Butchering Breakdown: RimWorld's Dead Animal Secrets
Quick Start: Butchering in a Nutshell
Vanilla Method
- Build a butchering facility: Place a Butcher Spot (free) or build a Butcher Table (75 wood/steel)
- Create a bill: Select the spot/table → Bills tab → Add Bill → "Butcher creature" → Set to "Do forever"
- Assign a colonist: Ensure someone has Cooking work enabled in the Work tab
- Provide corpses: Have fresh animal corpses available (hunt or slaughter animals)
- Your cook will automatically butcher corpses into meat and leather
With Mods
- Use Better Auto Slaughter mod to streamline livestock culling
- Colony Manager can automate hunting and butchering tasks
- Project RimFactory adds machines that butcher without pawns
- Butcher Rotten allows processing of rotten corpses (impossible in vanilla)
Note: Mods expand options but don't change the basic process
Butcher Spot vs. Butcher Table
Feature |
Butcher Spot
|
Butcher Table
|
---|---|---|
Build Cost | None (instant place) | 75 wood/steel + construction work |
Resource Yield | 70% of normal yield (30% loss) | 100% of normal yield (no loss) |
Work Speed | Base speed, no bonuses | Base work 7.5s per corpse, can be enhanced with tool cabinets |
Cleanliness Impact | Produces blood filth when used | Has inherent uncleanliness factor (-15 cleanliness) + produces blood filth |
Best For | Early game, emergencies, temporary camps | Permanent settlements, efficiency |
Additional Features | None | Can also make kibble with "Make kibble" bill |
Setting Up Butchering (Vanilla)
Building or Placing Your Butchering Facility
Butcher Table: Find it under Architect → Production → Butcher Table. Costs 75 wood/steel and requires construction work.
Butcher Spot: Find it under Architect → Production → Butcher Spot. It's free and places instantly.
Location Tips: Place your butchering facility:
- Near where corpses will be stored
- Adjacent to or inside your freezer (if you have one)
- Under a roof to avoid work speed penalties from weather
- For tables, consider a separate room from your kitchen to avoid cleanliness issues - see our floor cleaning guide
Pro Tip: In the early game, start with a free butcher spot for immediate meat production, then upgrade to a table as soon as resources allow to maximize yield. For detailed table setup strategies, check our comprehensive butcher table guide.
Adding a Butcher Bill
To start butchering, you need to create a bill:
- Select your butcher table or spot
- Click the Bills tab at the bottom of the screen
- Click Add Bill
- Select "Butcher creature" from the list
- By default, this creates a bill set to "Do 1 time"
For continuous butchering:
- Click where it says "Do 1 time"
- Change it to "Do forever"
For fine-tuning your bill:
- Click Details... on the bill
- Here you can adjust:
- Which corpse types are allowed (animal only by default)
- Ingredient search radius (how far pawns will look for corpses)
- Who can work on this bill (skill range)
Butcher Bill Interface
╔═══════════════════════════════════════════════════════════╗ ║ BUTCHER BILL SETTINGS ║ ╠═══════════════════════════════════════════════════════════╣ ║ Bill: Butcher Creature ║ ║ ┌─────────────────────────────────────────────────────┐ ║ ║ │ ☑️ Do until you have: 50 meat │ ║ ║ │ ☑️ Allow fresh corpses │ ║ ║ │ ☐ Allow rotten corpses │ ║ ║ │ ☑️ Allow strangers │ ║ ║ │ ☐ Allow colonists │ ║ ║ │ ☑️ Allow animals │ ║ ║ └─────────────────────────────────────────────────────┘ ║ ║ ║ ║ Ingredients: Any corpse ║ ║ Worker: Any cook (skill 6+) ║ ║ Priority: Normal ║ ║ ║ ║ [SUSPEND] [DELETE] [COPY SETTINGS] [DETAILS] ║ ╚═══════════════════════════════════════════════════════════╝
The butcher bill interface showing options and settings
Assigning Colonists to Butchering
Important: Butchering falls under the Cooking work type, not Hunting or Handling!
