
Mods / Butchering
Author: CaptainOats
Side: Both
Created: Aug 31st 2023 at 8:40 PM
Last modified: May 29th at 7:16 PM
Downloads: 134101
Follow Unfollow 1594
Latest release (for Vintage Story 1.20.11, potentially outdated):
butchering_1.9.0.zip
1-click install
- Butchering -
Vision for the mod:
Butchering is designed to overhaul the way you get materials from creatures. The vanilla way of 'butchering' always seemed way too easy and even boring at times. When you live in a world of infinitely spawning 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 kill but rather care must now be taken to bring back the creature to you base and go through the processes of the mod to maximise your animal harvest.
What this mod currently changes/adds:
- Adds a longer (and more challenging) 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).
- Creatures now weigh you down. (each creature adds a small slowdown to your movement which is configuable).
- Some basic ways to preserve meat which right now is smoking using a Smoking Rack.
- Some basic resources that come from animals (WIP).
- Prime Redmeat comes from certain redmeat creatures and offers a hearty boost in saturation or healing if properly prepared.
- Sinew drops from Bushmeat creatures and can be used in addition to bone needle kits to make sewing kits or craft bows without flax.
- Offal drops in addition from creatures that usually drop Redmeat or Bushmeat.
- Blood can be collected in buckets from creatures as they bleed out.
- Blood sausage and Black Pudding can be made with Clean Offal and Blood.
- Bone kanpping 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 any way or adding any new creatures.
- This mod doesn't mess too much with vanilla 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 or Horns
- 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 compatibility 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 integrate into the butchery system.
XSkills - Works as of 1.8.0 - 18/02/2025
Medieval Expansion - Works as of 1.9.0 - 29/05/2025
Lichen Continued - Works as of 1.9.0 - 29/05/2025
Fauna of the Stone Age: Caninae - Works as of 1.9.0 - 29/05/2025
Fauna of the Stone Age: Patherinae - Works as of 1.9.0 - 29/05/2025
Fauna of the Stone Age: Rhinocerotidae - Works as of 1.9.0 - 29/05/2025
Fauna of the Stone Age: Manidae - Works as of 1.9.0 - 29/05/2025
Fauna of the Stone Age: Dinornithidae - Works as of 1.9.0 - 29/05/2025
Fauna of the Stone Age: Casuariidae - Works as of 1.9.0 - 29/05/2025
Fauna of the Stone Age: Capreolinae - Works as of 1.9.0 - 29/05/2025
More to Come :)
Non-Compatible
Fishing 2 - Causes ghost items and other weirdness
Q&A
Will XSkills be compatible in the future?
It is now!
Why does my animal husbandry skill not increase in XSkills when butchering?
You only get Exp when killing or milking animals, not butchering or harvesting.
Horns not dropping after butchering animals?
Alot of Horns/Antlers do NOT drop from harvesting a creature but rather 'naturally' fall off in spring time on the ground. This is a base game mechanic.
I can't pick up the butchering bench or large animals?
After crafting the butchering bench it will go into a bag slot (like a skep or linen bag) or fall onto the floor. You also need a free bag space for larger animals to go into OR use a butchering bag (which opens up inventory slots for larger animals).
Does this work with animal mods?
Currently 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 individually to make them hang.
Does this give more drops compared to vanilla?
It doesn't give extra yield 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 appreciated.
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 a 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 until 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 animal weight matters in this mod still so low weight animals may not be worth the effort to kill).
How to get blood?
Place a bucket 3-4 blocks beneath the bleeding out animal and wait for the bleeding out animal to go from a bleeding state to the bled out state. The transfer of blood only happens on the state change.
Will I add in the ability to field harvest a corpse after pickup?
It would take a lot of work to rework that system as the moment you pick it up it becomes a block not an entity. To convert it back would be easy but to add all the stats back perfectly and make sure the creature instantly dies again but not play any animations despite it wanting to whilst making sure you wouldn't be able to abuse it by placing it over and over until you gliched it's weight up. Which would happen despite all the checks and precaustions I could take.
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.
Translators can press HERE to post/edit new translations for the mod (NEED a crowdin account).
