Difference between revisions of "Butcher spot"

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(Remvoing check tag, removing duplicate)
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* The base yields of the animal  
 
* The base yields of the animal  
 
* The [[butchery efficiency]] of the cook
 
* The [[butchery efficiency]] of the cook
* The maturity stage of the animal{{Check Tag|Detail needed}}
+
* The maturity stage of the animal.{{Check Tag|Detail needed}}
* A 150% multiplier, on meat only, for cleanly slaughtered tame animals. {{Check Tag|Fact Check|Version change-log only mentions meat - needs confirmation that it doesn't affect leather}}
+
* 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 66% multiplier for damaged corpses
+
* A percentage multiplier for lost body parts.
* A percentage multiplier for lost body parts {{Check Tag|Fact Check|Still exists AND separate but stacking with the damaged corpse multi?}}
 
 
* A 70% multiplier for being a butcher spot instead of a table.
 
* A 70% multiplier for being a butcher spot instead of a table.
  

Revision as of 00:45, 20 October 2022

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

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

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.

Human corpses

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

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