Difference between revisions of "Butcher table"
(Shout out to MortalSmurph who would appreciate this being specified.) |
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{{infobox main|production| | {{infobox main|production| | ||
− | |name = Butcher table | + | | name = Butcher table |
− | |image = TableButcher.png | + | | image = TableButcher.png |
− | |imagesize = 192px | + | | imagesize = 192px |
− | |description = A heavy table for butchering dead creatures into pieces of raw meat. | + | | description = A heavy table for butchering dead creatures into pieces of raw meat. |
− | |type = Building | + | | type = Building |
− | |type2 = Production | + | | type2 = Production |
− | |placeable = true | + | | placeable = true |
− | |path cost = 50 | + | | path cost = 50 |
− | |passability = pass through only | + | | passability = pass through only |
− | |cover = 0.5 | + | | cover = 0.5 |
− | |minifiable = true | + | | minifiable = true |
− | |size = 3 ˣ 1 | + | | size = 3 ˣ 1 |
− | |mass base = 20 | + | | mass base = 20 |
− | |flammability = 1 | + | | flammability = 1 |
− | |hp = 180 | + | | hp = 180 |
− | |sell price multiplier = 0.7 | + | | sell price multiplier = 0.7 |
− | |cleanliness = -15 | + | | cleanliness = -15 |
− | |terrain affordance = medium | + | | terrain affordance = medium |
− | |facility = tool cabinet | + | | facility = tool cabinet |
− | |work to make = 2000 | + | | work to make = 2000 |
− | |stuff tags = Metallic, Woody | + | | stuff tags = Metallic, Woody |
− | |resource 1 = Stuff | + | | resource 1 = Stuff |
− | |resource 1 amount = 75 | + | | resource 1 amount = 75 |
− | |resource 2 = Wood | + | | resource 2 = Wood |
− | |resource 2 amount = 20 | + | | resource 2 amount = 20 |
}} | }} | ||
A '''butcher table''' is a [[production]] bench for butchering non-rotten creatures into raw meat and [[leather]]. | A '''butcher table''' is a [[production]] bench for butchering non-rotten creatures into raw meat and [[leather]]. | ||
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== Summary == | == Summary == | ||
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}} | {{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}} | ||
− | ===Butchering=== | + | === Butchering === |
+ | {{Stub|section=1|reason=Specifics of filth creation mentioned in analysis}} | ||
Butcher tables are used to butcher fresh (not rotten) [[corpse]]s into [[meat]] and [[leather]]. Colonists assigned to [[Work#Cook|cooking]] will butcher creatures, after they have finished all regular cooking tasks. Butchering requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. | Butcher tables are used to butcher fresh (not rotten) [[corpse]]s into [[meat]] and [[leather]]. Colonists assigned to [[Work#Cook|cooking]] will butcher creatures, after they have finished all regular cooking tasks. Butchering requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. | ||
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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. | 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. | ||
− | Butchering a human will inflict a {{--|6}} [[mood]] penalty to colonists on the map, and a stacking {{--|6}} penalty to the | + | Butchering a human will inflict a {{--|6}} [[mood]] penalty to colonists on the map, and a stacking {{--|6}} penalty to the butcher. Colonists with the [[cannibal]], [[bloodlust]], or [[psychopath]] traits, or colonists following a suitable [[ideoligion]]{{IdeologyIcon}}, are immune to both moodlets. |
===Kibble=== | ===Kibble=== | ||
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Butcher tables are cheap, require no research, and offer a substantial boost to your butchering yield. If you are in any way reliant on [[meat]] for food, then you should make a butchering table ASAP. | Butcher tables are cheap, require no research, and offer a substantial boost to your butchering yield. If you are in any way reliant on [[meat]] for food, then you should make a butchering table ASAP. | ||
− | As they are dirty and actively create filth, butcher tables should be placed outside of your kitchen. Optimally, it should be placed near your kitchen, just not in the same room. You can place it in the freezer, though note that [[temperature]]s below {{temperature|10}} will inflict a work speed penalty. | + | As they are dirty and actively create [[filth]], butcher tables should be placed outside of your kitchen unless the kitchen is large enough to not risk the average cleanliness dropping below the -2 required to chance [[food poisoning]]. Optimally, it should be placed near your kitchen, just not in the same room. You can place it in the freezer, though note that [[temperature]]s below {{temperature|10}} i.e. all temperatures that refrigerate or freeze foods, will inflict a work speed penalty. |
{{Building Material Table}} | {{Building Material Table}} |
Revision as of 12:06, 25 April 2023
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.
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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: This section is included in the Butchery project - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details. |
Butchering
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Specifics of filth creation mentioned in analysis. |
Butcher tables are used to butcher fresh (not rotten) corpses into meat and leather. Colonists assigned to cooking will butcher creatures, after they have finished all regular cooking tasks. Butchering requires 450 ticks (7.5 secs) of work, modified by the butchery speed of the cook and up to two nearby tool cabinets.
The yield of butchering depends on the following factors:
- The base yields of the animal
- The butchery efficiency of the cook
- The maturity stage of the animal.[Detail needed]
- A 66% multiplier for damaged corpses i.e. any animal not tamed and then cleanly slaughtered. [Fact Check]
- A percentage multiplier for lost body parts.
Using a butcher table gives no penalty towards butcher yield, while the butcher spot only gives 70% yield. When a creature is butchered, it will create blood, which is considered filth.[Fact Check Needed]
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.
Butchering a human will inflict a −6 mood penalty to colonists on the map, and a stacking −6 penalty to the butcher. Colonists with the cannibal, bloodlust, or psychopath traits, or colonists following a suitable ideoligion, are immune to both moodlets.
Kibble
Butcher tables and butcher spots can be used to create kibble. Compared to the butcher spot, the butcher table offers more kibble from the same ingredients.
Name | Materials | Work to Make | Required Research | Type |
---|---|---|---|---|
50× Kibble | 1 Nutrition (non-vegan) + 1 Nutrition (vegan/hay) | ticks (7.5 secs) | 450– | Food - Meal |
Human meat | ticks (7.5 secs) | 450– | Food - Raw food | |
Insect meat | ticks (7.5 secs) | 450– | Food - Raw food | |
Meat | ticks (7.5 secs) | 450– | Food - Raw food | |
Twisted meat | ticks (7.5 secs) | 450– | Food - Raw food |
Cleanliness
Butcher tables are considered dirty with a Cleanliness of -15, applied on the bottom-left-most tile. This reduces the average cleanliness of a room.
Analysis
Butcher tables are cheap, require no research, and offer a substantial boost to your butchering yield. If you are in any way reliant on meat for food, then you should make a butchering table ASAP.
As they are dirty and actively create filth, butcher tables should be placed outside of your kitchen unless the kitchen is large enough to not risk the average cleanliness dropping below the -2 required to chance food poisoning. Optimally, it should be placed near your kitchen, just not in the same room. You can place it in the freezer, though note that temperatures below 10 °C (50 °F) i.e. all temperatures that refrigerate or freeze foods, will inflict a work speed penalty.
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 |