Credits:
Listens to my mad ideas and makes them reality plus co-author of this mod - G3rste
ModDB Pictures/Images:
- Siegfried_Northenfold
- IIu4eHbKa & Melon
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
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1.9.0 | 5351 | May 29th at 7:16 PM | butchering_1.9.0.zip | 1-click install | ||
The Code Tango & Workload Size Update 1.9.0
DEV NOTE FOR SERVER OWNERS: This update contains a new CONFIG file please use ButcheringV2 from now on. | ||||||
1.8.2 | 14128 | Apr 17th at 3:28 PM | butchering_1.8.2.zip | 1-click install | ||
Cleaver Crash Fix & Umble Pie 1.8.2
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1.8.1 | 22882 | Feb 24th at 1:40 AM | butchering_1.8.1.zip | 1-click install | ||
Lang & General Bug Fixes 1.8.1
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1.8.0 | 4929 | Feb 18th at 4:19 PM | butchering_1.8.0.zip | 1-click install | ||
Guides, Glue and Code Clean Up 1.8.0
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1.7.8 | 19314 | Jan 6th at 8:33 PM | butchering_1.7.8.zip | 1-click install | ||
Revenge Of Fauna Of The Stone Age Bugs Part 2 1.7.8
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1.7.7 | 187 | Jan 6th at 6:53 PM | butchering_1.7.7.zip | 1-click install | ||
Revenge Of Fauna Of The Stone Age Bugs 1.7.7
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1.7.6 | 526 | Jan 5th at 12:04 PM | butchering_1.7.6.zip | 1-click install | ||
Fauna Of The Stone Age Bugs 1.7.6
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1.7.5 | 451 | Jan 4th at 2:51 AM | butchering_1.7.5.zip | 1-click install | ||
Spelling Mistakes Fixed 1.7.5
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1.7.4 | 288 | Jan 3rd at 9:00 PM | butchering_1.7.4.zip | 1-click install | ||
Blood Food Boost And General Drop Touch Up 1.7.4
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1.7.3 | 4426 | Dec 9th 2024 at 9:13 PM | butchering_1.7.3.zip | 1-click install | ||
Bag Patch 1.7.3
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1.7.2 | 623 | Dec 8th 2024 at 9:01 PM | butchering_1.7.2.zip | 1-click install | ||
Version Update 1.7.2
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1.7.1 | 3045 | Dec 4th 2024 at 2:17 PM | butchering_1.7.1DEV.zip | 1-click install | ||
Goat Patch 1.7.1
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1.7.0 | 575 | Nov 27th 2024 at 2:01 PM | butchering_1.7.0DEV.zip | 1-click install | ||
Massive Clean Up 1.7.0 BETA
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1.6.8 | 9218 | Sep 8th 2024 at 12:14 PM | butchering_1.6.8.zip | 1-click install | ||
Small Patch 1.6.8
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1.6.7 | 2661 | Aug 25th 2024 at 9:24 PM | butchering_1.6.7.zip | 1-click install | ||
Tiny Patch 1.6.7
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1.6.6 | 1035 | Aug 21st 2024 at 4:58 PM | butchering_1.6.6.zip | 1-click install | ||
Small Patch 1.6.6
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1.6.5 | 5006 | Jul 18th 2024 at 12:03 PM | butchering_1.6.5.zip | 1-click install | ||
Translation Patch 1.6.5
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1.6.4 | 184 | Jul 18th 2024 at 9:00 AM | butchering_1.6.4.zip | 1-click install | ||
Modded Deer And Potential Fix For Box Patch 1.6.4
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1.6.3 | 387 | Jul 17th 2024 at 5:09 PM | butchering_1.6.3.zip | 1-click install | ||
Translation Fix 1.6.3
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1.6.2 | 155 | Jul 17th 2024 at 3:54 PM | butchering_1.6.2.zip | 1-click install | ||
Compatibity, Compatibity, Compatibity 1.6.2
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1.6.1 | 3030 | Jun 21st 2024 at 10:23 PM | butchering_1.6.1.zip | 1-click install | ||
The Upping Of Offal And Blood Quick Fix 1.6.1
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1.6.0 | 216 | Jun 21st 2024 at 8:20 PM | butchering_1.6.0.zip | 1-click install | ||
The Sausage, Animal Weight and Blood Update 1.6.0
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1.5.5 | 7576 | Mar 25th 2024 at 1:34 AM | butchering_1.5.5.zip | 1-click install | ||
Starving Animal Bug Fix 1.5.5:
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1.5.4 | 1828 | Mar 10th 2024 at 3:37 PM | butchering_1.5.4.zip | 1-click install | ||
Sitting Bug Fix + Butchery Bag Update 1.5.4:
Note if your old butchery bags don't auto convert into the new format then please use this command: | ||||||
1.5.3 | 1587 | Mar 1st 2024 at 1:00 AM | butchering_1.5.3.zip | 1-click install | ||
Invisible Fix 1.5.3:
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1.5.2 | 1587 | Feb 18th 2024 at 2:16 AM | butchering_1.5.2.zip | 1-click install | ||
The Revenge Of The Foxes 1.5.2
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1.5.1 | 605 | Feb 16th 2024 at 3:17 PM | butchering_1.5.1.zip | 1-click install | ||
Bugfix, Iron Bench and Hooks 1.5.1 (same as 1.5.0)
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1.5.0 | 571 | Feb 3rd 2024 at 5:39 PM | butchering_1.5.0.zip | 1-click install | ||
Old Version Bugfix, Iron Bench and Hooks 1.5.0
THIS IS FOR GAME VERSION - 1.18.15 I will have an update out for 1.19.3 in a few days | ||||||
1.4.4 | 2915 | Jan 31st 2024 at 2:34 AM | butchering_1.4.4.zip | 1-click install | ||
