边缘世界 RimWorld

边缘世界 RimWorld

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Butcher Spoiling First
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Mod, 1.6
文件大小
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974.045 KB
11 月 10 日 下午 12:44
11 月 16 日 下午 1:03
6 项改动说明 ( 查看 )

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Butcher Spoiling First

描述
Butcher Spoiling First

This mod ensures your colonists always butcher the corpse that's closest to spoiling, minimizing waste of meat and leather.




What does this mod do?

Vanilla RimWorld selects corpses for butchering based on proximity and other factors, often ignoring how soon they'll rot. This leads to waste as fresh corpses are butchered while older ones spoil.

Butcher Spoiling First prioritizes corpses by their remaining time until rot, ensuring:

  • The corpse closest to spoiling is always butchered first
  • Less meat and leather lost to decay
  • Better resource management without micromanagement
  • Works with your bill radius settings




Features

  • Automatic prioritization - Works seamlessly with your existing butcher bills
  • Smart algorithm - Considers temperature, rot stage, and spoilage time
  • Respects bill settings - Honors ingredient radius and filter restrictions
  • Vanilla-friendly - No changes to game mechanics, just smarter choices
  • Save-compatible - Can be added or removed anytime




Compatibility

Required:

Load Order:
  1. Harmony
  2. Butcher Spoiling First

Compatible with:
  • All mods (no known conflicts)
  • Existing save games




How it works

When a colonist starts a butchering job, this mod:
  1. Checks all available corpses within the bill's radius
  2. Calculates remaining time until each corpse rots
  3. Selects the one closest to spoiling
  4. Colonist commits to that corpse for the entire job

The mod works silently in the background - no configuration needed




FAQ

Q: Does this work with refrigerated corpses?
A: Yes. The mod considers current temperature and calculates spoilage time accordingly.

Q: What about corpses that don't rot (e.g., in deep freeze)?
A: These get lowest priority and are only butchered when nothing else is available.

Q: Does it respect my bill radius setting?
A: Yes. Since version 1.1.1, the mod respects the ingredient search radius you configure on each bill.

Q: Can I remove it from an existing save?
A: Yes. The mod is fully save-compatible.




Version History

1.1.1 - Radius Respect Patch (November 12 2025)
  • Now respects bill ingredient search radius setting

1.1.0 - Architecture Redesign (November 12 2025)
  • Simplified code architecture
  • Colonists now stick to chosen corpse for entire job
  • Improved performance

1.0.2 - Freezing Pawns Patch (November 12 2025)
  • Fixed infinite loop when cached corpse becomes unavailable

1.0.1 - Forbidden Corpse Patch (November 11 2025)
  • Fixed issue with forbidden corpses being selected

1.0.0 - Initial Release (November 10 2025)
  • Core spoilage prioritization system
  • RimWorld 1.6 support




Credits

Created by Dogard
Built with the help of Claude Code (Anthropic)




Support & Feedback

Found a bug or have a suggestion? Please leave a comment below.

If you enjoy this mod, please rate and favorite - it helps other players find it.




Keep your colonists well-fed and your stockpile full
18 条留言
someonesneaky 1 小时以前 
Even after update, my chef is ignoring the bill search radius. I deleted and recreated the bill, chef's hiking half way across the map to grab a corpse and ignoring the ones in the freezer.
Tardo The Ass-Monkey 11 小时以前 
Perfect. I figured that would be the case, but just wanted to make sure. Thanks for the quick responce!
Dogard  [作者] 11 小时以前 
As I added the selection radius to the filter for what to butcher, you can still limit selection to a closer area which includes the freezer.
Dogard  [作者] 11 小时以前 
Correct. The goal is to reduce wasting corpses by butchering the closest corpse. Instead, the butcher table bill will use the corpse that will spoil next. That way your pawns will only touche the frozen corpses for butchering when there is no other available.
Tardo The Ass-Monkey 11 小时以前 
So, to make sure I understand correctly, if I have corpses in the freezer, and some in the fields, the pawns will automatically prioritize the ones in the field, even though they are newer since they will rot first?
Dogard  [作者] 11 月 15 日 上午 11:13 
@artalus [http//%3Dhttps] I changed the select mechanism and added a filter for range. Give it a try
Artalus 11 月 14 日 上午 8:11 
Absolutely stellar idea, but it seems that this mod somehow negates the distance limitations on the bill?
My butchering table is configured to only search for bodies in the radius of 10, so only nearby freezer is considered. Yet with this mod the cooks now often run off across half the map for something that will indeed rot soon.
Hugalafutro 11 月 12 日 下午 11:38 
I've kept the mod in disabled and will try it once I start new colony. On this save I added/removed many mods during the playthrough so it might have just interacted with some leftover or something, I know you're not supposed to remove mods, but I'm still trimming the list to arrive on the "perfect" setup.
Dogard  [作者] 11 月 12 日 下午 1:07 
Thank you for the description of the encounter. I agree on "hard to identify" with those 400+ mods you have :D
Hugalafutro 11 月 12 日 上午 4:57 
Some conflict with a mod from my list though I would not know where to start to identify the conflict: https://rentry.co/bmt24uty but after adding this I got the dreaded stuck in Standing on pawns they would be stuck Standing until schedule forced them to fill a need then back to stuck. There might have been some rotting corpses in the stockpile/on the map, but nothing to butcher. I have a butcher job set to range 50 and do forever, drop on floor. Nothing else comes to mind. Potentially conflict with hauling mods? Pick up and Haul, Common Sense. Colony Manager Redux includes butchering management too.