RimWorld
Custom Butcher Framework
24 comentarios
Guderian 30 AGO a las 7:25 a. m. 
Hello epicfloor, are you planning on updating the mod?
TurtleShroom 10 AGO a las 10:50 a. m. 
The Mooshroom Mod needs this Mod. Do you have any plans on updating this?
ProfileName 16 MAY a las 5:31 a. m. 
RimPy screams about this mod when you use "More Animal Products." You only need this mod if you're on 1.4, so.
heymegalodon 11 MAY a las 3:59 a. m. 
Really needs 1.5 update
gunns22 29 ABR a las 9:35 a. m. 
@epicfloor any news on the 1.5 update?
Fuzzy Pickles 26 ABR a las 4:59 p. m. 
Hello, do you have plans on updating this to 1.5?
that bird guy 11 ABR a las 11:31 p. m. 
1.5?
awdiaf 10 JUN 2023 a las 3:13 a. m. 
pansexual muffalo
epicfloor  [autor] 7 DIC 2022 a las 8:44 a. m. 
It's only work on pawns probably, 'cause I use Harmony patched the butcherProduct method to produce custom products, unless you can somehow utilize butcherProduct method to 'butcher' something that is not a corpse, As for multiplicative part I'm not sure about that.
Holgast 7 DIC 2022 a las 1:12 a. m. 
dumb question - does this only work on animals? I wanted to use it like vanilla does for the any stone blocks recipe
Holgast 7 DIC 2022 a las 12:12 a. m. 
if not, no worries, I can fluff it with the output of the bulk recipe being the minimum, so if you want a chance at better stuff you can use the butcherproduct recipe
Holgast 7 DIC 2022 a las 12:07 a. m. 
question - is this multiplicative as well? like, if I have a thing that will butcher into x and sometimes y things, but I want to have a bulk recipe for it, is it possible to set that up so it will have all the products at the same rates, but with multiplied output for the bulk recipe?
Nameless 8 OCT 2022 a las 2:24 p. m. 
Thank you so much! These are amazing news for the community!
epicfloor  [autor] 7 OCT 2022 a las 10:05 a. m. 
@Nameless I'll look into it after 1.4 is officially released, although I expect there's little to be changed unless Tynan changes how butcher works.
Nameless 7 OCT 2022 a las 6:36 a. m. 
Hi @epicfloor, many thanks to you for such an amazing mod! Do you have any plans updating for 1.4 and the new DLC?
Holgast 14 AGO 2022 a las 5:05 p. m. 
The difference appears to be that this mod is additive, and you can set multiple items.
TurtleShroom 14 AGO 2022 a las 2:31 p. m. 
In the deparment of actual meat, I don't see a difference between this and the SPECIFICMEATDEF statement. The idea of custom butchering yielding stuff tied to the size of the animal, however, is brilliant .
epicfloor  [autor] 14 AGO 2022 a las 10:16 a. m. 
Attention everyone, I added some optional functions to the library, which shouldn't affect current mod using it.
epicfloor  [autor] 13 AGO 2022 a las 8:47 p. m. 
The extension only produce things, so if you want to produce hides from Medieval Overhaul you just need to put hide ThingDef into mod extension I think.

Probably like this:
<DankPyon_Hide_HideTiny>1</DankPyon_Hide_HideTiny>
Holgast 13 AGO 2022 a las 8:31 p. m. 
I don't think that uses the ButcherProduct system...so you can probably use this to add back in extra stuff like horns and so forth.
Holgast 13 AGO 2022 a las 8:30 p. m. 
oooooooh, I love the multiple products. great idea. Now, how does this work with Medieval Overhaul hides?
epicfloor  [autor] 13 AGO 2022 a las 8:01 p. m. 
Attention everyone, I made a update about the modExtension to make it easier to use, which mean the previous method is invalid now, you may wants to re-dowload it and check the updated example. Other than that if there's any problem, feel free to ask.
epicfloor  [autor] 13 AGO 2022 a las 10:25 a. m. 
@Guderian Thank you, I wonder what kind of animal you want to create?
Guderian 13 AGO 2022 a las 9:58 a. m. 
What a fantastic mod!