IMPORTANT Dev Announcement 1.4.4 I am confident that the values the animals drop are vanilla values, the starving issue is down to how we half animal loot initally to then double it on the copper bench. This value was coming through in the hud as 'starving' but infact this was just a number it was puling before we doubled it. This update fixes that starving issue. After testing the animals were giving me exactly the vanilla amounts I would expect. This number corrilates correctly to the number in the animal file JSON. For example ewes (female sheep) give a range of 13-19 red meat for a 100% fed creature but no creature will ever be 100% fed so that number would be closer to 80% (or less for wild animals); this boils down to 13-19 divided by 80% (standard vanilla fedness) then any class modifers equalling what should be dropping (10-15 or something close to that). Now the flint/primiative stuff does give another 20% debuff onto that but as I was planning on adding more stuff to the animal drops I feel like that an okay debuff for early game tools. If you want to mess with drop rate there is config where you can change the values to what you want. | ||||||
1.4.3 | 942 | Jan 27th 2024 at 8:07 PM | butchering_1.4.3.zip | 1-click install | ||
Fox Patch 1.4.3
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1.4.2 | 448 | Jan 26th 2024 at 6:14 PM | butchering_1.4.2.zip | 1-click install | ||
Smoked Meat Nerf + PetAI Patch 1.4.2
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1.4.1 | 468 | Jan 25th 2024 at 8:57 PM | butchering_1.4.1.zip | 1-click install | ||
Drop Rate Fix & Bone Carving Removal + Game Version Update 1.4.1
Goats are NOT able to be picked up and butchered - Wanted to get out a new version quickly, this will come later | ||||||
1.4.0 | 260 | Jan 25th 2024 at 7:13 PM | butchering_1.4.0.zip | 1-click install | ||
Drop Rate Fix & Bone Carving Removal 1.4.0
Goats are NOT able to be picked up and butchered - Wanted to get out a new version quickly, this will come later | ||||||
1.3.3 | 458 | Jan 16th 2024 at 5:40 PM | butchering_1.3.3.zip | 1-click install | ||
Smoked Meat Re-mapping Patch FOR REAL 1.3.3
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1.3.2 | 185 | Jan 16th 2024 at 4:31 PM | butchering_1.3.2.zip | 1-click install | ||
Smoked Meat Re-mapping Patch 1.3.2
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1.3.1 | 195 | Jan 16th 2024 at 6:45 AM | butchering_1.3.1.zip | 1-click install | ||
Prime Meat Cooking & Meals 1.3.1
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1.3.0 | 218 | Jan 15th 2024 at 11:45 PM | butchering_1.3.0.zip | 1-click install | ||
Prime Meat, Smoking & Bone Pickaxe Config Update 1.3.0
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1.2.2 | 783 | Jan 5th 2024 at 8:56 PM | butchering_1.2.2.zip | 1-click install | ||
Bone Carving FIX again 1.2.2
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1.2.1 | 239 | Jan 5th 2024 at 4:09 AM | butchering_1.2.1.zip | 1-click install | ||
Temporal Butchery Box & Bone Carving FIX 1.2.1
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1.2.0 | 245 | Jan 4th 2024 at 12:09 PM | butchering_1.2.0.zip | 1-click install | ||
Temporal Butchery Box & Bone Carving 1.2.0
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1.1.5 | 2484 | Nov 21st 2023 at 3:51 PM | butchering_1.1.5.zip | 1-click install | ||
Rot Fix 1.1.5
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1.1.4 | 305 | Nov 20th 2023 at 8:51 PM | butchering_1.1.4.zip | 1-click install | ||
Return of old bugs Fix 1.1.4
I went back in time too far and seemed to have re-anabled/brought back old bugs with the last big update. My apolgies and hopefully they are now fixed. | ||||||
1.1.3 | 336 | Nov 20th 2023 at 10:26 AM | butchering_1.1.3.zip | 1-click install | ||
Fox Fix 1.1.3
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1.1.2 | 243 | Nov 19th 2023 at 10:35 PM | butchering_1.1.2.zip | 1-click install | ||
Compatibility and Fixes 1.1.2
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1.1.1 | 371 | Nov 18th 2023 at 5:55 PM | butchering_1.1.1.zip | 1-click install | ||
The Backwards Compatible Update 1.1.1
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1.1.0 | 3851 | Nov 17th 2023 at 8:39 PM | butchering_1.1.0.zip | 1-click install | ||
The Background Overhaul 1.1.0
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1.0.9 | 4084 | Sep 6th 2023 at 5:47 AM | Butchering 1.0.9.zip | 1-click install | ||
The Hide Fix 1.0.9
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1.0.8 | 398 | Sep 4th 2023 at 7:35 PM | Butchering 1.0.8.zip | 1-click install | ||
Bug Fix 1.0.8
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1.0.7 | 248 | Sep 4th 2023 at 2:25 PM | Butchering 1.0.7.zip | 1-click install | ||
Bug Fix 1.0.7
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1.0.6 | 234 | Sep 4th 2023 at 7:08 AM | Butchering 1.0.6.zip | 1-click install | ||
Bug Fix 1.0.6
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1.0.5 | 308 | Sep 3rd 2023 at 10:17 PM | Butchering 1.0.5.zip | 1-click install | ||
Patch 1.0.5
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1.0.4 | 362 | Sep 3rd 2023 at 2:53 AM | Butchering 1.0.4.zip | 1-click install | ||
Patch 1.0.4
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1.0.3 | 337 | Sep 1st 2023 at 6:07 PM | Butchering 1.0.3.zip | 1-click install | ||
Patch 1.0.3
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1.0.2 | 219 | Sep 1st 2023 at 5:36 PM | Butchering 1.0.2.zip | 1-click install | ||
Bug Fix 1.0.2
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1.0.1 | 269 | Sep 1st 2023 at 7:05 AM | Butchering 1.0.1.zip | 1-click install | ||
Bug Fix 1.0.1
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1.0.0 | 325 | Aug 31st 2023 at 9:34 PM | Butchering 1.0.0.zip | 1-click install | ||
Release! |
PinkShot
You need to place "butcheringWorkLoad": "Small/Medium/Large" inside the "attributesByType" of each animal of each file.
It should go between "bloodAmount" and "handbookByType".
Thank you for getting in touch and hope this helps.
Hi CaptainOats,
First of all – thank you for the amazing Butcher mod. It’s one of my absolute favorite mods in Vintage Story!
