RimWorld

RimWorld

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Harvest When Butchering
   
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Mod, 1.3, 1.4, 1.5
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169.548 KB
7 Dec, 2022 @ 12:58pm
31 Mar @ 12:30pm
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Harvest When Butchering

In 2 collections by Mlie
My Current ModList
264 items
Developed by me
95 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

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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.

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  • See if the the error persists if you just have this mod and its requirements active.
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26 Comments
Mlie  [author] 1 Jan @ 7:12am 
@ScrapyardBob Any resource that is harvestable when the animal is alive
ScrapyardBob 1 Jan @ 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.
Mlie  [author] 8 Mar, 2023 @ 1:36pm 
@Bartholomew Marmalade
You get no more resources with this mod than without it, you just dont have to wait until an animal has 100% wool. When you butcher an animal with this mod active it will give you the current growth of resources as well.

I think you might have misunderstood the mod-function, perhaps you thought it gave 100% resources regardless of when you butcher?
Bartholomew Marmalade 8 Mar, 2023 @ 12:51pm 
Honestly, way too unbalanced.

Not only are you getting the leather, but you're also getting the wool. If you're playing on a map that requires lots of leathers/furs/wools for temperature regulation, you're basically getting twice the amount per animal.
EvilNecroid 6 Mar, 2023 @ 4:24am 
this should be in the base game
Mlie  [author] 3 Mar, 2023 @ 11:59am 
@Bobibobibu Yes, it will only give existing resources.
Bobibobibu 3 Mar, 2023 @ 11:57am 
I think I misunderstand this. Does it mean that wild animal can't give wool/milk when butchered because it does not actually have the resource before it's tamed?