Difference between revisions of "Butchery Efficiency"
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* Sight: [[Sight Importance::0.4|40%]] importance, 100% max. | * Sight: [[Sight Importance::0.4|40%]] importance, 100% max. | ||
− | Butchering efficiency can go above 100%, which lets a colonist produce bonus leather and meat from a corpse. A colonist with [[Skill::Cooking]] skill of 20 (125%), 2 bionic arms(140%) and 100% [[Sight]] efficiency will get 70% more meat and leather. Add in the extremely rare Trauma Savant condition (+50% manipulation) for 126% extra meat and leather! Sight is capped at 100% so enhanced sight will not contribute any bonus. | + | Butchering efficiency can go above 100%, which lets a colonist produce bonus leather and meat from a corpse. A colonist with [[Skill::Cooking]] skill of 20 (125%), 2 bionic arms (140%) and 100% [[Sight]] efficiency will get 70% more meat and leather. Add in the extremely rare Trauma Savant condition (+50% manipulation) for 126% extra meat and leather! Sight is capped at 100% so enhanced sight will not contribute any bonus. |
Revision as of 15:14, 6 March 2017
Butchery Efficiency is a stat: Multiplier on the amount of meat produced when butchering flesh animals. Its default value is 100%.
Factors
- Cooking: 75% plus 2.5% per skill level.
- Manipulation: 90% importance
- Sight: 40% importance, 100% max.
Butchering efficiency can go above 100%, which lets a colonist produce bonus leather and meat from a corpse. A colonist with Cooking skill of 20 (125%), 2 bionic arms (140%) and 100% Sight efficiency will get 70% more meat and leather. Add in the extremely rare Trauma Savant condition (+50% manipulation) for 126% extra meat and leather! Sight is capped at 100% so enhanced sight will not contribute any bonus.