I’ve run into a bit of trouble with the butcheringexpandedcompatibility / butcheringcompatpatch mods:
Vanilla animals can be butchered and skinned on the hook just fine – but modded animals from add-ons like
vombatidae
ordinornithidae
don’t respond at all. They hang on the hook, but there’s no interaction possible.I tried adding
"butcheringWorkLoad": "small"
to the respective JSON files like this one:assets/butcheringcompatpatch/itemtypes/butchercreatures/bovinae/bovinae.json
(inserting it above
"maxstacksize"
) – but even after restarting and spawning new animals, nothing changed.Is there anything else that needs to be defined for them to work? Or could this be a compatibility bug with the patch mod? I'd love to get it working – your butcher system is too good to miss out on for those extra creatures!
Thanks in advance for any ideas or insight!
1stSlug
Unlikely for now as I have a fair amount of stuff to do.
Secular12
Try replaceing the bench down and if that doesn't solve the issue then please comment again, thank you
Arthopleura
This mod won't to touch fishing due to it being removed from the ModDB site
Any knife should work as long as it uses the tool attribute "knife" so I will say most likely but I've not personally tested it
Smokefairydust
Hello there, have you made sure to place down the bench again as the most recent update of the mod changed part of the code which require it to be placed down again (you can pick up the bench and place it, no need to craft a new one).
If that doesn't solve the issue then are you running any animal mods on the world you are testing or have you ran any animal mods on that world?
Also make sure you are using an animal that is killed by hand aka by the player in the world and not taking out the stuff from the creative menu. This is due to the info coming from the live animal not the dead block.
If these things don't solve your issue then please get back in touch.
I just tried it clean vintage and mod install nothing else enabled, and yes the animals are not dropping meat or hides except for boars
Hello,
I believe this mod is no longer compatiable with some mods or no longer working as intended, as it no longer works with the four birds of the more animals mod and none of the animals are dropping anything other than sinew and offal, as well as the pop sound when skinning is done not playing. I was curious as this seems to be a issue only as of 1/20/12
Hello, this mod looks really nice, but 2 questions :
1 - is compatibility with fishing mod planned ?
2 - is your mod working with electricitymod electric blade ?
So, I have a strange issue when using an Advanced Butchering table, if put a skinned Hare on first (and complete butcheirng it) then put a skinned pig/boar on the table, the skinned boar will turn into a hare. (have not tested on other tables). It has happned to me twice so far.
Ooo, this is a good update.
CaptainOats
Are there any plans for doing a compatibility patch for 'The Critters Pack' now that it's being updated?
Maeyanie
Ah you are half correct. My defaults are actually the lowest amount of time but my safety checks (which happen when you are using the hook or bench) are most likely the cause of that.
I have send a message to the person who makes Butchering Expanded Compatibility to put in the butcheringWorkLoad modifer on all their animal files.
Will also see if I can do my safety checks in such a way that still keeps them but doesn't elongate the butchering time for non-updated animals.
The 1.9.0 update seems to have broken Butchering Expanded Compatibility, in that skinning what it adds takes forever (or at least many times as long as a goat, which was how long I was willing to keep the mouse button held down).
I'm going to hazard a guess the new butcheringWorkLoad thing defaults to something very high when that tag's not present?
Grendelbiter
This has just been fixed in the newest update
westerplatter
I can't or don't change any values granularly like that. Also I have been playing in many a server where my mod is installed and not had a problem with getting hides. Small animal are rare to drop hide anyway if you are relying on them.
Tingcat
You should be able to target any part of the hit box of the block. If the issue persists, please do send a screenshot over discord.
meatmobile
Wildcraft Trees are not currently on the list of compatbility todo.
Is Wildcraft trees compat still planned? I tried doing Jesfest's fix for making a meat hook but none of the wood I have access to works.
I figured it out, I was just a dummy trying to carve up a boar I moved. Apparently I need to do it then and there if I want to use just the knife.
meatmobile try targeting each individual block of the butchering table. I'm finding at the moment I need to hold RMB on the rightmost block of the table in order to butcher. I don't know if this is an intended change?
Could you please consider changing the flint hook harvesting ratios. It's OK to only get 80% of meat, fat and bowels but the <100% value causes skin to not be harvested from any animal, which is kind of unfair.
Hi, we noticed that after adding the Butchering mod that the elementals from Rustbound Magic also drop way less loot, is there some way to exclude them from the field dressing penalty? Since you can't butcher them.
CyanSoup
I didn't say it was a mod and I firmly believe it is not on by default. I repeat, it is a half baked feature that causes issues that I don't know how to solve on my box that is very expermental by it's nature.
Ninepppppp
I am working on a setting which will increase field harvesting to 80% instead of 50%. This should help with that issue.
CaptainOats Immersive mouse isn't a mod?
It's vanilla and on by default.
The mod is great and all but not supporting a vanilla feature is insane.
wanted to second the comments of some others on here about reducing the drops for field harvesting. This mod seems really super cool and I'd love to continue to use it if there was a config option to Not mess with drop rates outside of what the mod adds- from what I see in the config files there is no config option for field harvesting rates. RazVonCoon in particular put it really well:
"Rather than lowering the already bad chances of getting good "loot" from harvesting, field dressing should have been left untouched while the butchering method should have simply ADDED to the game giving you a actual bonus for taking the time and effort to drag a corpse home and methodically cutting it on the table. Adding the punishment of little to no drops from field dressing is a unneeded punishment ... I have Killed a BEAR and gotten nothing from it when field dressing it, thats not how reality works.."
I just really wanted to emphasize their words here and second them.