To assign colonists to butchering:
- Open the Work tab
- Ensure at least one colonist has Cooking enabled:
- In simple mode: Check the box under "Cooking"
- In advanced mode: Set a priority number (1-4) for Cooking
Note: By default, colonists will prioritize cooking meals over butchering. If you need immediate butchering, you can either:
- Temporarily suspend meal cooking bills
- Manually force priority by selecting a colonist, right-clicking the butcher table/spot, and choosing "Prioritize butchering at [table/spot]"
- Assign different colonists to cooking vs. butchering tasks
Skill matters! Higher Cooking skill = more meat and leather:
- Cooking skill 0: 75% efficiency
- Cooking skill 10: 100% efficiency
- Cooking skill 20: 125% efficiency
- In RimWorld 1.5: Up to 150% efficiency possible!
Cleanliness & Hygiene
Butchering creates blood and mess that can cause food poisoning if meals are prepared in the same dirty room.
Best Practices:
- Separate Butcher Room: Create a small "butcher closet" connected to your kitchen or freezer
- Freezer Butchering: Place the butcher table inside your freezer to keep meat already refrigerated (but work speed may be slower)
- Clean Regularly: Assign someone to clean after butchering sessions
Pros of Separate Room
- Keeps kitchen clean for meal preparation
- Normal work speed
- Reduced food poisoning risk
Pros of Freezer Placement
- No hauling needed; meat stays cold
- Space efficient
- Corpses never leave cold storage
Note: The butcher table itself has a built-in uncleanliness factor (-15) even when not in use. This is why separating it from your cooking area is recommended.
Butchery Yield Factors
Several factors determine how much meat and leather you get from butchering:
1. Butchering Method
- Butcher Spot: 70% of normal yield
- Butcher Table: 100% of normal yield
2. Butcher's Skill Level
- Cooking skill affects "Butchery Efficiency" stat
- Skill 0: 75% efficiency
- Skill 10: 100% efficiency
- Skill 20: 125% efficiency (up to 150% in RimWorld 1.5)
3. Corpse Condition
- Slaughtered animals (clean kills): 100% of base
- Hunted animals (combat damage): ~66% of base
- Rotten corpses: Cannot be butchered in vanilla RimWorld
4. Other Factors
- Ideology roles (with Ideology DLC): Some precepts give bonuses
- Rancher meme: +20% Butchery Efficiency
Yield Formula:
Final Yield = Base Yield × Tool Modifier × Skill Efficiency × Damage Factor
Special Cases and Corpse Types
Rotten Corpses
Important: In vanilla RimWorld, you CANNOT butcher rotten corpses!
When an animal or human corpse decays past its spoil timer, it becomes desiccated/rotten and cannot be butchered. In RimWorld 1.5, the "Allow fresh/rotten" toggle was even removed from the butcher bill interface because it was redundant.
Handling Rotten Corpses:
- Haul away: Create a dumping zone far from your base
- Burn them: Use molotovs, campfires, or a crematorium (if researched)
- Bury them: Dig graves or build sarcophagi (for humans)
For more comprehensive corpse management strategies, see our complete corpse disposal guide.
Rot Stink Danger!
Since RimWorld 1.4, rotting corpses emit "rot stink" gas that:
- Gives colonists a mood debuff when breathed
- Can cause lung rot disease with prolonged exposure
- Spreads throughout enclosed spaces
Mod Solution: Mods like "Butcher Rotten" allow butchering of rotten corpses (with reduced yield). We'll cover this in the Mods section.
Human Corpses
Warning: Butchering humans causes severe mood penalties!
By default, butcher bills exclude human corpses. To enable human butchering:
- Click Details on your butcher bill
- Under "Corpse Type," check Allow humanlike corpses
- The game will warn you about mood penalties
Mood Consequences:
- The butcher gets: -6 "Butchered humanlike" for each corpse (stacks)
- All colonists get: -6 "We butchered humanlike" thought (stacks)
- If human meat is eaten: -20 "Ate human meat" thought
- If human leather is worn: -3 to -8 "Wore human leather" thought
Exceptions - No Penalties:
- Colonists with Cannibal trait (they get +15 mood for eating human meat)
- Colonists with Psychopath trait
- Colonists with Bloodlust trait
- Ideology with appropriate precepts (Cannibal meme, etc.)
