Mods / Butchering

Category: #Crafting #Food
Author: CaptainOats
Side: Both
Created: Aug 31st at 8:40 PM
Last modified: Nov 21st at 3:51 PM
Downloads: 7029
Follow Unfollow 190

Latest file for v1.19.0-pre: 1-click install

- Butchering -

Vision for the mod:

Butchering is designed to overhaul the way you get materials from a creatures. The vanilla way of 'butchering' alwasy seemed way to easy and even boring at times. When you live in a world of infinitely spawing creatures having to spend only seconds fully harvesting them after a kill seemed to me quite strong, so I set about with another modder to change this. While this mod DOESN'T change the actual hunting/killing/spawning of said creatures what it DOES change is the after-effects. No longer can you simply spend seconds to reap all the bounty of a killl but rather care now must be taken to bring back the creature to you base and go through the processes of the mod to maximize your animal harvest.


What this mod currently changes/adds:

  • Adds a longer (and more challanging) game play loop of needing to process your creatures upon kill for maximum rewards.
  • Lowers the amount of stuff you get from creatures 'standard' way aka 3 second knife right-click on creature method.
  • This mod is designed to be a harder experience and is balanced as such.
  • Several blocks (Butchery Hooks and Tables) that need to be made before you can properly butcher a creature.
  • Pick up your kill and bring them back to your base for processing (but don't get cocky and think you will be able to carry many of them at once).
  • Some basic ways to preserve meat which right now is smoking using a Smoking Rack.
  • Some basic resoures that come from animals (WIP).
  • Boneknapping to allow you to make some basic bone stuff like arrowheads and non-ore gathering pickaxes.


What this mod does NOT do:

  • Make things easier for you to harvest.
  • Change hunting/combat in anyway or adding any new creatures.
  • This mod doesn't mess to much with new items so is quite compatible with other mods that add food.


What this mod MIGHT do in the future:

  • Adding more types of items that come from an animal such as Fur, Horns or even Offal
  • Adding more stuff to do with said items (recipes and such)
  • More Steel age tools to make the processing of animals quicker/more efficient
  • Greater compatiblity with mods such as Expanded Foods

Mod Compatibility

With the new update 1.1.0+ any mod such as Ancient Tools or Hide and Fabric which add new animal drops should now seamlessly intergrate into the butchery system.

Medieval Expansion - Works as of 1.1.2 - 19/11/2023

Fauna of the Stone Age: Caninae - Works as of 1.1.2 - 19/11/2023

Fauna of the Stone Age: Patherinae - Works as of 1.1.2 - 19/11/2023

More to Come :)


MorePiles - Conflicts with the Bone Knapping mechanic



Does this work with animal mods?

Currantly it works with other animal mods installed but doesn't change or apply to those creatures. This is due to having to manipulate each animal indiviually to make them hang.

Does this give more drops compared to vanilla?

It doesn't give extra yeild but rather vanilla values for the copper butchery bench. This is due to me going to add new things that the creatures drop. But feedback on this is appciated.

How to get the most out of your animal?

Kill it, right click on it and pick it up into a bag space or inventory stot (if you have butchery bag or it's small enough to carry in a normal slot). Bring it to a skinning hook then cut off the skin with a knife, let it bleed out untill the colour changes. Finally bring to a butchery table and harvest again with a knife. This will provide the most resources from the animal. (Keep in mind that aninimal weight matter in this mod still so low weight animals may not be worth the effort to kill.)


Many thanks for those who download the mod.

Feedback can be posted in this page or on the discord thread or even PMed to CaptainOats on discord.


Listens to my mad ideas and makes them reality plus co-author of this mod - G3rste

Russian Language File - AngelLord

ModDB Pictures/Images:

  • Verlia (Main Artwork)
  • Siegfried_Northenfold
  • IIu4eHbKa & Melon

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.0 864 Nov 17th at 8:39 PM Show Install now
v1.1.5 971 Nov 21st at 3:51 PM Show Install now
v1.1.4 122 Nov 20th at 8:51 PM Show Install now
v1.1.3 119 Nov 20th at 10:26 AM Show Install now
v1.1.2 75 Nov 19th at 10:35 PM Show Install now
v1.1.1 147 Nov 18th at 5:55 PM Show Install now
v1.0.9 3542 Sep 6th at 5:47 AM Show Butchering Install now
v1.0.8 229 Sep 4th at 7:35 PM Show Butchering Install now
v1.0.7 80 Sep 4th at 2:25 PM Show Butchering Install now
v1.0.6 73 Sep 4th at 7:08 AM Show Butchering Install now
v1.0.5 143 Sep 3rd at 10:17 PM Show Butchering Install now
v1.0.4 195 Sep 3rd at 2:53 AM Show Butchering Install now
v1.0.3 181 Sep 1st at 6:07 PM Show Butchering Install now
v1.0.2 50 Sep 1st at 5:36 PM Show Butchering Install now
v1.0.1 106 Sep 1st at 7:05 AM Show Butchering Install now
v1.0.0 132 Aug 31st at 9:34 PM Show Butchering Install now

121 Comments (oldest first | newest first)

💬 CaptainOatsAuthor, 14 hours ago


What version of the game and mod are you using? That would help narrow things down.


They act like the in-game skeps due to balancing reasons and go into the bag slots so you are deterred from running around with them. Glad you were able to work it out.

💬 sandalsocks, 21 hours ago

Okay, I'm totally lost.

Are primitive butchering tables supposed to default to the bag slot? This seems like a bug. I can't place it.

Edit: Disregard, didn't realize you could press Ctrl+ to select bag slots - thanks Micomi from Discord for the info.

