Difference between revisions of "Butcher table"
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− | + | {{Infobox main|production | |
− | {{ | + | | name = Butcher table |
− | |name = Butcher table | + | | image = TableButcher.png |
− | |image = TableButcher.png | + | | imagesize = 192px |
− | |description = A heavy table | + | | description = A heavy table for butchering dead creatures into pieces of raw meat. |
− | |type = | + | | type = Building |
− | |type2 = | + | | type2 = Production |
− | |placeable = | + | | placeable = true |
− | |size = 1| | + | | path cost = 50 |
− | |hp = 180 | + | | passability = pass through only |
− | | | + | | cover = 0.5 |
− | | | + | | minifiable = true |
− | | | + | | size = 3 ˣ 1 |
− | | | + | | mass base = 20 |
− | | | + | | flammability = 1 |
− | | | + | | hp = 180 |
− | + | | sell price multiplier = 0.7 | |
− | A | + | | cleanliness = -15 |
+ | | terrain affordance = medium | ||
+ | | facility = tool cabinet | ||
+ | | work to make = 2000 | ||
+ | | stuff tags = Metallic, Woody | ||
+ | | resource 1 = Stuff | ||
+ | | resource 1 amount = 75 | ||
+ | | resource 2 = Wood | ||
+ | | resource 2 amount = 20 | ||
+ | }} | ||
+ | A '''butcher table''' is a [[production]] bench for butchering non-rotten creatures into raw meat and [[leather]]. | ||
+ | == Acquisition == | ||
+ | {{Acquisition}} | ||
− | + | == 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}} | |
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− | {{ | + | === 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 actioned all available meal cooking bills. Butchering requires {{Ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. | ||
+ | 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.{{Check Tag|Detail needed}} | ||
+ | * A 66% multiplier for damaged corpses i.e. any animal not [[tame]]d and then cleanly slaughtered. {{Check Tag|Fact Check|Version change-log only mentions meat - needs confirmation that it doesn't affect leather}} | ||
+ | * 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 [[filth|blood]], which is considered [[filth]].{{Check Tag|Fact Check Needed|check with all [[floor]]s, [[terrain]]s, [[snow]]}} | ||
+ | |||
+ | The Butcher Creature [[bill]] defaults to include all animals and exclude [[human]]oids, but can be configured to include or exclude any species of organic pawn. 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]]{{IdeologyIcon}}, 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. | ||
+ | |||
+ | {{Recipe List}} | ||
+ | |||
+ | === Cleanliness === | ||
+ | {{Stub|section=1|reason=Mention specifically whether butchering creates filth}} | ||
+ | {{Cleanliness Note}} | ||
+ | <!--In addition, butchering leaves bloodstains around the table, reducing cleanliness even more.--> | ||
+ | |||
+ | == 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 or [[leather]] for [[trade]] or [[crafting]], then you should make a butchering table as soon as possible. | ||
+ | |||
+ | Optimally, butcher's tables should be placed near your kitchen area and/or cold storage, to reduce travel time. However, as they actively create [[filth]] when used, they should not be placed in the same room where you prepare meals, unless that area is large enough to not risk the average cleanliness dropping below the -2 required to chance [[food poisoning]]. You can place them in a [[cooler|freezer]], though note that [[temperature]]s below {{Temperature|10}}, i.e. all temperatures cold enough to refrigerate or freeze foods, will inflict a work speed penalty, and prolonged exposure to low temperatures can risk [[hypothermia]]. | ||
+ | |||
+ | {{Building Stats Table}} | ||
+ | |||
+ | == Version history == | ||
+ | * [[Version/0.10.785|0.10.785]] - Can now be made of various [[stuff]]s. | ||
+ | <gallery> | ||
+ | ButcheringTable Old.png|Old Butchering Table Texture | ||
+ | ButcheringTable Oldest.png|Oldest Butchering Table Texture | ||
+ | </gallery> | ||
+ | |||
+ | {{Nav|production|wide}} | ||
[[Category:Production]] | [[Category:Production]] | ||
− | [[Category:Food]] | + | [[Category:Food Production]] [[Category:Resource Production]] |
Latest revision as of 18:22, 28 June 2024
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[edit]
Butcher tables can be constructed, each requiring 75 Stuff (Metallic/Woody, 750 for SMVs), 20 Wood and 2,000 ticks (33.33 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material.
Summary[edit]
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[edit]
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 actioned all available meal cooking bills. 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 to include or exclude any species of organic pawn. 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[edit]
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[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Mention specifically whether butchering creates filth. |
Each butcher table is considered dirty with a Cleanliness of −15, applied to the bottom-left-most tile from the player's perspective, regardless of orientation. This reduces the average cleanliness of the room it occupies.
Analysis[edit]
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 or leather for trade or crafting, then you should make a butchering table as soon as possible.
Optimally, butcher's tables should be placed near your kitchen area and/or cold storage, to reduce travel time. However, as they actively create filth when used, they should not be placed in the same room where you prepare meals, unless that area is large enough to not risk the average cleanliness dropping below the -2 required to chance food poisoning. You can place them in a freezer, though note that temperatures below 10 °C (50 °F), i.e. all temperatures cold enough to refrigerate or freeze foods, will inflict a work speed penalty, and prolonged exposure to low temperatures can risk hypothermia.
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 |