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Enable innawoods butchering #24878
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As mentioned in related ticket, I'd simply make full butchering benefit from additional, dedicated devices/items which in turn would increase minimal yield and decrease time of butchering - but wouldn't be necessary to perform the action itself. |
SOME VIDEOS MAY BE GRAPHIC. VIEW AT YOUR OWN DISCRETIONI've been researching this topic quite in depth and have found a few things. First, I'd say that the size of the animal has a lot to do with how much you benefit from using a full set of utensils and tables. I rabbit can be field butchered with much higher efficiency than a moose for example. Here's a video of a man completely cleaning out a rabbit in 3 minutes, I'm sure in another 10 he could de-bone it as well. (Graphic) Large animals like Moose take exponentially longer. Here's a video of a guy taking about 15 minutes just to partially quarter a moose.. A moose weighs about 800-1500 pounds. That means you'd need multiple trips even with the lightest moose. Something like weight scaling butcher times with also a cutoff point to where you don't need to bring it in at all? Maybe anything that weighs less than 15 pounds can be butchered right there on the spot. Most innawoods animals like deer for example can be butchered with just a short/long rope I'd say. Almost all videos I see of hunters doing it use ropes to hang it up and process itGRAPHIC. You could say butchering it on a table with proper tools will yield more resource, and I agree. But a lone cabin dweller should only need a rope and a knife with lots of time to spend cutting in order to get something. Keep in mind that maybe rope isn't strong enough for all creatures! I would say some tools could be added to make it easier for hunters. In kitchens, you could spawn items like "meat hook". Could double as a weapon and also have the ability to hang animals up on a tree much faster or something. 30 minutes to hang up a corpse on a tree with rope vs 1 minute to skewer it and hang up, for example. There are also much rarer gambrels which could improve efficiency of cutting up meat and be a good mid-game item for hunters. Maybe just double the grappling hook as a meat hook? Ability to cook a bone-in quartered chunk of meat as like "cooked game meat" that seperates into portions depending on the size of the quarter. A quartered moose might get you 6 game meats per quarter. Not useful for more dedicated recipes but helps innawoods scenario early game. Also heavy and not preservable but will give you a fair amount of nutrition. TL;DR There are many ways to improve the early game with the new butchering system.
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I can vouch from personal experience that it's quite easy to skin a rabbit with nothing more than your own two hands. |
Odieman: I think up to a point you might be mistaking field dressing for butchery. Most hunters will field dress the deer after roping it to a tree, but then take the carcass to a real butcher to do the preparation and harvest the meat. The current statu quo also allow you to do the "field butchery", which seems equivalent to what you're proposing. |
@kevingranade I need some confirmation & decisions to avoid misunderstanding, so below I have summarized most commonly repeated feedback in form of some optional choices:
If separate action, should it allow butchering later? Should there be other interactions (allow/disallow, loose yield, etc.) between skinning and other types of butchering? Fate of butchering rack and flat surfaces.
If butchering rack and flat surface are to stay:
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sfsworms, you're right. For further processing of large game you'd need some sort of Tree stump table and a lot of time. |
In all honesty, I wouldn't mind it if butchering, rather than being several various option would be simply butchering and quick butchering, where all the tools, skills, location and other circumstances affect final result and so would be both with yield and a chance to retrieve CBMs. I understand if this opinion may be controversial but I don't personally need 4 different ways of preparing a corpse, merely results of preparing the corpse simulating yield under different circumstances that would be fair - and I'd rather develop the feature with this in mind rather than make it progressively more complex and micromanaging-requiring chore. |
@Odieman1 good resources, thanks I do want to note that for game balance purposes, butchering should not take very long, as the actaul gained resources of butchering are way less than IRL - a single chunk of meat from a small woodland animal, or a dozen from a larger animal, are generally much less than a real life moose or whatever would yield. I think that one option is to make corpses take on a fractional butchering state, to be able to quickly get some resources from it (example, 1/4 butchered, or a leg or something), while the rest of it remains unbutchered for later more efficient usage. |
Short answer is yes, I think a number of people have made a solid case for simple butchering both having a solid realism rationale for recovering all types of resources (except CBMs) and having a solid game rationale for the same (innawoods characters with limited carrying capacity, bootstrapping innawoods crafting). I think it's more productive to flip this around and say what parts can be spoiled: So what stands out to me there is bones and feathers. Give full yields always. Skinning is tricky, there are a number of valid-sounding options, but doing all of them is prohibitively complex in the short term. Tool requirements for full butchering. AFAICT a "rope over a tree branch" is going to be substantially similar in effect to a rack. The rack is better, but a few percent better, not 60% better. It does seem reasonable to exempt small animals from the rack and table requirement. Perhaps as skill level increases, fast butchering yields would increase and eventually catch up with full butchering (this would happen at a lower skill level the smaller the animal?), but full butchering should remain substantially faster. Sawing tools for large animals does sound like a good requirement fie faster and more efficient butchering. Fractional butchering: |
Ok, so let me enumerate things that I will do:
Ad 5. This is actually a bit tricky, so this is what I think: |
I only did a bit of hunting as a kid long ago, but yes you can ruin a stomach as a container through haste or sloppy knifework. It would still be as edible, and still be useful for rennet. Fat - you will get less waste with careful trimming, but the bulk of it is readily available and doesn't need to be intact. It all goes in the rendering pot anyhow. |
