Butcher spot

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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
Work Efficiency Factor
70%

Creation

Work To Make
ticks (0 secs)
Deconstruct yield
nothing
Technical


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[edit]

Butcher spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.

Summary[edit]

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.

The butcher spot is not associated with the kitchen room role. For the exact calculations, see the kitchen room role.

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 66% multiplier for damaged corpses i.e. any animal not tamed and then cleanly slaughtered. [Fact Check]
  • A percentage multiplier for lost body parts.
  • A 70% multiplier for being a butcher spot instead of a table.
  • 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
  • Human corpses[edit]

    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 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.

    Analysis[edit]

    Unlike other the crafting spot or the hand tailor bench, the butcher spot does not work slower than its more advanced version, the butcher table, but outright loses reduces the amount of meat and leather you get from each animal.

    As such, any time a table is practical to construct and use, it should be, especially when butchering high value animals like thrumbos.

    That said, the spot is still useful for when building materials 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[edit]