💬 Exmortis, 1 day ago

Hey CaptainOats

Just started up another Vintage Story run, and the Bone Arrows cause my client to crash when used
Not sure why, haven't done any investigating yet, just thought to bring it up

💬 CaptainOatsAuthor, 4 days ago


I will look into this, make sure you are using the newest update of the mod in the mean time and any more info would alos be appreciated.

Venusgate BraniyaKz

About removing mine or other peoples items: I would very much hesitate to remove other peoples items even if it's only when my mod is installed and I hope that other modders would the same. This is because I balance my mod around having those items and I think that having more ways to do something is fine as it gives more choice even if it's simliar items.

💬 Tankwv, 4 days ago

so i was just trying to put the aurochs leg from Medieval Expansion up on the copper meat hook and it keeps carshing my game i did it eariler in my playthrough on the flint ones and it worked then  so if you got any insite let me know

💬 BraniyaKz, 6 days ago

@CaptainOats - I have a suggestion! Do you think that you could implement compat with A Culinary Artillery by building your butcher hooks with their large hooks, which can be casted into molds? Certainly would gain access to more variants, and would make more sense. Also, for cross-mod compatability, consider shutting off your smoked meats and related items/recipes when primitive survival is installed? I was going through and testing things out, and I thought these things would probably be nice additions to the roadmap. :)

💬 Venusgate, Nov 30th at 8:28 AM

I love the new compatabilities.

However, Nat's Survival Expanded has a stronger bone arrow recipe than the new one you made.

I'll probably never make your arrows if I have that mod turned on - not that I think the balance is unfair.

Personal suggestion would be to replace Nat's recipe and items (bone arrow and bone arrowhead) if the mod is detected, so there aren't two arrowheads floating around.

Or if you are feeling spunky: Replace Nat's arrowhead with yours, and have the recipe also require fiber. So you have a less breakable, slightly more damaging bone arrow varient if you are eating more mat'ls.

💬 Dagurmawth, Nov 29th at 6:41 PM

It was the Medival Expansion patch.  Didn't read the latest description to it.  It's causing the no load issues.

💬 Bernd_Kocht, Nov 28th at 10:58 PM


Super weird isses but thank you a lot for clearing things up, appreciate your work and commitment!

💬 CaptainOatsAuthor, Nov 28th at 6:18 PM


Could you tell me if you have any other mods installed?


The animals do rot on hooks and I've always liked the idea of adding ice to something to help preserve it for longer but I'm not sure if I would do it here.

💬 Dagurmawth, Nov 28th at 6:52 AM

Same issue as Soumagnei, No recipies or items load into the game.  Single player or server.  Correct version is installed; 1.1.5 for a 1.18.15 server.

💬 Balmontus, Nov 28th at 2:36 AM

Not sure why but when i make any of the tables and after an animal has been skined and removed from the hook, the resulting items fall to the floor unable to be picked up or placed?

Am i doing something wrong?


Correction i can pick up bled bodies.


💬 Jonathonsky, Nov 28th at 2:20 AM

When the creature is on the hook about to be skinned and you point to it with your mouse pointer it does not say how much time left till it rots. Does that mean your animals wont rot as long as they are on the hooks? Just trying to make sure it cant be used for perma preservation as a way of cheating in my games.

I only noticed because I was going to suggest you add increased preserved time if we put the animals on a hook in a cellar with ice blocks.


I just realized the time was still counting when you retrieve it and you look at it in your inventory. It was just not shown in the tooltip when you hang it up. I also realize my suggestion might not be realistic either, I dont know just a thought I had.

💬 CaptainOatsAuthor, Nov 27th at 10:20 PM


I've just checked and your right. I have no clue why it would break in such a way due to the fact we don't touch the pie code at all let alone most of the other stuff. I will speak with the mod owner if I can't figure out a solution on my own.

Edit: I loaded up the same world again to do more testing and it seems to work fine now? I have no clue what's going on. Like I can put meat and veg into a pie fine now. So strange.

Edit of an Edit: Turns out it's a bug with expanded foods just sometimes the pies don't work how they should as explained by the mod author.

💬 Bernd_Kocht, Nov 27th at 1:46 PM


Loading up the mods works fine, true. But Butchering seems to revert the recepies back to vanilla. Easiest way to reproduce is to try and mix meat and veggies in a single pie (which expanded foods allows). With Butchering also loaded, it doesn't. Unique items don't seem to be affected as you can still craft/spawn them  but you can't actually interact with them to craft the nessesary recepies.

💬 CaptainOatsAuthor, Nov 27th at 12:24 PM


For the low weight sheep it does seem to be the correct values although you might of gotten a little lucky on the fat and skin rolls. Also how does this mod excally 'kill' expanded foods etc? I was able to load it up with both mods installed (plus dependancies) without issue?

💬 Bernd_Kocht, Nov 27th at 10:17 AM

CaptainOats First off thank you for your quick response and investment! I'm on 1.18.15 of the game and 1.1.5 of the mod. Made a new World for testing and only butchering mod enabled. Low weight sheep drop 6-7 meat and vanilla fat and skin per field harvest. Less than what I had before but still seems not like your intended values. Also Butchering seems to kill other Mods like expanded foods, idk if that's been reported before.

💬 CaptainOatsAuthor, Nov 27th at 6:19 AM


If you are running a server with 1.18.15 then the 1.1.5 version is what you will need. If your server is running 1.19.0-Pre's then I do have a version out (1.1.0) but it is not being supported by me as the game is unstable on the new version.


I'm not sure how compatibility works with Xskills right now so I'm going to speak with the owner to find out to see if I can get an easier way.


Are you running the 1.18.15 game - 1.1.5 mod version? are you on the 1.19.0-Pre's as I right now am only supporting the older version for now. I will check though if your problem does persist as that doesn't seem like it's working properly.

