RimWorld

RimWorld

119 ratings
Skilled Slaughtering
   
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Mod, 1.3, 1.4, 1.5
File Size
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Updated
339.095 KB
Oct 9, 2022 @ 9:41am
May 7, 2024 @ 4:31pm
4 Change Notes ( view )

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Skilled Slaughtering

In 1 collection by [Zerg03] MrHydralisk
MrHydralisk's mods
20 items
Description
Tired of your colonist slaughtering animals always at same speed, regardless of colonist's skill lvl? Bothered why it takes same time to slaughter small Rat as slaughtering entire Elephant? Then this mod might be to your liking.

Mod Contents

This mod makes duration of animal slaughter dependent on:
- Global work speed
- Animals skill lvl
- Melee skill lvl
- Body size of an animal
- Manipulation capacity
- Sight capacity

Some big animals might be able to move away from pawn with low skill lvls.

Links

[boosty.to]
[discord.gg]

Mod Compatibility

Should have no compatibility issues with other mods, unless they also changing vanila slaughtering procces in some way.

Versions before Rimworld 1.3 wasn't tested, but might work.

Add/Remove

Skilled Slaughtering mod should be safe to add/remove to/from existing save. But when playing modded Rimworld better make backup save just in case.
30 Comments
Jarrod Oct 22, 2024 @ 1:17pm 
Understood. I shall be removing the mod then. Thanks for the time put into making it.
[Zerg03] MrHydralisk  [author] Oct 22, 2024 @ 12:33pm 
It pity, ik. But that issue is an edge case, so usually it quite unlikely to happen with normal healthy pawn. Plus it doesn't cause errors, nor affect perfomance, making it in total rare and non critical. So while it can be changed, it will require a full rewrite of this old mod, which I don't have free time for rn.

Like the code for slaughtering is still the same as vanilla one, the only difference basically is the timer, which can end up being longer with bad pawn, than timer of animal waiting in one place, when pawn reach it. Also about how vanilla Rimworld work, it still possible that pawn will try to work on a task that it might take too long too do, like with too low manipulation and any long construction. So such innefficiencies with ill pawns can happen normally too. While here it just more noticable, cause animals can run away, which can be also solved by locking animals on a spot, when they require slaughtering by zones like in mod Gifs or other animal mods.
Jarrod Oct 22, 2024 @ 12:06pm 
Struggle, sure. But they shouldn't NOT be able to do it. Like I said, it makes more sense if there is a % chance to fail, instead of just a "it fails every time". Majority of the concepts in Rimworld are a % chance, and if they have 0% chance to do it, then they just do not do it at all, not run around the farm for an entire day chasing one animal. Even a level 0 medical pawn can do certain surgeries, they just have a higher chance of failing, not fail every time.
[Zerg03] MrHydralisk  [author] Oct 22, 2024 @ 2:29am 
Jarrod, there is no config, cause it one of the first mods I ever done, which is a very simple patch to slaughtering process. Fact that pawn will struggle to slaughter the animal, when have too low skill or capacity, seems realistic and fitting to me and that's why it was done this way.

Lore wise speaking it quite understandable how pawn without arm will struggle to do something with animal. Just give some love to this pawn and replace it missing arm, so it can regain it working capabilities.
Jarrod Oct 22, 2024 @ 12:02am 
Seems like this mod makes it impossible to slaughter animals if the pawn's ability is too low. Noticed one of my pawns that's missing an arm chasing an animal around. Turns out it is trying to slaughter it, but it takes too long so the animal just walks away, resetting the action. I see it's mentioned that some big animals might be able to move away, but I feel like this should be a % chance, not a 100% thing, cause as it is, a pawn will waste an entire day chasing an animal around trying to slaughter it.

Or at least it should be configurable. Don't see any config in game for this mod.
[Zerg03] MrHydralisk  [author] Aug 21, 2024 @ 3:47am 
Church.exe, it actually not touching the cooking job at all, cause slaughter is part of animal jobs. Plus it can't affect the stone part at all, that sounds like a none related issue from other mod. Like the way this mod made it basically adding new stat that affected by mentioned skill and capacity in description and it also patching the job for slaughtering to relly on this new stat. Nothing more, so it just not possible for it to affect something what you describe, especially that it not related to slaughtering code-wise. Thus I'm afraid you would need to find another source of this stone issue in big modpack.
Church.exe Aug 21, 2024 @ 3:07am 
removing this mod causes all of the stone on my map to disappear for some reason. (it stays fogged) Also, it MIGHT be stopping my pawns from choosing to cook. (they can be forced to though) I'm not certain though, it could just be pawns being stupid. I tried to remove the mod to test but that's how I discovered all of the stone was being deleted. I'm playing in a large modpack so it could be a conflict but I'm not sure. This is the only mod I could imagine touching the cooking job much but it might be a conflict with worktab or something as well. (as for the stone thing I have no idea, I even tried loading it with mid-save-saver but it didn't detect any issues)

addendum : nope, the food thing was just pawns being stupid from the looks of it. They'd do things like eat the corpses and meat raw so I guess there was almost never enough food stockpiled for them to actually get around to cooking it or something. Still, the stone thing is really weird.
GeneralTso May 22, 2024 @ 7:09pm 
Thanks king
[Zerg03] MrHydralisk  [author] May 7, 2024 @ 4:32pm 
Updated to work on 1.5
[Zerg03] MrHydralisk  [author] Apr 22, 2024 @ 10:22am 
тетеря, блин, still in progress of going through all my mods to update