That aside... thank you for this mod, the butchering part itself is wonderfully detailed and i love the added immersion :)
Exletalis
(Missed your comment in the big batch) XSkills only gives Animal Husbandry exp for killing animals not harvesting or butchering them.
KennyNet
That is something I am going to struggle to 'fix' without hijacking base game code but I am going to be looking into more compatibility at some point soon
billyma6
That infomation most likely comes from another mod that extends more information to the player about things, I suspect it's only showing you that because Offal had eddible properties. I have no intention on allowing pigs to eat it.
Seventythird
Just checked on my test world and on a server I'm playing on. It seemed to properly rot on those, but there is a slight visual issue when things rot on the hook because it only calculates the rot when it's held by the player so when taking it off it will rot the full time it's been on the hook even though the texture looks fresh.
KitsuneWitch
Do you have any inventory mods aka ones that change inventory logic?
Pear120
Currently working on a update to change the speeds at which you butcher depending on animal size. e.g. Small animals will take less time to butcher and less durability. Hope this helps!
CoffeeToffee
Do you have Primitive Survial installed? As when they are installed together the meat seems to shift to one side for some reason (maybe it's shy?).
Darkwhip
They are now a configurable option in your mod config folder. Should be in .../appdata/roaming/vintagestorydata/modconfig.
Pandasdontfly
Will have to re-go through all the animal mods and make them compatible again.
AbaturTwujStary
Make sure you are running the lastest mod version and also see about increasing you Texture Atlas size which can be done manually or through a mod (this may fix the issue of textures but if it doesn't then please message again)
Lit_Kale_Chips
if your finding low drop rates make sure you don't have any other animal drop rate mods installed that might be changing/patching values but if that is not the cause then you can alter the config to drop more stuff. Should be in .../appdata/roaming/vintagestorydata/modconfig
thecloudking
Sadly that is how it is for now. It is low on the priority of fixes as it's not gamebreaking. But I will (if I remember) try to look into fixing it for the future.
Urologist
Some animals don't drop their antlers or horns in the harvesting stage as they are suppost to only drop during spring in the wild (they just fall off the creature). This is base game behaivour not a mod issue.
BrotherMorse
Gonna be honest, I got a lot of Fauna Of The Stone Age mods to re-go through so right now 'no' is the awnser but might be something I look into in the future
Sockstrangler
I don't mess with times of calculating freshness, I believe this happens with all liquids in the base game.
Elryn
Alot harder to do with my current system than you think as I would have to revert it back into an animal (with all it's infomation) then kill it and make it look nice and neat whilst doing so.
Vera101
I prefer the idea of using buckets rather than barrels to collect blood as it feels less place and forget but you do make a good point about the decorative barrels. Gonna have a think on this.
CyanSoup
If you have Immersive mouse mod on then please turn it off as it's an experimental feature that I don't support. If that doesn't fix it or isn't the issue, all I can say is the box is very experimental in it's code and I have no clue really what I'm doing with it.
Just got a crash when opening the Temporal Butchering Box.
This was when it was unpowered:
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.GuiDialogBlockEntity.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialogBlockEntity.cs:line 102
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 301
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 202
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 816
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1005
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 248
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
This was when it was powered:
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.GuiDialogBlockEntity.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialogBlockEntity.cs:line 94
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 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Blood does not collect with a barrel if I let a creature bleed out above it, wich is a shame since I made some decorational barrels look like blood drains. Maybe it can be added in the future? If it is a bug, I'm currently playing on 1.20.7 with some friends of mine.
Here’s a suggestion:
How about we add the option to drop the animal back on the ground?
It could let players use two blocks of stone that are one level above them as a “butchering table” or something like that. This would be really helpful for nomad hunters.
Another thing that would be cool is to allow players to carry fish in their inventory. It doesn’t make sense to butcher a fish that’s deep in a lake. This mod seems like the perfect fit for this feature.
Thanks a bunch!
CaptainOats BUG - Blood not calculating freshness when combined with different blood
When pouring old blood in with fresh blood (or vice versa), the freshness of the receiving container does not change.
I believe that blood dripping into a bucket that already has blood also doesn't calculate a new freshness, but I can't say for sure.
If you're still adding Compatability to more mods, I would suggest the LoP (Legacy of the Phanerozoic) series, it adds alot of new creatues both big and small and it would be awesom if you could actually butcher the small dinos.
It says that butchering works with XSkills, but my husbandry skill isn't going up when I use the butchering table. Is there a setting or something I'm missing?
The Antlered animals in question clearly are bearing horns before and after I've killed them once I've skinned & butchered them they drop everything but their horns - I have FotSA mods installed but I dont think thatd be an issue since you've developed capatibility and the ones im talking about all happen to be vanilla! thank you for your mod I love it at the end of the day and only hope for continued development and improvement!
i accidentally picked up a skinned bear carcass from the hook before it was fully bloodlet, and now it won't let me re-hook the skinned bear or put it on the bench :(
Hi I'm playing on 1.20.1, is it normal to only ever seem to get offal? I never get any red meat and only rarely get prime meat on a few select mobs. I know mob weight plays into it and none of the animals feed themselves naturally (The pigs just let themselves starve for some reason) but something really does feel off. I can't really do anything with the offal without meat so it just ends up rotting. Any way to turn up the drop rate for the meats??
After the animal is skinned, its body hanging from a hook becomes invisible. The same after being placed on the butcher's table.
Their textures are only visible when they are held in an inventory and thrown to the ground. Is this related to the "primitive" hook and table?
