![]() ![]() ![]() This distinction is presumably a bug.ĭwarves that come across the corpse of a sapient creature tend to be horrified unless the dwarf has a high level of discipline, cancelling their job and giving the dwarf bad thoughts, so it's generally best to keep corpse stockpiles out of obvious view. This does not seem to apply to the formerly-undead, however, which, for some reason, get placed in the corpse section of a refuse stockpile instead of the dedicated corpse stockpile. While sapient corpses are still listed as a subcategory of refuse stockpiles, your dwarves may refuse to place them there - instead preferring to use a corpse stockpile. Your bone carver can use them to make totems, a trade good. ![]() The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Shells may also be required for some strange mood creations. Shells can be used to produce a few types of armor, crafts, and decorations. These items can be processed by a bone carver to produce crafts and decorations. horses or cattle) can be spun into thread, too, although such thread can only be used in healthcare, bookbinding, and trade. Woolen cloth may be required for some strange mood creations. Yarn thread can then be woven into cloth and used to produce clothes, crafts, and decorations. Each unit of wool can be spun into yarn thread at a farmer's workshop. Leather may be required for some strange mood creations.īutchering or shearing sheep, llamas or alpacas produces a stack of wool. Leather can be used to make leather clothes, leather armor, leather crafts, quivers, backpacks, waterskins, shields, and decorations. A stack of bones may be required for some strange mood creations.Ī raw hide from any size of creature can be tanned at a tannery to produce a single unit of leather. Multiple bones can be used to make bone armor (no breastplates, mailshirts or boots). Note: Storing clothes or armor in a stockpile with the refuse category enabled will cause them to wear out very quickly.ĭespite the name "refuse", some items can be valuable resources for dwarven industries:Ī single bone can be used to make a stack of bone bolts, a bone crossbow, 1-3 bone crafts, or a bone decoration. Things the dwarves have no further use for (withered plants, damaged furniture, tattered clothes).Things which are rotten (rotten meat, rotten meals, rotten raw hide).By-products of the meat and fishing industries ( bones, raw hide, shells).Corpses, bodyparts and bodily remains of any non-sentient creatures, including things like heads, teeth, and feathers (note that the corpses of undead creatures seem to count as non-sapient even if the living versions clearly would be, and they seem to end up in the refuse section of a corpse stockpile instead of a dedicated corpse stockpile.Refuse, though generally garbage, is anything which can be stored in a refuse stockpile ( p- r). The pond turtle shells ( ²) suggest that the fisherdwarves may have been the first victims of it. If you ask me, there would be better ways to use cpu cycles for, instead of wasting them for thousands of worn out socks or peach pits.A refuse stockpile of a dwarven fortress after a goblin siege. And your fortress will start to drown in worn our clothes, useless seeds (from fruit trees for example), hair from animals which you can shear and spin thread from, but unable to process into clothing because it's the wrong type of animal. Then they are quite slow to replace their worn out clothes, and even slower to throw their old stuff on the dump zones.ĭwarf Fortress is cool for simulating all that stuff in detail, but in the long run it produces a lot of useless clutter, and creates a lot of useless tasks for hauling it around (which means a lot of pathfinding tasks too). It starts with having to keep producing enough fresh clothes for your dwarves to wear (which is a hilarious lot of work with 100+ dwarves plus children), and every bedroom should have a cabin to store old or double clothes. Managing clothing, and getting rid of worn out clothing, is quite stupid in Dwarf Fortress.
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