💬 Bernd_Kocht, Nov 26th at 7:20 PM

Items and guide shows up in game, seems to be working well but I still get 18 meat from field harvesting a Bighorn Ram. Any ideas? Tried with only this mod running.

💬 BraniyaKz, Nov 26th at 2:35 PM

@CaptainOats - I'm currently in the middle of writing out a comprehensive patch file to bring multiple mods' compatibility to xskills, including this mod. I've added xSkills' "XSkillsCarcass" as "name" to each butchercreatures itemtypes, including those for mods you're currently supporting. Here's what it looks like: PasteBin . I haven't tested it yet, and there's alot more in my actual patch than just this, but it's a start and should theoretically work.

Edit: I forgot to add the inverted modid condition to the fox.

💬 Soumagnei, Nov 25th at 11:49 PM


What version of the game does this mod require? We have added this mod to our server, but for some reason we can not find any craft recipes in H menu and items in the world. Is it supposed to be like that?
We do not have More Piles mod and the Butchering is definetely installed- there is a bull corpse appear in items list in creative mod, but no other entities from this mod, like hooks and tables.

Kind regards,
Awesome mod, hope to try it out soon

💬 Jesfest, Nov 25th at 4:21 AM

Maybe, hah, but I can only really understand the code a little bit, when it comes to writing new code, well, I'll leave that to my betters!
But yeah, I wanted to explain how I got there too, because there are a few other mods I found that have similar issues, mostly with listing resin blocks.
So, finding a solution that excluded them without having to whitelist was very nice.

I couldn't tell you if there are any other compatibility issues; I think the geology mod worked with it fine as I think it listed those stones in the recipe as well, but I didn't need to test it as I had slate.
Still though, I would love an update like that for my modded server. I grabbed a bunch of mods for immersion's sake and this was one of the first I really wanted.

Thank you very much for hearing me out :)

💬 Jesfest, Nov 25th at 4:05 AM

Hold Sprint (ctrl by default) and use the mouse wheel to scroll to the bags, then crouch (shift) and right click to place it.

💬 Jonathonsky, Nov 25th at 3:35 AM

How do you place the butchering table? Its in my bag slot and I cant select it.


Thank you. I have been playing without knowing about this functionality for a few months now. Much appreciated Jesfest

💬 CaptainOatsAuthor, Nov 25th at 3:06 AM


Well done, your a modder now! :P

I will look into implementing a patch to add compatibility with those mods.

💬 Jesfest, Nov 24th at 8:32 AM

I have both wildcraft trees and wild farming revival installed, and neither work with some of the recipes involved. The big one is the primitive butchering table needing vanilla logs, which basically don't exist anymore lmao.
Wouldn't mind patching it myself but I can't figure out exactly how to make a compatibility mod.

Edit: I tinkered around a bit, removed the "allowed variants" log article, and that allowed me to craft it, but not actually pick it up.
I figured that removing what I thought was a whitelist and allowing the generic log-* entry to take care of the legwork would fix the problem. guess not lol.

Edit2: no wait that actually did fix it, I was just too naive to realize it was a backpack slot item. the only effect the allowed variants seemed to do, was prevent resin log blocks, and all non-vanilla logs from being used.
I should also mention I am using 1.1.5. or v 1.18.15, not the 19-pre. slipped my mind.

Final edit?: I solved it, maybe? I changed the recipe code from
to "game:log-placed-*-ud"
no allowedvariant needed since resin logs are "log-resin-*-ud", and depleted resin blocks are  "log-resinharvested-*-ud"

Seems like it works fine now. that was a fun 4 hours starting with 0 knowledge 😂

💬 Quartal, Nov 23rd at 9:29 PM


Yes you're right, Caninae should disable spawning of arctic and red foxes but it doesn't, i've also recently found another fox (from caninae mod) and i could pick it up. Thanks, for response, i'll head out to Caninae comments.

💬 l33tmaan, Nov 23rd at 6:23 PM

Doesn't need to be updated. It Just Works! I'm not sure if I'm getting full meat this way or not, though. Gotta kill some more wolves...

💬 CaptainOatsAuthor, Nov 23rd at 6:19 PM


I was under the immpression that I read somewhere (maybe the moddb page) that Caninae is supposted to remove base game foxes from spawning so my mod removes it's butcherable 'tag' on foxes when that mod is installed to stop errors, I will see what I can do but that might take some time to work out what's going on and possibly to speak with Tenth Arcitect (the mod author of Caninae).


This mod 'should' work fine with that installed as long as it doesn't hyjack too much of the harvesting code but looks like that mod isn't even updated for the most recent version or even NET7.


Right now, I don't belive so unless the author of that mod has done somewthing without mentioning it but I don't think that is the case. So my confirmation is no for now.

💬 BraniyaKz, Nov 23rd at 3:54 PM

@CaptainOats - I just want to confirm, but does the latest version of this mod take into account any bonuses provided by xSkills?

💬 l33tmaan, Nov 23rd at 1:08 AM

Does this mod work well with Immersive Corpse Drop?

💬 Quartal, Nov 22nd at 9:13 PM


Im having issues with with forest foxes. I'm playing with Caninae and Patherinae mods if that helps. 

💬 CaptainOatsAuthor, Nov 22nd at 4:19 AM


In testing I was able to pick up all the foxes (forest and arctic). Was there one in particular you having issues with?

Right now if you destroy a hook while a creature is bleeding it will not be able to be put back on the hook, this is to stop people skipping the bleeding timer but at some point I might try to implement a better system.