No longer seems to work on newer version with the FotSA Canines at least
Was the craft for Bone pickaxe head removed ? I can't knapp them for some reasons.
For some reason smoked meats are off center, I assume it has to do with how they are hooked on the smoking rack


CaptainOats Any chance of adding quicker skinning/butchering speeds when using better tools like iron? It's not all that fun to sit and stare at a chicken for a few seconds while I wait to finish skinning it, knowing I've got 10 more hanging on hooks. It's a good speed for flint tools, but once you upgrade, there's no benefit aside from durability.
I'm not sure if someone has mentioned this specific issue yet, but I'm having a strange crash even with the latest version (1.8.2)
basically, the game freezes and times out whenever I try to pick up an animal carcass while I have the wrong inventory slot selected, such as a chicken with a bag slot, or a wolf with a hand slot. If I pick up a carcass with the correct slot however, all is well.
this doesn't happen with fresh bodies however, only ones that I have put down on a table to wait their turn on a hook.
I'm not sure if this a mod compatibility issue, as it happens with vanilla creatures, and I don't have any extra mob mods at all nor anything else that was mentioned.
I would post my mod load order, but I can't seem to find where it saves to.
Awesome mod. Noticed that on my save any animal strung up on a skinning hook, skin off or skin on, will be perishable in 3 days regardless of hwo much time passes. They never seem to rot or reduce the perish timer for some reason so long as they stay on the hook.
Hi, love the mod and great work on it! While butchering some animals I noticed that the guide book says pigs will eat the spare offal that I get (I don't want to make blood sausages), but they can't be inserted into large troughs so that my pigs will eat them. How do I feed them then?
Hi CaptainOats, i really love your mod. I think it adds something primal to the hunting in the game that is just so statisfying. You did a grat Job!
I hope this mod get's added as a mechanic to the base game!
I sadly had to disable your mod, because i realised that animals, like bears from the mod untamed wilds:Ursidae (which i looted the normal way since its incompatible with this mod), didn't drop the same amount of items as they would without the mod installed.
I understand that I can't aks you to make every creature mod that i would like compatible. And knowing this i thought i could just loot Animals from other mods "the normal way".
However it proofed to juste be a too big inconvenience to not get the normal loot.
Might there be a conflict with the feature you described as:
"Lowers the amount of stuff you get from creatures 'standard' way aka 3 second knife right-click on creature method."?
If so would it be possible to only apply the reduction to compatible creatures, so that we could still be able to loot uncompatible creatures with the knife?
Thank you for your time :)
Applogies for the late replys, life and lazyness gets the better of me sometimes.
Instead of going through every comment this time I will try to generally answer the bulk of them here:
Can't pick up the butchering table?
Try having an empty bag slot and use Control key + 1, 2, 3, 4 to select and place it back down like a skep
Compatibility with other/more animal mods?
I will look into this but can't promise that I will be doing more compatibility as it takes time to do so
Horns not dropping after butchering animals?
Antlered creatures never drop their antlers when killed/butchered They only drop in spring at a certain time of year in the wild. This is a vanilla mechanic.
Suggestions or ideas?
Thank you for suggestions or ideas and while I promise I read them all I can't promise I will use them in the mod.
Temporal Butcher box not working?
It's a miracle of the rust god that it works at all most/some of the time so I will mark it as a 'experimental' block.
Thank you all for playing the mod and Happy Butchering,
CaptainOats.
Brodgebeck To pickup the tables you need one free inventory slot, it can only be in there like bagpack / big animals from this mod etc... ^^
hiho i have a problem i cant pick up the tables in version 1.20.9
I just wanted to say thank you for the mod! It's really fun as the main hunter/butcher in our server. I love the aesthetic.
FeverDream This mod work with others Fauna of the Stone Age mods ? :oo Like there is the actual 3D model for the animals and not the other thing ? :o
Oh please, please make this compatible with the Fauna of the Stone Age: Bovinae !!
I want to hang those big stupid Auroch cows on a hook!!!
(I tried making my own patch by making a duplicate of the Rhinocerotidae and then just swapping the rhino names with the cow names, but unfortunately it just doesn't work I'm too stupid)
Hi, I really LOVE your mod ! But I noticed something, I cooked one meat but the 3D model of the meat didn't change when it's dropped on the ground / on the firepit and in my hands, but the icone still good, can you fix that and update all models for every meat and kind of cook please ? ^^ Thx ! <3
Any chance of adding more of the FotSA Animals to Compat?
Love the butchering mechanic but its always a bummer to run into non supported animals
Hello! There seems to be an issue with horned animals not dropping their horns after being skinned I cant tell what would be the cause?
IVolturiI Place it in a bag slot then CTRL 1,2,3,4 to place it
Hi there,
Weird question, just installed the mod but I can't manage to place or even hold a butcher table.
When I craft a table, I hold it but I can't place it in my inventory or place it anywhere. The only option I have is to drop it on the floor (then it despawns aftwer a while)
ANyone might know why? Thanks in advance!
Hey! love the mod, the healthy prime meat is such a great addition! among all the other things.
I am curious, why only wild "bushmeat" animals are allowed to drop sinew? surely ALL animals have it? I would like goats, sheep and pigs to drop sinew as well. it's not mandatory, but I don't reaaaally wanna make hide glue nor eager to make the gross pine tar glue.
but if I had a large supply of sinew I'd be happy using that! thanks!
