RimWorld

RimWorld

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Harvest When Butchering
   
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Mod, 1.3, 1.4, 1.5, 1.6
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184.836 KB
7 Dec, 2022 @ 12:58pm
28 Jun @ 12:59pm
6 Change Notes ( view )

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Harvest When Butchering

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
109 items
Description


Triggers harvesting of resources when butchering

Any resource that can be harvested from an animal will be harvested when butchering a dead animal.

To be able to harvest resources from animals that explode on death you can use BoomMod Expanded or similar mod.

Also added a setting to lower the amount of resources gained from butchered wild animals.

Idea by: DisKorruptd

[dsc.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: animal harvest
31 Comments
Mlie  [author] 18 Mar @ 11:29pm 
@KANEM Please see the Reporting Issues section described above
KANEM 18 Mar @ 6:06pm 
This mod seems to have stopped working in version 1.5.
Viper 23 Aug, 2024 @ 6:52am 
@Mlie thank you!
Mlie  [author] 22 Aug, 2024 @ 9:57pm 
@Viper The is no randomnes, it just takes the percent filled times the full harvest amount and spawns that.
Viper 22 Aug, 2024 @ 2:08pm 
@Mlie is there any RNG involved for the butchering harvest; for example, number of wool or horns? If it's all deterministic, it'll work in multiplayer fine. Seems no one has tested this yet.
Mlie  [author] 1 Jan, 2024 @ 7:12am 
@ScrapyardBob Any resource that is harvestable when the animal is alive
MosaPudica 1 Jan, 2024 @ 5:41am 
Does this extract teeth or horns?
J 13 Apr, 2023 @ 7:42pm 
@Mlie - On behalf of Martholomew, thank you
Mlie  [author] 10 Mar, 2023 @ 11:07am 
@Bartholomew Marmalade I see how it would seem that way, but wild animals gain resources at the same rate as tame. But since they usually walk around the map for a while before they are hunted their resources are usually full.
Either way I added a setting where you can set the maximum percent of resources from wild animals.
Bartholomew Marmalade 9 Mar, 2023 @ 5:24pm 
@Mlie
So the issue is that it works if you're raising the animals themselves; however if they're wild animals you basically get everything.

I'll give you a scenario. I'm playing in a tundra with naked brutality. Finding clothes is important right off the bat since it's going to be super cold. I got and kill myself a single muffalo. Great that should be enough to make maybe a hat. Except I go and butcher the animal, and not only do I get ~50 muffalo hide, I also get ~70 muffalo fur. In vanilla, you'd have to kill maybe two or three muffalo to get some decent clothes, with this mod all you need is one or two.

This is also apparent for anything else that produces "something" when they're domesticated. There is no incentive to raise boomalopes for chemfuel, since you can just hunt them to extinction with no penalty other than maybe a forest fire.

I think it would make sense for this to only apply to domestic animals, or at least include an option to make it so.