Difference between revisions of "Butcher spot"

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It has no [[cleanliness]] penalty, unlike the table.
 
It has no [[cleanliness]] penalty, unlike the table.
  
Butchering requires a fresh (not rotten) corpse of an animal or human. Butchering requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and any nearby [[tool cabinet]]s, and yielding a return in meat and leather modified by:
+
Butchering requires a fresh (not rotten) corpse of an animal or human. Butchering requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s, and yielding a return in meat and leather modified by:
 
* The base yields of the animal  
 
* The base yields of the animal  
 
* The [[butchery efficiency]] of the cook
 
* The [[butchery efficiency]] of the cook
 
* The maturity stage of the animal{{Check Tag|Detail needed}}
 
* The maturity stage of the animal{{Check Tag|Detail needed}}
* A 150% multiplier, on meat only, for cleanly slaughtered tame animals. {{Check Tag|Fact Check|Version changelog only mentions meat - needs confirmation that it doesn't affect leather}}
+
* A 150% multiplier, on meat only, for cleanly slaughtered tame animals. {{Check Tag|Fact Check|Version change-log only mentions meat - needs confirmation that it doesn't affect leather}}
 
* A 66% multiplier for damaged corpses
 
* A 66% multiplier for damaged corpses
 
* A percentage multiplier for lost body parts {{Check Tag|Fact Check|Still exists AND separate but stacking with the damaged corpse multi?}}
 
* A percentage multiplier for lost body parts {{Check Tag|Fact Check|Still exists AND separate but stacking with the damaged corpse multi?}}
 
* A 70% multiplier for being a butcher spot instead of a table.
 
* A 70% multiplier for being a butcher spot instead of a table.
 +
 +
Butchering a human inflicts a non-stacking 6-day {{--|6}} [[mood]] penalty for all colonists, prisoners, and [[slave]]s{{IdeologyIcon}}, as well an additional 6-day {{--|6}} penalty for the butcher, stacking 4 times with a 0.75 stacking multiplier. Pawns with the [[Traits#Psychopath|Psychopath]], [[Traits#Bloodlust|Bloodlust]], and [[Traits#Cannibal|Cannibal]] traits ignore both penalties.
  
 
== Analysis ==
 
== Analysis ==

Revision as of 12:32, 18 November 2021

Butcher spot

Butcher spot

A place for butchering animals. Due to the lack of equipment, butchering here yields only 70% of the meat and leather of each creature.

Base Stats

Type
BuildingProduction

Building

Size
1 × 1
Minifiable
False
Placeable
True
Passability
standable
Terrain Affordance
Light
Facility
Tool cabinet

Creation

Work To Make
ticks (0 secs)

The butcher spot is a Production site used by cooks to butcher animals and humans into meat and leather without needing to construct a butcher table, at the cost of a 30% loss in return.

Acquisition

There is no cost, build time or skill requirements for placing butcher spots. Just select them from the menu and place them.

Summary

The butcher spot offers only 70% efficiency compared to the butcher table. This means that 30% of the meat and leather will be lost in the butchering process compared to the return from the table.

It has no cleanliness penalty, unlike the table.

Butchering requires a fresh (not rotten) corpse of an animal or human. Butchering requires 450 ticks (7.5 secs) of work, modified by the butchery speed of the cook and up to two nearby tool cabinets, and yielding a return in meat and leather modified by:

  • The base yields of the animal
  • The butchery efficiency of the cook
  • The maturity stage of the animal[Detail needed]
  • A 150% multiplier, on meat only, for cleanly slaughtered tame animals. [Fact Check]
  • A 66% multiplier for damaged corpses
  • A percentage multiplier for lost body parts [Fact Check]
  • A 70% multiplier for being a butcher spot instead of a table.

Butchering a human inflicts a non-stacking 6-day −6 mood penalty for all colonists, prisoners, and slavesContent added by the Ideology DLC, as well an additional 6-day −6 penalty for the butcher, stacking 4 times with a 0.75 stacking multiplier. Pawns with the Psychopath, Bloodlust, and Cannibal traits ignore both penalties.

Analysis

Useful for when resources are tight, such as on sea ice, or when you don't want to dedicate the time to build a butcher table, such as on caravan and event maps.

Version history