I saw something in one of the pictures that looked like a cabinet. in addition to the smoking rack, I wonder if there's any interest in expanding food preservation. one idea was a chance to collect ice during winter, [instead of it dropping nothing, I think glacier ice is collectable? so should be easy to add a similar lake or sea ice...and use that to make an "Ice box" of some design? maybe it consumes the ice as "Fuel" but while active, and perhaps within a cellar, it drops the decay rate even further? I personally would love for it to be a complex, late game option that can hold A LOT of food. like...a multiblock maybe!
another thought is how crocks NEED a bowl. and I kinda dislike when the crock is empty, and my inventory is full on adventures...that there's the impetus to ditch the crock and bowl and make new ones back home. I wonder if another option could exhist. maybe it can hold 6 meals or possibly as many as 10. like...a THERMOS if you will. you cook in a crock, and then transfer to the thermos. and take that with you to have a meal. and maybe it works like a bowl where you eat your fill. and the thermos...remembers the portions left. omg i want this so bad now! and I would be HAPPY if it needed to be made of steel, or something endgame. 6-10 meals in one inventory slot that gave you the meal bonus and lasted about twice the duration of a regular crock would be sooooo good!
hope you like my brainstorms!
InvaderPork They're not "destroying tools to make them", they contain the tools. You're not trimming the wood with the shears, they are a part of the butchering table process.
Also, is this recent release for all 1.20.x versions? I see 1.20.0 and 1.20.7 listed which is confusing a little. Also HYPE finally possible to use smoked and prime meats!
Butchering tables completely destroying all the tools used to make it seems excesive. Is there a way to reduce that to just take durability? For the primitive butchering table it seems fine for crude tools but the normal and advanced just doesnt seem right.
I wasn't able to put a rabbit on a primitive butchery table. Not sure if that's a bug or if I HAVE to use a hook for smaller prey.
Hi, I really like your mod, I use it all the time. I'd also like compatibility with "Fauna of the Stone Age: Bovinae" and "Fauna of the Stone Age: Cervinae," or at least a guide on how to make a compatibility patch. I tried to make one but couldn't. Thanks for everything.
Any chance we will get an update for the latest " Fauna of the Stone Age: Bovinae " patch that adds cows and bulls to the game? I really want to start my new beef farm with this mod's mechanics please please please please!
cant put pig or boar on butchering table
Damn, I read the comments and changed my mind about installing this mod. People are right when they say that mechanics should complement the game, not make it stuffy and make it a second job. Let's add another button that would control the character's breathing manually, otherwise he will die.
I am loving how this mod works into things. It seems to work well enough with the stone age fauna thx to the patch, and the ones that don't, you simply cannot pick them up. Makes sense... a whole wooly mammoth and a wooly rhino would be quite heavy. The ONLY wierd thing is you get the special unique pelt from the animal from the butcher table AFTER you've already skinned the animal. That's literally it! This mod works wonderfully!
While I am very impressed with the actual butcher mechanic, being able to hang up an animal carcass, skin it, bleed it, then carve it up for it's edible parts etc.
However what sorta ruins it for me is that you can carry several large animal carcasses and bear carcasses at that.
What makes Vintage Story so great for me is that it's rooted in 'reality', obviously not 1-1 but it does have a certain amount of realism nevertheless, that said being able to carry a bear carcass or several bear carcasses even is just too much for me look through the fingers with.
I would love to see a 'realism' variant of this mod where you'd only be able to carry 1 boar or wolf carcass at a time taking up a backpack slot (albeit a maximum of 1 'medium sized' carcass being carried at a time), now obviously you'd be able to carry multiple hare, raccoon or chicken carcasses as they're much smaller and lighter than a boar or wolf so the 'butcher backpacks' would be perfectly suitable for the purpose of carrying several small animal carcasses, while simply have the larger game be it deer, moose or bears be too heavy to carry around.
This mod is very beginner unfriendly. Primitive hook and table have penalties and require access to forest to craft.
Will there be a way to configure the drop rates and a way to return the body to a harvestable one?
Just crashed after butchering a bear with a copper cleaver that has 2 durability points left...
Running on 64 bit Windows 10.0.19045.0 with 12097 MB RAM
Game Version: v1.20.7 (Stable)
4/13/2025 7:17:57 AM: Critical error occurred in the following mod: butchering@1.8.1
Loaded Mods: aculinaryartillery@1.2.5, aged@1.0.9, arrowheadsrecovery@1.0.1, bonesbonesandbones@1.0.5, chiseltools@1.14.16, fantasycreatures@0.7.1, grasstoropes@1.1.4, juicyores@1.0.0, primitivesurvival@3.7.6, prospecttogether@2.0.2, game@1.20.7, zoombuttonreborn@2.0.0, apeflowerpots@1.2.3, awearablelight@1.1.31, betterfirepit@1.1.5, butchering@1.8.1, carryon@1.8.0-rc.4, commonlib@2.6.1, expandedfoods@1.7.4, foodshelves@1.5.3, fromgoldencombs@1.8.12, grasstoflax@1.0.1, immersivewoodchopping@0.7.5, layer_of_sticks_drops_itself@1.0.1, meteoricexpansion-reborn@1.3.0, monsternuggetdrops@1.1.1, morepiles@2.1.3, stonetobricks@0.0.5, storageoptions@1.0.2, Verticality@0.3.1, creative@1.20.7, survival@1.20.7, xlib@0.8.16, playercorpse@1.11.0, cookie12000stickbeam@1.2.0, stonequarry@3.4.3, xskills@0.8.19
System.NullReferenceException: Object reference not set to an instance of an object.
