RimWorld

RimWorld

217 ratings
Auto Cutter
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Mod, 1.5, 1.6
File Size
Posted
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1.023 MB
Jun 2 @ 6:03am
Jul 29 @ 6:29pm
7 Change Notes ( view )

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Auto Cutter

In 1 collection by LingLuo
Ling's automation
3 items
Description
Language: Simplified Chinese, English(from DeepSeek)
The content of this module is released based on CC BY-NC-SA 4.0

An automated cutting device has been added, which can help you automatically slaughter creatures or disassemble mechanoids. It can also be used to break down useless furniture and equipment. It can only process one item at a time, but you can place up to six items on it. Non-disassemblable items will be ejected to avoid losses.

After researching Machining, you can construct the Auto Cutter in your base. This structure automates the disassembly of most constructs, freeing you from repetitive and tedious deconstruction tasks. However, it is not omnipotent, and its precision does not reach 100%.

Material Requirements:

Steel ×200

Plasteel ×30

Component ×5

Outputs:

Corpses -> Standard butchering products

Equipment/Weapons -> Corresponding raw materials

Structures -> Corresponding raw materials

Notes:

Some craftable items without a costList in their definition (i.e., those only added via RecipeDef) cannot be disassembled because their materials cannot be identified.

Rotten corpses can be disassembled but yield no organs or meat/skin.

Settings:

Output Efficiency: Controls the yield multiplier (default: 60%).

Cut Corpses: Whether to disassemble organic/mechanoid corpses (default: ON).

Destroy Apparel: Whether to destroy apparel on corpses instead of stripping them (default: OFF).

Cut Items: Whether to disassemble regular items (e.g., equipment, weapons, medicine) (default: ON).

Cut Structures: Whether to disassemble packaged structures (default: ON).

Harvest Organs: Whether to extract usable organs and implants before disassembling corpses (default: OFF).

Disable Outputs: Whether to disable disassembly outputs to prevent repeated processing (default: OFF).
134 Comments
LingLuo  [author] Jul 29 @ 6:30pm 
@不善言辞钟表头 经检测,是存档的时候动物器官和切割器官功能存储到同一内存导致的,已修复
NSH Jul 29 @ 11:48am 
i guess hidden in racoons are human organs, sneaky sneaky racoons, hording human organs to themself's that will teach them
不善言辞钟表头 Jul 29 @ 2:45am 
建了新的还是会默认解剖动物器官,没修好
这个我研究了一下,是因为如果不打开拆解器官,在保存读取后动物器官也不会打开
但是打开拆解器官,关掉动物器官后读取保存,动物器官就会默认打开,除非都关掉
Terallis Jul 28 @ 1:09pm 
So, hilarious thing I noticed happen. After a great Scaria raccoon attack, many of the raccoon corpses were placed into the auto-cutter. I had Harvest Organs turned on. I guess for animals, there aren't really proper organs for even baseline ones? The hilarious thing that happened is that all the organs that were produced... were marked as human organs. LMAO!
mageofsomethingorother Jul 27 @ 2:52pm 
@LingLuo thank you very much!!! and I'll let you know if things change on my end, in case it's from a mistake I made while modding the game
大番薯之怒 Jul 27 @ 10:00am 
还有个问题是当我打了可堆叠石块/钢渣块的MOD时,当石块/钢渣块堆叠数量大于1时丢入切割机,回报还是按照单个的产量反馈。希望能兼容一下~
MOD链接: https://steamcommunity.com/sharedfiles/filedetails/?id=3222674854&searchtext=Stackable+Chunks
大番薯之怒 Jul 27 @ 9:46am 
好好好,希望能解决这个痛点,因为有时候飞船的朝向并不一定是让切割机位于正面的~
LingLuo  [author] Jul 27 @ 9:45am 
@大番薯之怒 转移物品的算法不会自动转向导致的,我在尝试重新计算
LingLuo  [author] Jul 27 @ 9:44am 
emm, It may be a system error in recognizing other files. I will take a look when I update the texture next time
@mageofsomethingorother
大番薯之怒 Jul 27 @ 9:41am 
我发现为什么有时候切割不了了,当机器侧着摆的时候会大概率切割不了。