Difference between revisions of "Butcher spot"
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* A 70% multiplier for being a butcher spot instead of a table. | * A 70% multiplier for being a butcher spot instead of a table. | ||
+ | ==== Human corpses ==== | ||
Butchering a human inflicts a non-stacking 6-day {{--|6}} [[mood]] penalty for <u>all</u> colonists, prisoners, and [[slave]]s{{IdeologyIcon}}, as well an ''additional'' 6-day {{--|6}} for the butcher. The good news is that the colony-wide penalty only stacks once, but the penalty for the butcher can stack 10(!) times with a 0.75 stacking multiplier. Pawns with any of the [[Traits#Psychopath|Psychopath]], [[Traits#Bloodlust|Bloodlust]], or [[Traits#Cannibal|Cannibal]] traits ignore both penalties, so if you are going this direction it would pay to [[Training#Cooking|train]] one as a back-up [[cooking|cook]] to get the most out of each corpse. | Butchering a human inflicts a non-stacking 6-day {{--|6}} [[mood]] penalty for <u>all</u> colonists, prisoners, and [[slave]]s{{IdeologyIcon}}, as well an ''additional'' 6-day {{--|6}} for the butcher. The good news is that the colony-wide penalty only stacks once, but the penalty for the butcher can stack 10(!) times with a 0.75 stacking multiplier. Pawns with any of the [[Traits#Psychopath|Psychopath]], [[Traits#Bloodlust|Bloodlust]], or [[Traits#Cannibal|Cannibal]] traits ignore both penalties, so if you are going this direction it would pay to [[Training#Cooking|train]] one as a back-up [[cooking|cook]] to get the most out of each corpse. | ||
+ | |||
+ | * See also [[Human resources#Human_butchering|Human resources]] | ||
== Analysis == | == Analysis == |
Revision as of 23:12, 31 January 2022
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
- Building – Production
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- standable
- Terrain Affordance
- Light
- Facility
- Tool cabinet
Creation
- Work To Make
- 0 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.
Human corpses
Butchering a human inflicts a non-stacking 6-day −6 mood penalty for all colonists, prisoners, and slaves, as well an additional 6-day −6 for the butcher. The good news is that the colony-wide penalty only stacks once, but the penalty for the butcher can stack 10(!) times with a 0.75 stacking multiplier. Pawns with any of the Psychopath, Bloodlust, or Cannibal traits ignore both penalties, so if you are going this direction it would pay to train one as a back-up cook to get the most out of each corpse.
- See also Human resources
Analysis
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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
- 0.19.2009 - Added.