RimWorld

RimWorld

Custom Butcher Framework
25 Comments
Joko May 12 @ 5:51pm 
Any plans on updating this mod?
Guderian Aug 30, 2024 @ 7:25am 
Hello epicfloor, are you planning on updating the mod?
TurtleShroom Aug 10, 2024 @ 10:50am 
The Mooshroom Mod needs this Mod. Do you have any plans on updating this?
ProfileName May 16, 2024 @ 5:31am 
RimPy screams about this mod when you use "More Animal Products." You only need this mod if you're on 1.4, so.
heymegalodon May 11, 2024 @ 3:59am 
Really needs 1.5 update
gunns22 Apr 29, 2024 @ 9:35am 
@epicfloor any news on the 1.5 update?
Fuzzy Pickles Apr 26, 2024 @ 4:59pm 
Hello, do you have plans on updating this to 1.5?
that squirrel guy Apr 11, 2024 @ 11:31pm 
1.5?
awdiaf Jun 10, 2023 @ 3:13am 
pansexual muffalo
epicfloor  [author] Dec 7, 2022 @ 8:44am 
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 Dec 7, 2022 @ 1:12am 
dumb question - does this only work on animals? I wanted to use it like vanilla does for the any stone blocks recipe
Holgast Dec 7, 2022 @ 12:12am 
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 Dec 7, 2022 @ 12:07am 
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 Oct 8, 2022 @ 2:24pm 
Thank you so much! These are amazing news for the community!
epicfloor  [author] Oct 7, 2022 @ 10:05am 
@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 Oct 7, 2022 @ 6:36am 
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 Aug 14, 2022 @ 5:05pm 
The difference appears to be that this mod is additive, and you can set multiple items.
TurtleShroom Aug 14, 2022 @ 2:31pm 
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  [author] Aug 14, 2022 @ 10:16am 
Attention everyone, I added some optional functions to the library, which shouldn't affect current mod using it.
epicfloor  [author] Aug 13, 2022 @ 8:47pm 
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 Aug 13, 2022 @ 8:31pm 
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 Aug 13, 2022 @ 8:30pm 
oooooooh, I love the multiple products. great idea. Now, how does this work with Medieval Overhaul hides?
epicfloor  [author] Aug 13, 2022 @ 8:01pm 
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  [author] Aug 13, 2022 @ 10:25am 
@Guderian Thank you, I wonder what kind of animal you want to create?
Guderian Aug 13, 2022 @ 9:58am 
What a fantastic mod!