Difference between revisions of "Butcher table"

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{{Rewrite|reason='''Standardize formatting'''}}{{infobox main|production|
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{{Infobox main|production
 
| name = Butcher table
 
| name = Butcher table
| image = TableButcher.png|Butcher table
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| image = TableButcher.png
 
| imagesize = 192px
 
| imagesize = 192px
| description = A heavy table used by cooks for butchering dead creatures into pieces of raw meat
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| description = A heavy table for butchering dead creatures into pieces of raw meat.
| type = Production
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| type = Building
| type2 = Food
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| type2 = Production
| placeable = Yes
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| placeable = true
| size = 1 ˣ 3
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| path cost = 50
| hp = 180
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| passability = pass through only
| speed =  
+
| cover = 0.5
| time =  
+
| minifiable = true
| yield =  
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| size = 3 ˣ 1
 
| mass base = 20
 
| mass base = 20
| power = 0
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| flammability = 1
| beauty = 0
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| hp = 180
| work to make = 2000
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| sell price multiplier = 0.7
| flammability = 1.0
 
 
| cleanliness = -15
 
| cleanliness = -15
| cover = 0.5
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| terrain affordance = medium
 
| facility = tool cabinet
 
| facility = tool cabinet
 +
| work to make = 2000
 +
| stuff tags = Metallic, Woody
 +
| resource 1 = Stuff
 +
| resource 1 amount = 75
 
| resource 2 = Wood
 
| resource 2 = Wood
 
| resource 2 amount = 20
 
| resource 2 amount = 20
| resource 1 = Stuff
 
| resource 1 amount = 75
 
| stuff tags = Metallic, Woody
 
 
}}
 
}}
A heavy table for butchering non-rotten creatures into raw meat and [[leather]]. Colonists assigned to [[Menus#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.
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A '''butcher table''' is a [[production]] bench for butchering non-rotten creatures into raw meat and [[leather]].
 +
 
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== Acquisition ==
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{{Acquisition}}
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== 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}}
 +
 
 +
=== Butchering ===
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{{Stub|section=1|reason=Specifics of filth creation mentioned in analysis}}
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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}}
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* 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]]}}
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 +
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.
  
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}.
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=== 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.
  
A butcher table can be made out of wood or any metal, and are identical in work speed and function regardless of material used.
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{{Recipe List}}
  
== Cleanliness & filth ==
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=== Cleanliness ===
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. 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.
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{{Stub|section=1|reason=Mention specifically whether butchering creates filth}}
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{{Cleanliness Note}}
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<!--In addition, butchering leaves bloodstains around the table, reducing cleanliness even more.-->
  
== Cannibalism ==
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== Analysis ==
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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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.
  
*The Colony butchers humans (all colonists suffer).
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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]].
**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 [[Human_resources|negated]] by people with certain traits.
 
*People also get a negative opinion of the butcher.
 
  
{{Building Material Table}}
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{{Building Stats Table}}
  
== Version History ==
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== Version history ==
* [[Version/0.10.785|0.10.785]] - Can now be made of various stuffs.
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* [[Version/0.10.785|0.10.785]] - Can now be made of various [[stuff]]s.
 
<gallery>
 
<gallery>
 
ButcheringTable Old.png|Old Butchering Table Texture
 
ButcheringTable Old.png|Old Butchering Table Texture
 
ButcheringTable Oldest.png|Oldest Butchering Table Texture
 
ButcheringTable Oldest.png|Oldest Butchering Table Texture
 
</gallery>
 
</gallery>
{{nav|production|wide}}
 
  
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{{Nav|production|wide}}
 
[[Category:Production]]
 
[[Category:Production]]
[[Category:Food]]
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[[Category:Food Production]] [[Category:Resource Production]]

Latest revision as of 18:22, 28 June 2024

Butcher table

Butcher table

A heavy table for butchering dead creatures into pieces of raw meat.

Base Stats

Type
BuildingProduction
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
Resources to make
Stuff 75 + Wood 20
Deconstruct yield
Stuff 37 - 38 + Wood 10
Destroy yield
Stuff 18 - 19 + Wood 5

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 Stuff 75 Stuff (Metallic/Woody, 750 for SMVs), Wood 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]

Butchering[edit]

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 ideoligionContent added by the Ideology DLC, 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 Kibble 1 Nutrition (non-vegan) + 1 Nutrition (vegan/hay) 000,450 ticks (7.5 secs) Food - Meal
    Human meat Human meat 000,450 ticks (7.5 secs) Food - Raw food
    Insect meat Insect meat 000,450 ticks (7.5 secs) Food - Raw food
    Meat Meat 000,450 ticks (7.5 secs) Food - Raw food
    Twisted meat Twisted meat Content added by the Anomaly DLC 000,450 ticks (7.5 secs) Food - Raw food
  • Cleanliness[edit]

    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 Butcher table Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 005,000 ticks (1.39 mins) 360 75% 98 Silver
    Gold Gold 20 001,800 ticks (30 secs) 108 40% 7,530 Silver
    Plasteel Plasteel 0 004,400 ticks (1.22 mins) 504 0% 715 Silver
    Silver Silver 6 002,000 ticks (33.33 secs) 126 40% 780 Silver
    Steel Steel 0 002,000 ticks (33.33 secs) 180 40% 174 Silver
    Uranium Uranium 0 003,800 ticks (1.06 mins) 450 0% 490 Silver
    Wood Wood 0 001,400 ticks (23.33 secs) 117 100% 119 Silver
  • Version history[edit]