💬 Quartal, Nov 21st at 6:54 PM

You still can't pick up foxes in v1.1.5, i'm also unable to put a creature back on the hook after destroying the hook while the animal was still bleeding out.

💬 CaptainOatsAuthor, Nov 21st at 3:56 PM


The Fat should drop from a creature when you skin it on the skinning hook instead of the butchering bench in the new mod update. Are you using a flint hook or copper? As a copper hook will now provide better results than the flint one. If you change to a copper hook and still have problems then please do say

The mod also does take into account drop rate bonuses such as class traits and will look for if the animals are low weight so that might be a factor in why you might be getting low drops.

💬 Geoff_, Nov 21st at 3:30 PM


My friend and I are loving your mod, thank you for your work.

It happends that on our playthrough with it than we seems to barely be able to drop grease from butchering animals on the copper table. Tho the description says that you didn't intend to modifiy the drop rates. So, are we particularly unlucky or is it maybe a bug ?

Please help, winter is coming... ;)

💬 CaptainOatsAuthor, Nov 20th at 9:01 PM


There currantly is a config file that you can change drops rates BUT not sure it works on the newmod update I put out so use with great caution if it works at all that is.


I have messed around with the arrows and fixed that particular issue but have been unable to sove another (my arrows tips are untextured) but I think you can live with that and still have every other arrow be visable.


Thank you and Kaelyn for the encouragement, just to let you know there is a butchery bag you can make and it will help with carrying larger beasts.

💬 toasted_, Nov 20th at 3:07 PM

Was very hesitant at first with this mod, but loving it so far!
I had thought that animals taking up a backpack slot (for larger hunts) would be an issue, but it's actually quite rewarding instead only having two backpacks at once, to allow you to haul two at once!

💬 Kaelyn, Nov 20th at 12:02 PM

Hello CaptainOats ! :D
First of all, thanks for all the updates and your work of passion on your mod ! =)
Game changer for me ! :D (Makes me think of and play a lot like Rimworld too and I like it =)

I come to you with a rather small issue, (I tested this bug with a clean vanilla no mods and only with/without (and either, not at the same time :P) the 1.1.3 and 1.1.2 version of your butchering mod) : What I see is that with your two last updates, shooted arrows on the ground become invisible ^^.

Said arrows are still fully functionnal, can be picked up and everything else is fine beside being invisible. Desactivating the 1.1.3/1.1.2 mod version solve this issue.

I tested and played with the 1.1.1 version of your Butchering mod and in this one, everything is fine :D ^°^ !


I hope this small feedback may be of help in your modding passion ! :D
Thanks for everything and have a nice day ! ^°^

💬 Luksor, Nov 20th at 12:16 AM

Can you add some configuration to adjust drop? For me this mod is just making hunting very time consuming it would be better to make whole process of butchering more rewarding (for example 150% or 200% drop while you are using steel hook and so on to reward player progressively) than just vanilla drop at best.

💬 KenshiSaan, Nov 19th at 2:55 AM

I added on the discord official in your mod chat some screenshot of bug

💬 CaptainOatsAuthor, Nov 18th at 6:03 PM

Christmas comes early new update for the old build is out! -

I backtracked some of the changes to make it compatible with the 1.18.15 version of the game so now you can play with without beign an unstable build

PLEASE BACK UP YOUR WORLDS AND SAVES THOUGH because of the changes in the background are quite large so if you have an existing world it *may* cause some issues if you have had an old version of the mod already installed.

💬 MagicWand92FS, Nov 18th at 7:44 AM

yeah thanks i did'nt know you could scroll through the bag slots but i figured it out 

💬 CaptainOatsAuthor, Nov 18th at 7:32 AM

Word of warning -

This new update only works with 1.19.-Pre 5 as it would seem that Tyron is changing the animal files little by little each Pre and I can't make an update for every version.

💬 CaptainOatsAuthor, Nov 18th at 7:07 AM


Make sure your placing the butchering table to the left of where you want it to be placed as it will extend two blocks rightward (from where you are facing). Other than that I'm unsure why you would not be able to place it. If you still can't place it then I will double check the code.

💬 MagicWand92FS, Nov 18th at 5:36 AM

hey is there any known incompatibility's / weird controls? cause i can't place the butchering table. thanks great mod btw

💬 CaptainOatsAuthor, Nov 17th at 8:40 PM

The Background Overhaul 1.1.0

  • All of the drops should work as intended as we now fully just use the base game values and either mulitply them or divide them to get the ratios of what we want
  • Smoking meat now only takes 2 hours (this might go up as I look into making the meat usable in meals)
  • The primitive hook (the flint one) now only gives 80% stuff whilst the copper one gives 100%
  • All benchs and hooks can be now picked up without them BREAKING. The bench requires a backpack slot but the hooks do not but don't stack.
  • Added in a basic resource you get from butchering bushmeat creatures using the benches (one of a few things to come in the future)
  • Bone knapping comes in this update so wake up all your sleepy bones and knap bone arrrow heads, non-ore gathering bone picks and bone needles for slightly cheaper sewing kits

  • The background code that has been added means that if a mod creator adds in a modded drop then the mod will now 'carry' that through to the butchering bench or hooks and drop when you butcher a creature (it will still be subject to the lower/higher rates of the mod)
  • This update has one mod compatible with it (the Pantherae mod) but I will soon be adding more as this was more of a test of if it would work with the new system (as i have said ALL creature mod compatiblity will use generic models as this saves alot of time on my end).

    It's been a long time coming and it may be a slight dissapointment in terms of content but I assure you that the foundations had to be broken and relayed for the mod to properly continue development. Hope you all like the direction so far - CaptainOats
💬 CaptainOatsAuthor, Nov 15th at 9:27 PM


The carcasses last about 2 days from kill to rot and yes they do rot on the hooks.


