Difference between revisions of "Butcher table"
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A '''butcher table''' is a [[production]] bench for butchering non-rotten creatures into raw meat and [[leather]]. Colonists assigned to [[Work#Cook|cooking]] will butcher creatures as part of their duties but still giving priority to cooking first. The Butcher Creature [[bill]] defaults to include all animals and exclude [[human]]oids, but can be configured. The bill configuration can also restrict ingredients by hit points by adjusting the minimum and maximum sliders. A better version of the [[butcher spot]]. The Skill associated with it is [[Cooking]] | A '''butcher table''' is a [[production]] bench for butchering non-rotten creatures into raw meat and [[leather]]. Colonists assigned to [[Work#Cook|cooking]] will butcher creatures as part of their duties but still giving priority to cooking first. The Butcher Creature [[bill]] defaults to include all animals and exclude [[human]]oids, but can be configured. The bill configuration can also restrict ingredients by hit points by adjusting the minimum and maximum sliders. A better version of the [[butcher spot]]. The Skill associated with it is [[Cooking]] | ||
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== Acquisition == | == Acquisition == | ||
Constructing a butcher table requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. | Constructing a butcher table requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. | ||
− | == Cleanliness & filth == | + | == Summary == |
− | In addition, butchering leaves bloodstains around the table, reducing cleanliness even more.{{Check Tag|Fact Check Needed|check with all [[floor]]s, [[terrain]]s, [[snow]]}} A room exclusively built for the butcher's table reduces cooked meals' chances of causing [[food poisoning]]. A [[shelf]] placed right next to it can "hide" bloodstain filth that lands on it and negate its beauty malus. | + | === Cleanliness & filth === |
+ | Butcher tables are considered dirty with a [[Room stats#Cleanliness|cleanliness]] of -15. In addition, butchering leaves bloodstains around the table, reducing cleanliness even more.{{Check Tag|Fact Check Needed|check with all [[floor]]s, [[terrain]]s, [[snow]]}} A room exclusively built for the butcher's table reduces cooked meals' chances of causing [[food poisoning]]. A [[shelf]] placed right next to it can "hide" bloodstain filth that lands on it and negate its beauty malus. | ||
− | == Cannibalism == | + | === Cannibalism === |
This practice is a last resort commonly used in harsh environmental circumstances for survival purposes, which often carry negative side effects that penalize colonist moods. Only use as a last resort unless you have a colony full of cannibals. Pawns can distinguish the meat source but don't bother much about the leader source. After butchering, about 85 [[human meat]] and 47 [[human leather]] is dropped (depending on the size of the corpse and on [[Butchery Efficiency]]). If the goal is to get rid of the bodies, it is still better to [[Grave|bury]] or [[Electric crematorium|burn]] them. [[Colonist]]s find human butchering abhorrent, and will get negative [[thoughts]] if: | This practice is a last resort commonly used in harsh environmental circumstances for survival purposes, which often carry negative side effects that penalize colonist moods. Only use as a last resort unless you have a colony full of cannibals. Pawns can distinguish the meat source but don't bother much about the leader source. After butchering, about 85 [[human meat]] and 47 [[human leather]] is dropped (depending on the size of the corpse and on [[Butchery Efficiency]]). If the goal is to get rid of the bodies, it is still better to [[Grave|bury]] or [[Electric crematorium|burn]] them. [[Colonist]]s find human butchering abhorrent, and will get negative [[thoughts]] if: | ||
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**These mood debuffs are [[Human_resources|negated]] by people with certain traits. | **These mood debuffs are [[Human_resources|negated]] by people with certain traits. | ||
*People also get a negative opinion of the butcher. | *People also get a negative opinion of the butcher. | ||
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+ | == Analysis == | ||
+ | {{Stub|section=1}} | ||
+ | Should be built asap. Should be kept in a different room to the kitchen. Can be placed in the freezer to prevent needing to travel, but inflicts a work speed penalty that makes it usually nto worth it. | ||
{{Building Material Table}} | {{Building Material Table}} |
Revision as of 13:56, 16 September 2022
This article is suggested to be rewritten. Reason: Standardize formatting, also see Butcher spot for other info. You can help the RimWorld Wiki by improving it. |
Butcher table
A heavy table for butchering dead creatures into pieces of raw meat.
Base Stats
- Type
- Building – Production
- Mass
- 20 kg
- HP
- 180
- Flammability
- 100%
- Path Cost
- 50 (21%)
Building
- Size
- 3 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Medium
- Cleanliness
- -15
- Facility
- Tool cabinet
Creation
- Work To Make
- 2,000 ticks (33.33 secs)
- Stuff Tags
- Metallic, Woody
A butcher table is a production bench for butchering non-rotten creatures into raw meat and leather. Colonists assigned to cooking will butcher creatures as part of their duties but still giving priority to cooking first. The Butcher Creature bill defaults to include all animals and exclude humanoids, but can be configured. The bill configuration can also restrict ingredients by hit points by adjusting the minimum and maximum sliders. A better version of the butcher spot. The Skill associated with it is Cooking
Acquisition
Constructing a butcher table requires 75 Stuff (Metallic/Woody, 750 for SMVs), 20 Wood and 2,000 ticks (33.33 secs) of work.
Summary
Cleanliness & filth
Butcher tables are considered dirty with a cleanliness of -15. In addition, butchering leaves bloodstains around the table, reducing cleanliness even more.[Fact Check Needed] A room exclusively built for the butcher's table reduces cooked meals' chances of causing food poisoning. A shelf placed right next to it can "hide" bloodstain filth that lands on it and negate its beauty malus.
Cannibalism
This practice is a last resort commonly used in harsh environmental circumstances for survival purposes, which often carry negative side effects that penalize colonist moods. Only use as a last resort unless you have a colony full of cannibals. Pawns can distinguish the meat source but don't bother much about the leader source. After butchering, about 85 human meat and 47 human leather is dropped (depending on the size of the corpse and on Butchery Efficiency). If the goal is to get rid of the bodies, it is still better to bury or burn them. Colonists find human butchering abhorrent, and will get negative thoughts if:
- The Colony butchers humans (all colonists suffer).
- Butchers get an additional penalty.
- Eat raw human meat or meals that contain human meat. (-25 for raw (stacks 3 times), -20 for cooked (stacks 3 times), but a +15 for cannibals eating cooked meals, and +20 for cannibals eating raw meat)
- These mood debuffs are negated by people with certain traits.
- People also get a negative opinion of the butcher.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Should be built asap. Should be kept in a different room to the kitchen. Can be placed in the freezer to prevent needing to travel, but inflicts a work speed penalty that makes it usually nto worth it.
Stats table
Butcher table | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (1.39 mins) | 5,000360 | 75% | 98 |
Gold | 20 | ticks (30 secs) | 1,800108 | 40% | 7,530 |
Plasteel | 0 | ticks (1.22 mins) | 4,400504 | 0% | 715 |
Silver | 6 | ticks (33.33 secs) | 2,000126 | 40% | 780 |
Steel | 0 | ticks (33.33 secs) | 2,000180 | 40% | 174 |
Uranium | 0 | ticks (1.06 mins) | 3,800450 | 0% | 490 |
Wood | 0 | ticks (23.33 secs) | 1,400117 | 100% | 119 |