Human Butchery Uses:
- Human meat: Feed to carnivorous animals (no mood penalty to animals)
- Human meat: Make kibble (animals don't mind the source)
- Human leather: Valuable in trade (high quality leather)
- Human leather: Make apparel (if your ideology allows it)
Pro Tip: If you must butcher humans, assign a psychopath or cannibal to do it, and keep the butchering area away from other colonists (though they'll still get the colony-wide thought). For detailed strategies on managing human butchering, see our comprehensive human butchering guide.
Insect Corpses
Insect corpses (from megaspiders, megascarabs, etc.) can be butchered like regular animals. They yield:
- Insect meat: Has a -3 mood debuff when eaten in meals (-6 if eaten raw)
- Insect chitin: In some mods, otherwise no leather in vanilla
There is no mood penalty for butchering insects (unlike humans), so always butcher them for resources.
Best Uses for Insect Meat:
- Animal feed: Animals don't mind eating insect meat
- Kibble: Mix with plant matter for efficient animal food
- Nutrient paste: -3 mood penalty is less noticeable
- Biofuel: Convert to chemfuel in a biofuel refinery (with Royalty DLC)
Ideology Note: Some ideoligions with specific memes (like Insect Meat Eating) remove the mood penalty from eating insect meat, making insects a viable food source for your colonists.
Mechanoids (Not Butcherable)
Important: You don't butcher mechanoids at a butcher table!
Mechanoid corpses require a different process:
- Build a Machining Table (not a Butcher Table)
- Add the bill "Disassemble mechanoid"
- Assign a colonist with Crafting work enabled (not Cooking)
Disassembling yields resources like steel and components instead of meat and leather.
Common Mistake: If you see mechanoid corpses in your stockpile and are wondering why your cook won't "butcher" them - it's because they need disassembly at a machining table by a crafter!
Colony Setup Examples
Let's look at three real-world colony scenarios and how to optimize butchering in each:
Tribal Start (Low-Tech)
Scenario: You're a tribal group with no electricity
Setup & Workflow:
- Place a Butcher Spot near your camp (costs nothing)
- Create a "Butcher creature" bill set to "Do forever"
- Hunt animals with bows/spears and haul corpses back to camp
- Build a Campfire nearby for cooking
- Cook meat immediately into Simple Meals or Pemmican
Tribal Challenge: No Refrigeration!
Without a freezer, meat spoils in 1-2 days. Solutions:
- Just-in-time butchering: Only butcher what you can cook right away
- Make pemmican: Preserves food for 80 days (if researched)
- Frequent small hunts: Rather than big hunting expeditions
- Cook-immediately workflow: Hunter → Butcher → Cook in one sequence
Pro Tips:
- Hunt larger animals for better efficiency
- Use leather from butchering to make tribalwear
- Build butcher table once you have resources
- In cold biomes, snow acts as natural refrigeration
Watch Out For:
- Food spoilage (prioritize cooking/preserving)
- Predators drawn to corpses/meat
- Inefficiency from butcher spot (70% yield)
- Weather work speed penalties (build a roof)
Crashlanded (Mid-Tech)
Scenario: Standard crashlanded start with basic technology
Recommended Setup:
- Build a small building with:
- A 5×5 room for your kitchen
- An adjacent 5×5 room as a freezer (-5°C to -10°C)
- In the kitchen:
- Build a Butcher Table (75 wood/steel)
- Build an Electric/Fueled Stove
- Add "Butcher creature forever" and cooking bills
- In the freezer:
- Create stockpiles for animal corpses and meat
- Install coolers to maintain temperature - see our freezer airlock guide for optimal setup
Basic Layout Diagram:
┌───────────┐ ┌───────────┐ │ │ │ │ │ │ │ │ │ FREEZER │◄►│ KITCHEN │ │ (-10°C) │ │ │ │ │ │ │ └───────────┘ └───────────┘ ^ ^ │ │ [Corpses, [Butcher Table, Raw Food] Stove]
Workflow:
- Hunter kills animal and hauls corpse to freezer
- Cook retrieves corpse, butchers at table
- Meat/leather is hauled to appropriate stockpiles
- Cook makes meals with the meat
Cleanliness Issues:
Having the butcher table in the kitchen causes cleanliness problems. Two solutions:
- Clean the room after butchering, before cooking
- When space allows, build a separate butcher room
Mid-Game Improvements:
- Add tool cabinets near butcher table
- Use Auto-slaughter for any livestock
- Add dedicated hauler to keep meat moving
- Train a high-skill cook for better yields
Mountain Base (High-Tech)
Scenario: Advanced mountain base with ample power and space
Optimal Setup:
- Create a large walk-in freezer (-19°C) for food storage
- Build a dedicated butcher room adjacent to the freezer
- Have a separate clean kitchen for meal preparation
- Add a dining room near the kitchen
Advanced Layout Diagram:
┌───────────────────┐ ┌───────────┐ ┌───────────┐ │ │ │ │ │ │ │ │ │ │ │ │ │ FREEZER │◄►│ BUTCHERY │◄►│ KITCHEN │◄┐ │ (-19°C) │ │ │ │ │ │ │ │ │ │ │ │ │ └───────────────────┘ └───────────┘ └───────────┘ │ ▲ │ │ │ [Food Storage] ┌───────────┐ │ │ │ DINING │ │ ROOM │ │ │ └───────────┘
Features & Benefits:
- Specialized Butcher Room:
- Contains butcher table with "Butcher forever" bill
- Two tool cabinets for +12% work speed
- Blood and mess contained to this room
- Direct access to freezer for corpse retrieval
- Clean Kitchen:
- Sterile tile flooring (+10 cleanliness)
- No butchering = minimal food poisoning risk
- Stove, nutrient paste dispenser, etc.
- Alternative Freezer-Butchering:
- Some players place the butcher table inside the freezer
- Pro: No corpse hauling needed
- Con: Cold work environment (speed penalty)
Late-Game Options:
- Dedicated elite butcher with 20 cooking skill
- Auto-slaughter with large animal farms
- Deep storage mods for meat/leather storage
- Automated butchering via mods (discussed in Mods tab)
Extra Efficiency Tips:
- Use shelves for meat near the stove
- Set critical priority for corpse stockpiles
- Use "Do until X" bills to maintain meat stocks
- Build crematorium for rotten/raider disposal
Advanced Tips: Automating Butchering & Efficiency
"Do Until You Have X" - Smart Bills
Instead of "Do forever" (which butchers every corpse), use "Do until you have X" to maintain specific meat quantities:
Setting Up Smart Bills:
- Select your butcher table and click on your butcher bill
- Change "Do forever" to "Do until you have X"
- Set a target amount (e.g., 200 meat)
- Enable "Pause when satisfied"
- Set a lower unpause threshold (e.g., 50 meat)
How this works: Your cook will butcher corpses until you have 200 meat in storage. Then they'll stop butchering until meat drops below 50, at which point they'll start butchering again. This creates an efficient cycle and prevents over-production.
Benefits:
- Better time management: Cooks won't spend all day butchering
- Storage efficiency: Corpses in a freezer can take less space than their equivalent meat
- On-demand resources: Butcher only when you need meat
Fine-tuning: You can specify exactly what types of meat to count by clicking the "..." next to the meat quantity selector. For example, you could set it to count only insect meat if you're trying to maintain stocks for animal feed.
Managing Livestock with Auto-Slaughter
Auto-slaughter (added in RimWorld 1.3) automatically marks excess animals for slaughter, creating a steady supply of corpses for butchering.