The bags in the new update will be able to be made with papyrus. Thanks for the heads up.

💬 CaptainOatsAuthor, Nov 15th at 9:14 PM

Just a little bit of Info about the new update coming soon -

In regards to modded creatures and some of the base game animals (Deer) -

For the modded creatures I am using 4 generic carcasses Small, Medium, Large and Huge which represent the animals on the hooks (They look a little cartoony but I can always change them later)

KEEP in mind though I still need to do work to 'link' up the modded creatures to said models so only 1 mod is 'linked' up right now (The mod Pantherae) but more will be on the way sooner rather than later.

For the deer in the base game I have decided to do something similar but instead of 'generic' I have put them into 3 categories large deer, deer and baby deer. this means if you kill and carry back a large deer such as an elk it will look a certain way on the hook (most likely like a white-tailed deer) but if you kill a smaller deer it will look different and so on for the baby too.

💬 Blaiyze, Nov 12th at 7:06 AM
💬 Blaiyze, Nov 12th at 7:06 AM
💬 Taska, Nov 11th at 7:27 PM

Blaiyze I've got the patches functional. They'll be included in the next Ancient Tools update ^_^

💬 Ragolution, Nov 9th at 8:41 PM

How long does a carcass keep while stored on the hook? Does it have any kind of 'spoilage' factor?

💬 Blaiyze, Nov 5th at 7:48 PM

There's a compatibility issue between Butchery and Ancient Tools - the brain item that Ancient Tools adds to the harvest of animals doesn't drop when you butcher an animal on the butchery table. I've been fiddling and attempting to patch this on my own but my code skills are very minimal. I've let the author of Ancient Tools know as well.

💬 Chumber, Oct 27th at 6:07 PM

Is it intentional that the butchering bag can't be made with papyrus? I added the recipe to the mod on my server because we have some players starting in the equator zones where there are no cattails, but figured I'd ask.

💬 Jimzawy, Oct 26th at 8:30 PM

Big fan of the mod, keep up and get well soon, awating the uptade, I also would hope you would add compatabilty with the feverstone mod, and maybe the Fauna of stone age mod, both have high substantial users

💬 Telemachus, Oct 20th at 4:09 AM

That all sounds fantastic! Except for the part where youve been sick lately. I've been really sick too. Something's been going around. At least here in the midwest-US. 

Anyways, I look forward to the day that the xSkills compat feature is added. 

As for the hooks and butcher table drops taking up a bag slot, that sounds wonderful! I think it makes perfect sense.

Get well soon!


💬 CaptainOatsAuthor, Oct 19th at 4:47 PM

Apologies to all butcher's waiting for the new update, I've been super unwell as of late and it's been hard to get the motivated to get out of bed let alone do modding.

I am still unwell but will push myself to do at least look at the mod today (It's probably good to try to motivate myself to do something other than sleep)

Some notes on the mod -
I have come up with a compromise for the whole can't break the butchery table or hooks. You now will be able to pick the up when broken bench and hooks will take up a bag slot like a hive so you can't carry them as easily but you won't lose your hard earned tools in making them, if you do break them.

(Some feedback on weither the hooks should be a bag slot would be appreciated)

Thanks for the feedback and I will try my hardest not to sleep the day away!


-- In the next update I will have a foundation that should allow for more compatibility for mods such as those.


-- I will also increase the resistance of the bench so it's not so easy to break.


-- I am looking into compatipility for Xskills but that won't be in the next update.

💬 Telemachus, Oct 18th at 4:06 PM

I'm not experiencing the weak butcher table gripes that many people have reported (at least not yet?). 
My only request so far is that there be a compatibility patch for the xSkills mod as iHeroLix has suggested.

💬 SpacemanSpliff, Oct 16th at 8:41 PM

Love this mod man, but im gonna agree with the poster below, the butchery tables durability needs to be increased a little, its easy to accidentally break it when using it. Other than that, this mod is fantastic and really fits in with vintage stories survival gameplay loop.

keep up the good work!

💬 VaelophisNyx, Oct 2nd at 7:21 AM

Small gripe: the buthcher table has waaaay too little resistance, which when paired with the bones spawning on top of it as a block causing you to have to break those and sometimes also break the table...kinda irritating.


Otherwise it's alright.

💬 Ryuu, Oct 2nd at 12:58 AM

Requesting to be patched-in so butchering can be used on all of the subfamily Caninae. Also, if possible, Capreolinae and Pantherinae too. Lol. I know it's a lot of work but your mod and theirs will be miraculous together. Who's with me?!

💬 Wandour, Oct 1st at 6:52 PM

this mod could use a video guide in the preview 

💬 iHeroLix, Sep 27th at 1:11 AM


Loving the mod, is there any chance to provide compatability patches for xSkills and/or Hide And Fabric mods?

💬 Kaofan, Sep 23rd at 2:21 PM


I forgot to write that you can receive skin from a given animal during skinning

💬 CaptainOatsAuthor, Sep 23rd at 12:43 PM


Right now I confiedent it doesn't give exp for xskills and I will also speak with the FeverstoneWilds people too about that patch


I will look into that crash.

Thank you for the polish Lang file.

I am going to be working on mod compaitlibty in a new update that might work with FeverstoneWilds.

