RimWorld

RimWorld

148 ratings
Skilled Slaughtering
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
345.671 KB
9 Oct, 2022 @ 9:41am
17 Jul @ 8:42pm
5 Change Notes ( view )

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Skilled Slaughtering

In 1 collection by [Zerg03] MrHydralisk
MrHydralisk's mods
23 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.
38 Comments
DragonWings 24 Sep @ 9:20am 
Thanks a lot! Thats gonna make my life much better! Appreciated!
[Zerg03] MrHydralisk  [author] 24 Sep @ 9:17am 
DragonWings, first one def not, while the second one depends on how their devs implemented it, Cause while changing location doesn't overlap with slaughtering speed, their dev could just override method fully preventing Skilled Slaughtering to changes to take effect. All I can say that so far there wasn't any known conflict with any mods for years.
DragonWings 24 Sep @ 9:12am 
I see! The first one allows the pawns to stack the nearby meats together (lets say theres 2 stacks of 20 left over) and move them to containing areas all at once. Where the latter adds a location where the pawn can call the respective animal over for slaughter. Do you think they will be in anyway conflicting with this mod?

Thanks for the answer regardless!
[Zerg03] MrHydralisk  [author] 24 Sep @ 9:05am 
DragonWings, never heard of that mod, so can't tell much. Probably can ask their devs or someone who played with both.
DragonWings 24 Sep @ 8:57am 
Hi! May i know if this is compatible with the harvest and haul mod, and the animal harvest location mod?
Does this involve shearing of wools and milking please?
[Zerg03] MrHydralisk  [author] 17 Jul @ 8:42pm 
Updated to 1.6
[Zerg03] MrHydralisk  [author] 4 Jul @ 9:07pm 
Will be updated to 1.6, but after 1.6 and DLC fully release.
Jarrod 22 Oct, 2024 @ 1:17pm 
Understood. I shall be removing the mod then. Thanks for the time put into making it.
[Zerg03] MrHydralisk  [author] 22 Oct, 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.