Setting Up Auto-Slaughter:
- Open the Animals tab (bottom of screen)
- Click "Manage auto-slaughter..." button
- For each animal species, set:
- Number of adult males to keep
- Number of adult females to keep
- Number of young males to keep
- Number of young females to keep
- Toggle options for bonded/pregnant animals
Example Auto-Slaughter Settings:
Animal | Adult Males | Adult Females | Young Males | Young Females |
---|---|---|---|---|
Chicken | 1 | 5 | 0 | 0 |
Cow | 1 | 4 | 0 | 2 |
Pig | 2 | 6 | 0 | 0 |
How It Works:
- The game periodically checks your animal population
- Animals exceeding your limits are marked with a knife icon
- A colonist with the Handler work type will slaughter marked animals
- This creates corpses that your cook will butcher (if a bill exists)
Strategy Tips:
- For meat production: More females than males
- For controlled breeding: Few adults, many young
- For milk/wool: Keep productive adults, slaughter others
- For fast breeders (chickens): Strict limits to prevent overrun
Default Protections:
- Bonded animals are protected (unless override)
- Pregnant animals are protected (unless override)
- The system typically targets oldest animals first
- Training status isn't considered (use mods for this)
Efficient Stockpiles & Hauling
Strategic stockpile placement can dramatically improve butchering efficiency:
Corpse Stockpiles:
- Create a high-priority corpse stockpile near your butcher table
- For freezer setups: Designate a corner specifically for animal corpses
- Use Critical priority for corpses to ensure quick hauling
- If using a butcher room, consider a small corpse stockpile just inside the door
Meat & Leather Storage:
- Keep meat in freezer at all times (spoils in ~2 days at room temperature)
- Consider shelves near the stove for a small amount of ready-to-cook meat
- Leather can be stored outside the freezer (doesn't spoil)
- For heavy butchering operations, use the bill setting "Drop on floor" to speed up the process, then have haulers move products
Bill Radius Settings:
Configure your bill's "Ingredient search radius" to prevent inefficient movement:
- Default (unlimited): Cook will search the entire map for corpses
- Restricted (e.g., 20 tiles): Cook only uses nearby corpses
- In butcher rooms: Set radius to just cover your corpse stockpile
Tool Cabinets:
Place up to two tool cabinets adjacent to your butcher table for a 12% work speed boost (6% each).
Slaughter Zones:
Create a small zone near your butcher area labeled "Slaughter" where you temporarily restrict animals marked for slaughter. This keeps corpses close to the butchering station.
Training a Butcher's Skill
Butchering is a great way to train Cooking skill without risking food poisoning:
Benefits of Skill Training via Butchering:
- Each butchered creature gives Cooking XP
- No risk of failure (unlike meal cooking which can cause food poisoning)
- Low-value animals (rats, squirrels) can be used for training
- In RimWorld 1.5, skills above level 10 increase yield above 100%
Training Strategy:
- Hunt many small animals (squirrels, rats, etc.)
- Assign a low-skill colonist to butchering
- Let them butcher all the corpses to gain Cooking XP
- Once they reach skill level 6+, they can safely cook meals
- Continue training to reach 15+ for optimal butchering yields in 1.5
Skill Impact on Butchery:
Cooking Skill | Butchery Efficiency | Practical Result |
---|---|---|
0 | 75% | A deer that normally gives 100 meat yields only 75 |
10 | 100% | Full yield (100 meat from our example deer) |
15 | 112.5% | 112 meat from our example deer (in RimWorld 1.5) |
20 | 125% | 125 meat from our example deer (in RimWorld 1.5) |
Pro Tip: For extremely valuable animals (like Thrumbos), always use your highest-skilled cook as butcher. The difference between a level 0 cook (75%) and level 20 cook (125%) could mean hundreds of additional resources!
Butchering with Mods
While vanilla RimWorld offers robust butchering systems, mods can dramatically enhance your butchering workflow or introduce entirely new mechanics.
Quality of Life Mods
These mods improve the butchering experience without drastically changing game balance:
Better Workbench Management
Features:
- Copy and paste bills between workbenches
- Assign bills to specific colonists
- Restrict bills by skill level
- Organize and search bills
Butchering Use Case: Assign human butchering to only your psychopath colonists, or restrict high-value creature butchering to your most skilled cooks.
