Difference between revisions of "Butcher spot"

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{{stub}}
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{{infobox main|production
<onlyinclude>
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| name = Butcher spot
{{infobox main|production|
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| image = Butcher spot.png
|name = Butcher spot
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| description = A place for butchering animals. Due to the lack of equipment, butchering here yields only 70% of the meat and leather of each creature.
|image = ButcherSpot.png|Required Image
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| type = Building
|description = A place for butchering animals. Due to the lack of equipment, Butchering here yields only 70% of the meat and leather of each creature.
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| type2 = Production
|type = Production
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| placeable = true
|type2 =  
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| passability = standable
|placeable = Yes
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| minifiable = false
|size = 1|1
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| size = 1 ˣ 1
|hp =
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| terrain affordance = light
|power = 0
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| work to make = 0
|facility = tool cabinet
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<!-- Technical -->
|buy =
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| work efficiency factor = 0.7
|sell =
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| facility = tool cabinet
}}</onlyinclude>
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}}
The Butcher spot is a new production site added in 1.0.
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The '''butcher spot''' is a [[Production]] site used by [[Work#Cook|cooks]] to butcher [[animals]] and [[human]]s into [[meat]] and [[leather]] without needing to construct a [[butcher table]], at the cost of a 30% loss in return.
  
Compared to the [[butcher table]], it has only 70% efficiency, meaning it will yield 30% less meat and leather from butchered animals.
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== Acquisition ==
{{nav|production|wide}}
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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.
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== Summary ==
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{{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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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.
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It has no [[cleanliness]] penalty, unlike the table.
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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:
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* The base yields of the animal
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* The [[butchery efficiency]] of the cook
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* 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}}
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* A percentage multiplier for lost body parts.
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* A 70% multiplier for being a butcher spot instead of a table.
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{{Recipe List}}
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==== Human corpses ====
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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 [[Psychopath]], [[Bloodlust]], or [[Cannibal (Trait)|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.
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* See also [[Human resources#Human_butchering|Human resources]]
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== Analysis ==
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{{Stub|section=1}}
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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.
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== Version history ==
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* [[Version/0.19.2009|0.19.2009]] - Added.
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{{Nav|production|wide}}
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[[Category:Production]]
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[[Category:Food Production]] [[Category:Resource Production]]

Latest revision as of 17:47, 6 August 2023

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)
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.

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]

    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[edit]