Butcher table

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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

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. Colonists assigned to 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 humanoids, 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. The Skill associated with it is Cooking

Acquisition

Constructing a butcher table requires Stuff 75 Stuff (Metallic/Woody), Wood 20 Wood and 2,000 ticks (33.33 secs) of work.

Summary

Cleanliness & filth

Butcher tables are considered dirty with a cleanliness of -15. In addition, butchering leaves bloodstains around the table, reducing cleanliness even more.[Fact Check Needed] 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.

Cannibalism

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 bury or burn them. Colonists find human butchering abhorrent, and will get negative thoughts if:

  • The Colony butchers humans (all colonists suffer).
    • 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 negated by people with certain traits.
  • People also get a negative opinion of the butcher.
  • 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
  • Analysis

    Should be built asap. Should be kept in a different room to the kitchen. Can be placed in the freezer to prevent needing to travel, but inflicts a work speed penalty that makes it usually not worth it.

    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