Better Auto Slaughter
Features:
- One-click access button for auto-slaughter menu
- Options to slaughter youngest/oldest animals first
- Protection for animals in training
- Additional filters for auto-slaughter rules
Butchering Use Case: Fine-tune your slaughtering rules to maintain optimal herds while ensuring your best-trained animals are safe.
Animals Logic / Better Animals Tab
Features:
- Enhanced animal information displays
- Mass-select animals by type, age, gender
- Better sorting and filtering options
- Visual indicators for slaughter status
Butchering Use Case: Quickly select all excess males of a species for slaughter, or better monitor which animals are marked for culling.
Harvest When Butchering
Features:
- Automatically harvest wool/milk when butchering an animal
- No resources lost when butchering animals ready for harvest
Butchering Use Case: Butcher that wool-ready sheep without losing the wool it was carrying, or get one last milk collection from a cow before processing.
Enhanced Butchery Output Mods
These mods change what you get from butchering or allow butchering of normally unusable corpses:
Butcher Rotten
Features:
- Allows butchering of rotten/desiccated corpses
- Significantly reduced yield (25-50% of normal)
- Possibly tainted meat (good only for kibble or biofuel)
Use Case: Clean up corpse stockpiles that have rotted, extracting at least some resources rather than having to cremate them for nothing.
Rim of Madness - Bones
Features:
- Butchering yields bones in addition to meat/leather
- Bones can be crafted into furniture, weapons, decorations
- Different animals yield different bone amounts and types
Use Case: Create a tribal or horror-themed base with bone furniture and weapons. Makes butchering yield more diverse resources.
Harvest Organs Post-Mortem
Features:
- Retrieve organs from fresh human corpses
- Perform autopsies for research and training
- Extra step before standard butchering
Use Case: After a raid, harvest valuable organs from corpses before butchering them, maximizing resource extraction.
Warning: Still causes "harvested organ" mood debuffs unless your ideology/ideology approves.
Meat Amount Fix / Realistic Meat Yields
Features:
- Rebalances meat yields based on animal size
- More realistic proportions (small animals give less, large give more)
- May increase or decrease overall yield depending on settings
Use Case: Makes butchering more realistic and may better balance your food economy (especially if you think vanilla meat yields are unbalanced).
Automation & Factory Mods
These advanced mods can automate the entire butchering process, from hunting to processing:
Colony Manager
Features:
- Adds a manager's desk and management work type
- Set target amounts of resources (like meat)
- Automatically designates hunting when meat runs low
- Enhanced auto-slaughter with more conditions
- Can even designate wild animals for taming
How it works: Your manager pawn periodically checks resource levels and issues work orders. For example, "maintain 1000 meat" - the system will designate animals to hunt if you drop below that threshold.
Note: Requires starting a new game or careful save editing (adds a new work type). Very popular for reducing micromanagement in mid-to-late game.
Project RimFactory
Key Machines:
- Animal Processor: Automatically slaughters animals in designated area
- Meat Grinder: Automatically butchers corpses without pawn labor
- Conveyor belts: Move corpses from slaughter to processing
How it works: At the high-tech level, you can build automated factories where animals walk into the processor, are slaughtered, and conveyor belts move the corpses to the meat grinder, which processes them into meat and leather without any pawn involvement.
Power Note: These machines require significant electricity and advanced components to build.
Simple Automation / Misc. Robots
Features:
- Simple Automation: Allows workbenches to operate passively using power
- Misc. Robots: Adds robot workers that can be assigned to tasks like cooking (including butchering)
How it works: Either automated stations process corpses over time (consuming power), or specialized robots handle the butchering without needing rest, food, or mood management.
Compatibility: These mods often require additional frameworks or have compatibility patches for other popular mods. Check descriptions before installing.
RimWorld 1.4-1.5 Compatibility
Most major mods mentioned have been updated for RimWorld 1.5. Always check the Steam Workshop page or mod forums for compatibility information and any special installation instructions. Significant mods like Colony Manager typically receive timely updates when new game versions are released.
