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Request: Additional starting Butchering crafts

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Request: Additional starting Butchering crafts

Postby MrT2G » Sun Jun 29, 2014 3:02 pm

Could the butcher rat-carcass, rabbit-carcass, and squirrel-carcass possible be made starter crafts for butchering?

Seems to be a heavy bottleneck at the start for butchering crafts, that either requires producing shelves of jars of blood or fishing to get past.
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Re: Request: Additional starting Butchering crafts

Postby Nyz » Sun Jun 29, 2014 3:07 pm

Very much yes please! I feel silly trying to find reasons to wash out perfectly good blood, just to refill the jars.
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Re: Request: Additional starting Butchering crafts

Postby Icarus » Sun Jun 29, 2014 4:19 pm

We have the following butchering crafts:

Subcraft: unscaled-fish Command: gut
Subcraft: plucked-gamebird Command: gut
Subcraft: blood Command: drain
Subcraft: fish-oil Command: press

--

That's all we have at the moment. Use the butcher command on the carcasses you have.
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Re: Request: Additional starting Butchering crafts

Postby MrT2G » Sun Jun 29, 2014 9:16 pm

Icarus wrote:We have the following butchering crafts:

Subcraft: unscaled-fish Command: gut
Subcraft: plucked-gamebird Command: gut
Subcraft: blood Command: drain
Subcraft: fish-oil Command: press

--

That's all we have at the moment. Use the butcher command on the carcasses you have.


Yay for knowledge!
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Re: Request: Additional starting Butchering crafts

Postby Nailah » Sun Jun 29, 2014 9:23 pm

I'm working on making butchery pretty much from the ground up, so bear with me. It involves deciding what different cuts and yields each animal gives, and immediately making uses for those items with other craft suites as I add them in. We don't want a bunch of unusable animal bits lying around. I intend for the craftset to primarily serve as something to part out specialty cuts of meat or other useful byproducts with the crafts. The butchering command will give you hunks and slices on carcass types, as well as other yields like guts, etc.

I know that butchery as it is now isn't very intuitive, and I'm sorry for that. Some meats are set as carcasses and others are food objects (based on what we want to use them for), which can make things confusing. I've asked Tiamat to put in something via code that will let you look at meat and tell whether or not it can be butchered down into something else or not, which will become especially important when you start switching between crafts and command. (IE: Getting sinew from a backstrap or haunch). That way, you can examine meat and know if you can butcher it down, use it in a craft, or have the option to do either thing with it.

As always, I will update in the stickied thread as I make progress.
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Re: Request: Additional starting Butchering crafts

Postby MrT2G » Sun Jun 29, 2014 9:26 pm

The issue I think I was addressing was a general lack of knowledge that carcasses were broken down by a command rather than crafts now.
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Re: Request: Additional starting Butchering crafts

Postby Nailah » Sun Jun 29, 2014 9:34 pm

Yeah, I think that was a common issue for lots of players (myself included) and still is. Hopefully adding the bit to examine will help alleviate that too.
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