher all the time they wont butcher you livestock but any animal that is killed butchering livestock is an extra comand that has nothing to do with the task.Dwarf Fortress Bug Tracker - Dwarf FortressĠ007963: Overloaded Butcher's Shop produces unusable bugged skins. I have a work order on the Butcher to butcher 1 animal, with the condition 'Amount of butcherable animals is greater than 1' However, not only do i get a daily notification that the butcher an animal task failed because there was nothing available to butcher, but when i check the butcher's work order, the condition to only try and butcher an animal if there is one available to butcher, is written in green, saying 'Satisfied for next check' then when the next check happens I get a notification saying it failed. This works correctly, when I don't have any Plump Helmets in stock, nobody attempts to brew beer, no daily spam of failed task notifications, that there is nothing to brew beer with. ![]() The Still is set to only brew beer when I have ingredients available to brew beer with. Originally posted by Shoddyfrog:I thought I understood how to stop this from happening via work orders. ![]()
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