![]() ![]() Body parts over that size yield meat/bones/skin/whatever according to their tissue layers. ![]() It then discards any body part which an actual size of less than 185. When an animal is butchered, DF first starts by dividing the animal into its independent body parts, determining the size of each body part by multiplying the total creature body size by the relative RELSIZE of each part divided by the total RELSIZE of all the body parts. It's all due to how the DF butchering code works. Scrawny/Average/Plump.Īn interim solution is to modify your raws to get the kitten grows to cat announcement when the cat reaches size 3 rather than 2 as Footkerchief suggests. Perhaps a livestock manager/master herder position should be added which can function much like the bookkeeper but adds some butchery info to any "Stray" animals in the Animals Status screen so you know when your livestock are ready to be marked for butchery? All it would need is some text description of how grown the animal is e.g. This is consistent with the behaviour we expect with the new material system & is certainly more realistic than 40d where a newly born kitten would produce the same items when butchered as a fully grown cat. in v0.31.16 butchering newly born kittens only produces a skull where as a fully grown tame stray cat which migrated to my fort with migration wave produced cat skin, bones, skull, meat, fat & prepared intestines (I checked the Butchers Workshop using the 't' interface immediately after each struck down announcement). I think this is more an interface issue than a mechanics bug. ![]()
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