Another point- the meat explosions may have shifted from the sublime into the ridiculous. Example: Awl pike vs cougar, 27 pieces of meat scatter. Multiply for a horde. |
To be honest, I really wish you'd remove the the requirements and make it so it works like the old system where everything is available as a function of the Survival skill - adding the new racks as a boost to speed and yields. Dirty example math: It takes Survival 10 to guarantee maximum yields and butcher at fastest speed. Not using a rack will only use the character's innate skill. Using a rack and specialized tools adds +2 / +4 / +6 to the effective skill calculation, making it more efficient. That way it doesn't become a monotonous chore that's required to play the game at a base level, but can be useful and rewarding to speed up progression / resource gathering for players that want to use the system. Requiring a specialized method to extract CBMs at the expense of everything else is fine. No issues there. |
@Pixelmage I'm not against any idea here realy, but with many valid but conflicting ideas it's @kevingranade that calls the shots. Convince him. Though I believe you will be satisfied when quick butchering will simply yield more variety of goods. |
Dissecting in the dark is weird. Maybe make a light requirement for Full and Dissect? |
Cosmetic issue perhaps: "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." I'm trying to 'Cut up all you can' on a pile of turnout gear while 'Sad'. |
Assuming everything continues on this track and doesn't shift into the racks being an optional boost (my preference), I'd like to toss a coin into your last note there:
I'd vote for eventually outgrowing the requirement at X survival. That way a character that does survive long enough to develop the skill earns a more streamlined process to go through the system. Perhaps make it so different sizes get freed at different tiers: TINY never needs a rack, SMALL stops needing it at 2, MEDIUM stops at 5 and LARGE at 8. |
If @nexusmrsep doesn't want to implement this suggestion (which is fine with me, it's a nice to have, not a requirement), we can capture it in a new issue. This would mean you would eventually get full yields for all creatures, but theres always a benefit to having a full set of tools (butchering speed). |
Finally a use for the UPS-powered electric carver! |
Just a note, it seems counter-intuitive to me that "quick" butchering would be slower than "full" butchering. Overall, I think I'd be fine with merging the two back into one action (the distinction is meaningless to me as a player), where equipment and skill would provide better/faster results without being absolutely required. Of course, this leaves the problem of discoverability/incentive: how does a new player learn that they can get better butchery results if they had a rack and tarp? And why would they work toward acquiring the tools (skills being an eventual guarantee)? |
If the maximum yield threshold is high enough, the proportional results of butchering without tools at skill 0 would be terrible. When you cheese a moose kill on day one and get 1 piece of meat out of it because you only got 1/15th of the yield (I.E. LARGE animals requiring an effective skill of 12~15), you're bound to realize something is missing. Add to that good description to the tools in the crafting menu, so that the player looking for anything "butchery" related to craft will see items that explain "This makes butchering faster and more effective!" / "This allows you to perform dissections." should be enough. And if they power through, relying only the yield increases from natural skill, they still get to progress, even if at a slower rate. To add to that - It might be a good idea to make it so all CBM-enabled corpses are either guaranteed or have a high chance to yield 1 Burnt-Out CBM upon butchering. As a flag to the player that they might want to dissect that type instead. Otherwise, how would you know what's worth the time and effort? |
At the moment, I believe you're supposed to get a message in the log about destroying CBMs with your butchery, but yielding a non-functional CBM component as well would be nice. I like the rest of your idea, too, I just want more explicit information for the player -- a message log line or maybe even a Anecdotally, I had the darndest time trying to find the craftable butchery rack until I looked at the PR and found out it was actually a construction (oops!) -- and I knew it existed and was a thing I wanted. I'm not sure whether that needs to be more discoverable or if it's par for the course -- I can't remember how I did with other similar things in the past. |
How it works is shifting, so the name is becoming inaccurate.
It IS par for the course unfortunately. Ideally we would unify the crafting and construction menus, possibly with just different tabs that display crafts vs constructions. If nothing else it should be fairly easy to have a directory that just lists names and descriptions, but not necessarally the prerequisites and everything. |
A couple of things to poke along at this, from what I've done and been seeing:
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1.
A PR is up to allow vines to be used instead of ropes (which affects
travois as well). I'd go a step further, and say that we should have a way
(as said earlier) to skin an animal, and then manipulate that skin, giving
another way to rig travois with 'hide strips' as a rope/vine replacement.
Is skin tough enough to drag around the carcass immediately after
butchering? I was under the impression that it needed significant treatment
to get it ready for that kind of thing.
… |
AFAIK the skinning action was the last requirement from this issue. |
Is your feature request related to a problem? Please describe.
As a wilderness-based survivor, I need to be able to fully butcher animals.
Describe the solution you'd like
The simplest solution seems to be:
Allow skinning animals with just a knife (this could also target meat and other products, but need to be able to get skin with just a knife).
Add a "skin tarp" item/recipe to make a tarp from some amount of skins.
Add the "FLAT_FURN" flag to the tarp furniture.
Side note, a rack is already readily constructable.
Describe alternatives you've considered
Fast butcher should still yield other products, in fact the "hard" products like bones should have full yield, and skinning the corpse (yield would be limited by skill of course), seems like a reasonable default as it's incredibly useful.
Other table-like constructions you can make without materials harvested from buildings would be nice, but the tarp seems the most thematic.
Additional context
Add any other context (such as mock-ups, proof of concepts or screenshots) about the feature request here.
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