![]() ![]() The same with sentient invaders their corpses will clutter your refuse stockpile. After they die otherwise they are unusable. Stray animals will not be buried unless they are pets, so those can clutter a corpse stockpile as they can't be used for crafting or butchered without being set for butchering while alive. Corpse stockpile handles fort residents and animals. Refuse stockpiles are for refuse items, which include corpses of non-fort residents and animals, such as goblin invaders. That way when you run out it's automated to build more, if the order is set to repeat. If you have run out of barrels and your food stockpile is full of items outside of barrels, you can set a workshop order in your carpenter or stoneworker workshop to something like make 10 barrels/stone pots when under 10 empty barrels are available. If you have stockpile space make sure you have dwarves able to haul the item in time to make it to the stockpile. The room itself will still fill with miasma however. You can make diagonal entrances to your refuse stockpile because miasma doesn't flow diagonally through such gaps. 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.You can have the workshop outside or add a ceiling above a room that was open to the outside originally. Their work routine was serously disrupted when I set up a second Refuse/Butcher/Tanner setup within the fortress. ![]() I eventually assigned that job combination to more dwarves, but the first use I got out of my 'Corpse processing near refuse stockpile' setup was when my two hunters (who doubled as butchers/tanners) began to bring back their kills. I tried to create the 'Butcher an Animal' job several times during each of the above stages, all to no avail. When I removed that stockpile designation, the corpse was eventually transfered to the main refuse pile where it eventually rotted, then decayed. ![]() I tried the trick of creating a refuse stockpile under the corpse. Specifically, I don't think I looked at the jobs queue but am certain that no automatic 'butcher animal' job was created in the Butcher's shop. I was aware that the jobs for butchery should eb sheduled automatically, but probably not of the advanced ways to check whether anything was to be done about the corpse. This reduces the hauling, as long as these are the only shops of their kind.Īfter said Snakeman attack, I left the poor dead mule alone for a while, checking periodically whether it had started to rot (that took a very long time). I am pretty (but not 100%) sure this beast hadn't been a pet.įirst, my starting setup: I always build an outside refuse pile and a Butcher's and Tanner's shop right beside that very early in each game. I tried this with one of my starting mules that had fallen to a Snakemen attack. Having animals killed in combat be buchered seems very flaky, if it works at all. (This becomes a pain when some dwarf is dragging a corpse to get butchered, gets thirsty, drops the corpse, then some other dwarf comes along and drags it all the way back to the refuse pile.) Meaning first someone drags the corpse to a refuse pile, then it will become available to butcher. I usually put this on repeat a few times a year.Īlso normally dwarves will only butcher already-dead corpses that are on a refuse stockpile. This grabs a random corpse when the job is active. ![]() The "Butcher Animal" in the butcher shop occurs with an already dead animal to process such as a wolf/lion/etc. This screen lists all the animals and 'b' allows them to be slaughtered into meat/fat/etc. Go into the V screen and arrow left/right and hit enter on the Animals tab. To turn the animals into steaks, thats called "Slaughtering". ![]()
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