💬 Ryuu, Sep 23rd at 9:22 AM

Would this be something you would need to take care of or FeverstoneWilds mod author?:

[Error] Patch 2 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed because supplied path /server/behaviors/10/aitasks/1/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/1/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: { "code": "butcherable", "item": "butchering:deadbear-male-{type}-1-dead" }

[Error] Patch 3 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed because supplied path /server/behaviors/10/aitasks/3/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/3/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: { "code": "butcherable", "item": "butchering:deadbear-male-{type}-1-dead" }


(I commented to you and them)

💬 Kaofan, Sep 23rd at 8:16 AM


I use Butchering bag and it crashed on me

Running on 64 bit Windows with 32735 MB RAM
Game Version: v1.18.13 (Stable)
2023-09-23 10:13:19: Critical error occurred
Loaded Mods: ATadMoreLight@1.0.0, bedrespawner@1.0.0, DeepStorage@0.0.3, millwright@1.0.9, moreclassesrevised-v1-0-4@1.0.4, playerlist@1.6.0, primitivesurvival@3.2.8 , rpvoicechat@2.0.2, viescraftmachines@2.2.2, game@1.18.13, alchemy@1.6.16, animalcages@2.2.0, betterfirepit@1.1.1, butchering@1.0.9, carryon@1.6.0, commonlib @2.2.0, cooperativecombat@1.1.1, extendedhudinfo@1.0.4, medievalexpansion@3.11.1, creative@1.18.13, survival@1.18.13, xlib@0.7.4, awearablelight@1.0.8, betterbamboo@1.0 .2, maltiezfirearms@0.1.11, onestick@1.0.1, playercorpse@1.8.0, xskills@0.7.5
System.Collections.Generic.KeyNotFoundException: The given key '-#75251e' was not present in the dictionary.
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 695
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 379
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 790
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 983
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries containing Vintagestory.exe, the latest 3
{ TimeGenerated = 2023-09-22 17:06:06, Site = , Source = Application Error, Message = Erroring application name: Vintagestory.exe, version:, timestamp: 0x64b07659
Faulting module name: openal32.dll, version:, timestamp: 0x63dd31ad
Exception code: 0x40000015
Error offset: 0x00000000000df046
Faulting process ID: 0x0x3cec
The time the faulty application started: 0x0x1d9ed492213ec88
Faulting application path: E:\Vintagestory\Vintagestory.exe
Faulting module path: E:\Vintagestory\Lib\openal32.dll
Report ID: 47fd6094-b70f-4d38-8525-395013a9d0a6
Full name of the causing package:
Application ID relative to the offending package: }
{ TimeGenerated = 2023-09-22 13:15:27, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version:, timestamp: 0x64b07659
Faulting module name: openal32.dll, version:, timestamp: 0x63dd31ad
Exception code: 0x40000015
Error offset: 0x00000000000df046
Faulting process ID: 0x0x49a8
The time the faulty application started: 0x0x1d9ed459a446adf
Faulting application path: E:\Vintagestory\Vintagestory.exe
Faulting module path: E:\Vintagestory\Lib\openal32.dll
Report ID: 56f31e81-5785-4137-9b6e-6f9ab8730843
Full name of the causing package:
Application ID relative to the offending package: }
{ TimeGenerated = 2023-09-21 01:49:44, Site = , Source = Application Error, Message = Erroring application name: Vintagestory.exe, version:, timestamp: 0x64b07659
Faulting module name: openal32.dll, version:, timestamp: 0x63dd31ad
Exception code: 0x40000015
Error offset: 0x00000000000df046
Faulting process ID: 0x0x3f18
The time the faulty application started: 0x0x1d9ec1d16971008
Faulting application path: E:\Vintagestory\Vintagestory.exe
Faulting module path: E:\Vintagestory\Lib\openal32.dll
Report ID: 2377e529-7bad-44da-96c1-e29fc1a5ed2a
Full name of the application causing the error:
Application ID for applying the error: }

💬 Kaofan, Sep 22nd at 11:57 PM


So what will it be like?

💬 Kaofan, Sep 20th at 10:47 AM


The question is, will you release an update or another mod with this mod:


I want to add the same mechanics as in this mod

💬 Kaofan, Sep 19th at 2:08 PM


Polish version

Butchering 1.0.9

💬 Ryuu, Sep 18th at 7:24 AM

does this give xp and benefit from xskills at all if it is on?

💬 Jimzawy, Sep 17th at 10:05 PM

T_R_O_L_E , CaptainOats, excuse me guys, I looked at the Hide and fabric mod, it does have a lot of nice recieps, but the hdie variants seems less important, can we maybe disable that and other parts that confilct with the butchering mod, get the best of both worlds ?

💬 CaptainOatsAuthor, Sep 16th at 12:22 PM


That's a bit of a hard one and I will have to say at this point full compatiblity won't happen for a long time/at all.

My appoglies but the two mods confilict in ways that I am unsure how to fix.

💬 T_R_O_L_E, Sep 15th at 8:36 AM


Are you planning to make it compatible with the mod Hide And Fabric?

💬 Michaloid, Sep 10th at 1:36 PM

Version 1.18.10. Hope we get 1.18.11 soon, because 10 is creating some problems.

edit: Oh wait, i realized i have the 1.0.1 version of the mod. I guess forget about it.

💬 CaptainOatsAuthor, Sep 10th at 4:58 AM


Which version of the mod are you using? As I fixed a raccon issue a few versions ago.

💬 Michaloid, Sep 10th at 12:51 AM

Found out that putting raccons in the hook will crash the game.

💬 Michaloid, Sep 8th at 2:14 AM

In my opinion, butchering animals should be done with the butcher knife instead of a simple knife (not talking about skinning the animal's fur). Or at least get more rewards with the butcher knife. But other than that, i love this!

💬 CaptainOatsAuthor, Sep 8th at 1:22 AM


This mod should be safe to install mid play through but like all mods PLEASE backup your world/save before adding mods.

