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{{infobox main|production
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<onlyinclude>
| name = Butcher spot
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{{infobox main|production|
| image = Butcher spot.png
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|name = Butcher spot
| 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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|image = Butcher spot.png|Butcher spot
| type = Building
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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.
| type2 = Production
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|type = Production
| placeable = true
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|type2 =  
| passability = standable
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|placeable = Yes
| minifiable = false
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|size = 1 ˣ 1
| size = 1 ˣ 1
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|hp =
| terrain affordance = light
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|power = 0
| work to make = 0
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|facility = tool cabinet
<!-- Technical -->
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|buy =
| work efficiency factor = 0.7
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|sell =
| facility = tool cabinet
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}}</onlyinclude>
}}
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The Butcher spot is a new production site added in 1.0.
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.
 
  
== Acquisition ==
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Compared to the [[butcher table]], it has only 70% efficiency. This means that 30% of the [[meat]] and [[leather]] will be lost in the butchering process.
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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{{nav|production|wide}}
 
 
== Summary ==
 
{{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}}
 
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 {{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 [[butchery efficiency]] of the cook
 
* The maturity stage of the animal.{{Check Tag|Detail needed}}
 
* 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}}
 
* A percentage multiplier for lost body parts.
 
* A 70% multiplier for being a butcher spot instead of a table.
 
 
 
{{Recipe List}}
 
 
 
==== 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 [[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.
 
 
 
* See also [[Human resources#Human_butchering|Human resources]]
 
 
 
== Analysis ==
 
{{Stub|section=1}}
 
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 ==
 
* [[Version/0.19.2009|0.19.2009]] - Added.
 
 
 
{{Nav|production|wide}}
 
 
 
[[Category:Production]]
 
[[Category:Food Production]] [[Category:Resource Production]]
 

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