A place for butchering animals. Due to the lack of equipment, butchering here yields only 70% of the meat and leather of each creature.
- 1 × 1
- Terrain Affordance
- Tool cabinet
- Work Efficiency Factor
- Work To Make
- 0 ticks (0 secs)
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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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.
- A 66% multiplier for damaged corpses i.e. any animal not tamed and then cleanly slaughtered.
- 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||1 Nutrition (non-vegan) + 1 Nutrition (vegan/hay)||ticks (7.5 secs)450||–||Food - Meal|
Butchering a human inflicts a non-stacking 6-day −6 mood penalty for all colonists, prisoners, and slaves, 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.
- See also Human resources
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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.
- 0.19.2009 - Added.