💬 narkoticici, Sep 7th at 9:18 PM

Hello can i add to my save with no problems its medium modded

💬 CaptainOatsAuthor, Sep 7th at 6:39 PM


Hello there. Currantly we only touch vanilla drops for animals so technically if you 'vanilla' harvest or field harvest as I usually call it then you should still get brain drops but just lower vanilla loot. I appglogies if this isn't the best but it's currantly how the framework of the mod is set up. Oh and just to let you know if your also run Hide and Fabric with Butchery it has the same 'issues'.

Also if you don't like the mod or have feedback please do post something to me on Discord at CaptainOats or here. The mod should be safe to unistall if you don't feel like it's your style of play too (PLEASE save a backup before you do though).

💬 Calisto, Sep 7th at 2:20 PM

Hello, I am thinking about adding this mod to my next play through. I also have the Ancient Tools mod active which adds the possiblity to brains dropping when you harvest an animal. Will this conflict with this mod? 

💬 CaptainOatsAuthor, Sep 6th at 5:38 AM


We are most likely going to keep it as it is for now but I do appreciate the suggestion.


Yes but currantly you only get meat from vanilla harvesting (this will change in the future)

💬 RayTC, Sep 5th at 3:50 PM

Can you still butcher an animal (albeit with reduced drops) like in vanilla?

💬 T_R_O_L_E, Sep 5th at 8:25 AM

I also noticed that when removing the skin falls into the block on which or under which the hook hangs, and if it is a rock or a cave, then the skin can climb up the mountain, which is not very convenient, can this be changed somehow? So that the skin falls under the mascara or immediately into inventory as resin.

💬 CaptainOatsAuthor, Sep 5th at 6:55 AM


I will speak with Co-Author G3rste and see what we can come up with in regards to balancing the hide drops. Please allow us a day or two as these things need to be carefully done, thanks.

💬 T_R_O_L_E, Sep 5th at 5:20 AM

6 rabbits, two raccoons and one fox were killed. I did it with a flint hook and with the help of a flint knife on a bone handle. I also noticed that during cutting, the vanilla exploration animation (Mahon with a knife) is not played, but only the sound.

💬 CaptainOatsAuthor, Sep 5th at 12:25 AM


How many small animals did you kill? and was it with the copper bench (the way we have it set up should give you a better range than vanilla but I will have to do more testing)


That is very much a bug regarding the hare and sheep, they should both have Absolute Minimum amounts that they drop with male-hare being 1 meat and male-sheep being 8 (tomorrow I will speak with the Co-Author about possible slips in the code)

💬 Ostross, Sep 4th at 11:10 PM

Also, tried butchering a hare and a sheep, but they didn't drop any meat after being butchered. What remained was a carcass (bones) on the butchering table.

💬 Ostross, Sep 4th at 10:54 PM

I strongly suggest working on making this compatible with Primitive Survival, due to the mod's huge popularity.


Also since butchering an animal takes longer, might be good for now to increaes yields from animals.

💬 T_R_O_L_E, Sep 4th at 10:01 PM

For some reason I can't get skins from small animals like hares or raccoons, what could be the problem?

💬 Jimzawy, Sep 4th at 2:53 PM

This is gonna take a while now, isnt it? love the idea of the mod, always appreciate modders who add more realism to the game, I always wonder why devs in General somtimes miss interesting features and mechanics like this,

💬 CaptainOatsAuthor, Sep 4th at 2:26 PM


Darn bears are the bane of my ingame VS life and outside too. It's been fixed now, thanks

💬 Besilas, Sep 4th at 7:22 AM

Love this mod, only issue I've come across is after killing a bear upon picking it up leads to the game crashing

💬 CaptainOatsAuthor, Sep 4th at 7:09 AM


Fixed that in new bug fix update. Thanks for the report.

💬 Spaz1705, Sep 3rd at 11:28 PM

New crash. Happened when trying to hang a racoon on a hook. forgot the crash log, my bad.

💬 CaptainOatsAuthor, Sep 3rd at 10:28 PM

PATCH NOTE CLARIFICATION: Added in a 'AbsoluteMinAmount' into the raw red/bush/poultry meat of adult animals. So you will get a minimum amount of meat when butchering.*

*This is a value that is half the max value the random number gen will give you in the mod for example: adult pigs give Min 8 to Max 10 raw red meat but with this AbslouteMinAmount it will give 5 raw red meat AT THE VERY LEAST even with if modifiers would 'pull' it lower.

It is only applyed to the raw red/bush/poultry MEAT of ADULT animals. So baby killing isn't ideal and fat and hide still the same for now.

💬 T_R_O_L_E, Sep 3rd at 4:10 PM

Good day.

This is a great mod that complements the game perfectly and I look forward to its further development. I would like to suggest adding a translation into Ukrainian, and I can try to help with this.

💬 Exmortis, Sep 3rd at 3:50 PM


Thanks for the update
I think the Butchering Efficiency multiplier will be great and using basic carcasses is a good solution.

In regards to skinning racks, I did notice the body changing colour, but was unsure what was considered "done", however they never stopped bleeding. Even when I removed the carcass, the hook continued bleeding.... bit weird but I didn't pay it much heed.

💬 CaptainOatsAuthor, Sep 3rd at 2:15 AM


See my other comment about drops rates.

Want to just let you know the skinning rack's hanging body will change colour when bled out also the body should stop bleeding when ready too. The blood might need to be made a bit more obvious.

💬 CaptainOatsAuthor, Sep 3rd at 2:07 AM


When you pick up a carcass it gets coverted into an item from the mod and can no longer be field harvested. We applogize but this is a limitation that we can't change.

