I've recently come to a realization my test fortress is headed towards an inevitable FPS death as my efforts to become self sustained for cheese, cloth, and leather have led to a situation where my butchering backlog is at least 500 animals deep (with a total of over 1800 animals and pets in the fortress) - there's no way I can catch up to that with their breeding speed without some dire steps taken (the few males I've kept for breeding purposes seem to be extremely.. virile cases..).
With the limitations to butchering (No butchering of animals that weren't slaughtered by a butcher), I've come to ponder on if there are ways to get around it somehow and regain population control. Of course I could just put them into an atom smasher and clear the queue through that, but it'd be a waste of a ton of leather, bones, skulls and other vital by-products.
Is building a huge animal grave yard with 10+ butcher shops the only way to solve it, or does anyone's brilliant mind have some good suggestions for this particular issue?
I was in this position not once, nor twice, but no longer, thanks to some simple designs. I still have an army of hundreds of animals.
My tips:
1. You
don't need more than one or two butcheries (even for hundreds of animals). You do need more butchers though. How many depends on their other roles and stats, but I'd say that at least twice as many as butcheries. Butchering your own animals takes no time.
2. You
do need a huge amount of space in storage (quantum stockpile recommended), for meats, for bones (if you care about it), and of course refuse for things like cartilage.
3. You
do need a huge number of haulers, at least 10 for a butchery. Hauling efficiency is most crucial for the whole butchering industry.
4. You
do not need storage for skins, because you want to process them as quickly as possible. So you need tanneries, more than butcheries, I would recommend at least three, but it could be not enough in the beginning. You also need a surplus of tanners, twice as many as tanneries, but more preferable. Use Auto-Tan setting (unless you want parchment). You also don't need storage for tanned hides actually, and save haulers' time. You may build your Leather Workshop (or two) near the tanneries, though. Also,
disable hauling of food on Tanners.
5. Build a cage,
and cage all non-grazers (so cats, dogs, pigs, birds etc). you want to eventually slaughter or breed. This is for saving FPS. You may leave a pair, or a couple of females and one good male, uncaged for further breeding, but when you want to thin the flock just cage every non-grazer.
6.
Geld all (or almost all)
grazer males, assuming they are mammals.
Geld all male pets, no matter grazer or not, because they cannot be caged anyway.
7. In the beginning,
order only as many animals to slaughter as you have butcheries (i.e. one or two). Take note how much time is needed to empty the butcheries of meat and stuff, and how much storage space is used after this ( especially if you don't use quantum stockpiles). This will allow you to modify number of haulers, and storage space and access. Also take note how long it takes to tan hides, to optionally up the number of tanneries or tanners. Later you could order twice as many animals as butcheries in the same time, but don't order more - you haulers, storage, and especially tanners will be overwhelmed, and the meat and skins will rot.
8. (optionally) in the meantime you could order roasts to be made (mostly meat will be used), but remember than Render Fat also uses kitchen and cook's time. Fortunately fat rendering is quite high priority nowadays, and tallow doesn't rot faster than meat (i.e. not at all when in storage).