Frequently Asked Questions
Why won't my colonist butcher this corpse?
Common reasons for the "Cannot butcher creature" message:
- No butcher bill: You haven't added a "Butcher creature" bill to your table/spot
- Corpse is forbidden: The corpse has a red X on it (select and press F to unforbid)
- Corpse is rotten: Vanilla RimWorld can't butcher rotten corpses
- No cook assigned: No colonist is assigned to the Cooking work type
- Colonist restricted: Your cook's allowed area doesn't include the corpse or table
- Bill radius too small: The ingredient search radius doesn't include the corpse
- Higher priority work: Your cook is busy with higher-priority tasks
Quick Fix: To force immediate butchering, select a colonist with cooking enabled, right-click on the butcher table, and choose "Prioritize butchering at [table/spot]".
Should I use a butcher spot or wait for a table?
It depends on your situation:
Use a Butcher Spot if:
- You're in the first days of a new colony
- You need meat immediately and can't wait to build a table
- You're in a temporary camp or caravan situation
- You have very limited resources (not enough for a table)
Wait for a Butcher Table if:
- You have sufficient materials (75 wood/steel)
- You're butchering valuable animals (thrumbos, etc.)
- You're establishing a permanent base
- You have a freezer, so corpses won't rot while waiting
Balanced Approach: Use a butcher spot on day 1 to get immediate food, then prioritize building a table as soon as possible. The 30% resource gain from a table is significant over time!
Does room cleanliness affect butchering yield or speed?
No, room cleanliness does not affect butchering yield or speed.
However, cleanliness is still important for several reasons:
- Butchering produces blood filth, which reduces room cleanliness
- If meals are cooked in a dirty room, it increases food poisoning risk
- Blood filth affects beauty, which impacts colonists' mood
What does affect butchering yield:
- Butcher's cooking skill
- Butcher spot vs butcher table
- Corpse condition (hunted vs slaughtered)
Best Practice: Keep your butchering room separate from your cooking room, or clean the kitchen after butchering before cooking meals.
How do I handle human corpses after a raid?
After a raid, you have several options for handling human corpses:
Non-Cannibalistic Options:
- Burn them: Use molotovs, campfires, or build a crematorium
- Bury them: Dig graves or build sarcophagi
- Dump them: Create a dumping zone far from your base (scavengers will eventually eat them)
- Freeze them: If you expect to later have a use for them (mods, etc.)
If You Want to Butcher Humans:
- Edit the butcher bill to allow "humanlike corpses"
- Assign a psychopath or cannibal to butchering if possible
- Prepare for mood penalties (-6 for butcher, -6 for all colonists)
- Use the human meat for:
- Animal feed (no penalty for animals)
- Kibble production
- Biofuel (with Royalty DLC)
- Meals (only for cannibals or appropriate ideologies)
- Use human leather for high-value trade or crafting
Warning: Don't leave corpses lying around in your base! They cause "observed corpse" mood debuffs and emit rot stink when they decay.
What's new in RimWorld 1.5 for butchering?
RimWorld 1.5 introduced several changes to butchering mechanics:
Major Improvements:
- Increased Efficiency Cap: Butchery Efficiency can now reach 150% (up from 100% in 1.4)
- Better Skill Scaling: Cooking skill above level 10 now continues to increase yield
- UI Improvements: "Allow fresh" toggle removed (since it was redundant)
- Auto-slaughter Fixes: Better logic for selecting which animals to cull
What This Means:
- A high-skill cook (20) can now get 50% more resources than base yield
- Training cooking beyond level 10 is now directly profitable
- Ranching is more rewarding (similar uncapping applied to milk/wool yields)
- Auto-slaughter works more predictably and reliably
Practical Example:
In RimWorld 1.4, a level 20 cook butchering a deer that normally yields 100 meat would still only get 100 meat (100% efficiency cap).
In RimWorld 1.5, that same level 20 cook might get 125 meat (125% efficiency), making skilled cooks much more valuable for butchering tasks.