💬 CaptainOatsAuthor, Sep 3rd at 2:03 AM

Speaking with G3rste the co-author of the mod and looking at the feedback so far, I've come up with a basic plan of action:

Done now:
Hitboxes of Skinning hooks made to be smaller so you can fit them in corner's easier.
Copper Skinning hook and Butchering Table return SOME of the resources when broken (hooks and plates).

Coming sooner:
Looking into drop rates* *See below*
Config on what is called 'butcheringEfficiency'. Which is our multiplier effect for the tables and hooks.
Animals 'field harvested' will give rough or damaged hides that can only be used to make pelts when combined with fat but not used for leather making. This will still be in low amounts but will perhaps be more realistic to still get something despite not using the proper tools?

Coming later:
Mod compatibility with animal mods. Using basic carcasses for the foreseeable future.
More Items/recipes to do stuff with.

**Drop Rates:**
I notice some people talking about low drop rates and I would like to explain about this. I start with an example. A hare-male drops 0.5 hide on average with 0 variation in the base game. but in the mod drops 0.4 to 0.6 of the same. So technically the mod SHOULD be dropping almost the identical amount of stuff (given the same weight of the animal, copper butchering table etc). I will have to look more into this as we use a slightly different random number generator than the base game so maybe there is some hiccup in that or the modifiers we pull. This is hard to calculate the true drop rates as we need a sample size of 100's of the same animal to be tested (not something that we would want anybody to sit through). Just wanted to let people know that I will look into this and might be able to give a better answer at some point.

💬 Ostross, Sep 2nd at 6:59 PM

If I take a carcass into my inventory and then change my mind and decide to skin it in the field with a knife, how do I do this? I seem not to have this option anymore and can only place it and pick it back up now.

💬 Topminator, Sep 2nd at 6:13 PM

hi, with this mod skinning animals on a hook gives very little hide. i got no hides from 6 hares and 1 medium hide from 2 wolves.

💬 Exmortis, Sep 2nd at 7:11 AM

Hey CaptainOats

Excellent mod concept!  This definately fills in a gameplay gap in the game, however at the moment it needs a little work.
I've found that Artic Foxes and Hares do not seem to drop any hide when skinned. Also there's no prompts indicating that corpses are done hanging, as they stay at "00:00" and done say they're done

IMO, proper butchering at a table should be buffed to 125% and 150% respectively for the two butchery tables, while vanilla butchering sits at 75%, as with the early butcher table atm, you get maybe 2 meat from 3 corpses.

Additionally, would love to see support for other animal mods.  I use a few, and with this mod + them, it basically makes vanilla animals worthless, since the modded animals can still be butchered in the field.
The idea of having generic carcass models for animal size is good

Thanks again for the great mod and keen to see where it goes!

💬 Teppich, Sep 2nd at 1:39 AM

Hell yes!

💬 Poompers, Sep 1st at 5:20 PM

I second the interest for the suport for the more popular animal mods, even if it would be a generic carcass for the diferent sizes, I think it would really add to the depth of the game.

💬 CaptainOatsAuthor, Sep 1st at 3:32 PM


Taxadermy is most likely out of the scope of this mod and would require a seperate mod


Ah It would seem that slipped through the cracks of testing and I must of skipped over adding forge option (right now the flint and copper do the same job but I will fix the copper today)

💬 DemonBigj781, Sep 1st at 2:51 PM

Can you add a way to make a custom taxadery as well like cut out sections of the model and put it on a mount. I remeber I had to kiss the deer on my 20th birthday while I worked as dishwasher at camp.

💬 OldRedGrizzly, Sep 1st at 2:46 PM

I don't see any way to make copper hooks? There's no clay mold and no forge option on the anvil. How do you make them?

💬 CaptainOatsAuthor, Sep 1st at 11:18 AM


I do plan on adding some basic support for other animal mods (Might have to do 'generic' small, medium and large carcausses) BUT this will be in the future. This is due to amount of work it would take to do compatibility for each animal mod.

💬 Spaz1705, Sep 1st at 9:21 AM

thats awesome! thanks for the swift reply! So far, im loving the mod. It really fills in a missing part of the game. Do you plan to add support for other modded animals in the future? Or would that be too much work?

💬 CaptainOatsAuthor, Sep 1st at 6:18 AM


This will be fixed tonight when G3rste gets back from work but thanks for the heads up. It's because I set up the bears a diffrent way to the rest of the animals.

💬 Spaz1705, Sep 1st at 5:59 AM

Just got a crash upon looking at a bears corpse.

💬 CaptainOatsAuthor, Sep 1st at 5:49 AM



Currantly it works with other animal mods installed but doesn't change or apply to those creatures. This is due to having to manipulate each animal indivually to make them hang.

It doesn't give extra yeild but rather vanilla values for the copper bucthery bench. This is due to me going to add new things that the creatures drop. But feedback on this is appciated.

Sorry if this double pinged you I had to write this three times.

💬 DanaCraluminum, Sep 1st at 4:09 AM

Is it compatible with other animal mods?

💬 Retsof, Sep 1st at 3:39 AM

Does this give you increased yeilds for properly butchered creatures (compared to vanilla), or just decreased yealds for improperly done ones?

💬 Moon_Dew, Sep 1st at 1:23 AM

I remember making a suggestion about a similar system on the VS Discord channel.  Hope to see some mod intragation soon.

💬 Fjall, Aug 31st at 11:30 PM

I really love the spirit of this mod and what it does to the gameplay loop. The game certainly benefits from a more immersive animal processing system. I know it would probably be quite a massive lift, but it would be awesome to see some compatibility for mods like Feverstone Wilds and the Fauna of the Stone Age series - wishlist items!

💬 ATree, Aug 31st at 11:12 PM

Love the concept! I look forward to seeing this mod grow! :D

(edit comment delete)