at Butchering.BlockEntityButcherWorkstation.processItem(IPlayer byPlayer) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherWorkstation.cs:line 91
at Butchering.BlockEntityButcherTable.processItem(IPlayer byPlayer) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherTable.cs:line 82
at Butchering.BlockEntityButcherWorkstation.OnInteract(IPlayer byPlayer, Single secondsUsed) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherWorkstation.cs:line 65
at Butchering.BlockButcherWorkstation.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\block\BlockButcherWorkstation.cs:line 119
at Vintagestory.GameContent.BlockMultiblock.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 236
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hello I have been looking for alternative sources of nitrogen and have come across blood meal it apears to be a high nitrogen fertilizer. it may be something you want to look into? this discovery stemmed from wanting a more renewable source of nitrogent for gunpowder lol.
I feel like I've put in enough time to the mod to give useful feedback. As for the good: the butchering loop reflects Vintage Story at its best—in-world resource manipulation. It feels good to hang, skin, drain and chop. I especially like the corpse-carrying mechanic; giving up an inventory slot for big game adds meaningful trade-offs when hunting. Top marks there. "Put big bag in inventory," makes that whole section of the game feel very 'craft and forget' so this minor shift appeals to me. I like these parts of the mod, I would miss them if they were gone.
However, there are two places it misses the mark: it's a destructive change, and it lacks transparency. Removing field butchering feels like a step back. Crude butchering in the wild made sense and wasn’t broken. While the new system has its place, it feels like it's forcing its way in. Rather than being rewarded for participating, you simply have to. Which compounds the second issue, the lack of feedback can be frustrating. Sometimes, kills yield nothing, with no explanation. I know it has to do with the 'size' of the corpse but there should be fallback item like meat bits or offal. If the corpse is large enough to skin and bleed, it should have *something* on the bones to scavange. Engaging with this process and then getting nothing can make hunting feel pointless—especially early game, where resources are scarce and building a table and hunting materials is already a barrier. If the problem is an over abundance of animals, I feel that can be solved in animal spawns instead: trying to solve that here feels off.
I like the mod a lot, even if that sounds super critical, but I would call it 'ungraceful' in certain areas. After writing this I noticed this is the same comment RazVonCoon is making so, I agree.
Random question, but in your thumbnail, it looks like you've got your animals hanging above grates. Is that just for aesthetics, or is there a bucket under the grating to catch the blood? I'm very new to the game, so I'm not 100% sure on the mechanics yet.
Is this meant to decrease the drops from drifters and the like? I can't pick them up to use the system, so was wondering.
RazVonCoon I completely agree.
If its just one percent of the time, then its ok. You might eventually find the problem later on. For now its a teachable moment to not use more than 1 temporal gear at a time, and only recharge when it gets close to empty.
Did notice that chicken meat doesnt get the bonus. Neither does the aged meat from some of the mods.
Appolgies for the late responces the internet cable outside my house broke itself over the night a few days a go so had to get an engineer out to fix it.
Spyke1021 Shiftshade
Got that issue worked out on the next patch i'm going to release soon.
DilanRona
The buctherbox is a strange one as it works 99% of the time (aka every time I've tested it) but then seems to break the 1% of times. I might remove it from the mod if I can't fix it which is seeming likely.
Portalgate
Did the animal get killed by something other than a player? As that reduces drops by a massive amount.
FourEyedMutt
Should be fine to install on a pre-existing world but make sure to backup a save first before any modding.
Bleuzenn
I understand the annoyence at the idea of less loot but the mod is speficially designed to remove that ability to quickly harvest things as I feel it is way too easy.
xCoiotex
That shouldn't be something my mod effects.
Corrmac
Glad you worked it out and Happy Butchering!
PinkMellow
This mod doesn't touch the drop rate or harvesting of fish, only land animals at the moment.
CatPlaysGames
As RazVonCoon said the drop rates of animals are dependant on the weight of the animal, weither the animal was killed by a player and/or if the animal is small like a fox or raccoon (those give no pelts basically)
RazVonCoon
Thank you for taking the time to write feedback in a constructive manner, I do really appciate when people tell me their thoughts on what they think of the mod. This is something that has come up many a time and while I firmly believe the field harvesting is way too easy to do in a world where animals spawn indefinetly. Perhaps I will try to look into implementing a config option for a higher drop rate for field harvesting.
Also I also belive that the drop rates of animals are very strange as smaller animals give nothing despite mechinally dropping smaller hides which already is a downgrade from bigger hides.
FourEyedMutt
We installed this mod on a pre-existing game and had no issue so yes it is safe to install in a existing Save.
CatPlaysGames
After alot of random trial and error the skin chance is both based off the hook you use and the Json settings in the modconfig folder. Base drops for alot of things seem to be trash and while the mod says it doesnt change any of that, if you are using the primative hook made out of rock it says specifically that you only get 80% while the copper is 100% and the advanced is 120%. Once you get the copper hook youre chances of getting materials seems to increase, but I would also go into the mod config folder and alter it to make the mod more worthwhile.
Notes to the mod Author CaptainOats: While I Like the idea of a butchery and actually do like the work youve put into this mod, As it stands to me, the whole point of BUTCHERING is supposed to be taking your time to skin a beast for its pelt, then cutting the meat from the bone so that you harvest better cuts and more from a creature. To me atleast, Rather than lowering the already bad chances of getting good "loot" from harvesting, field dressing should have been left untouched while the butchering method should have simply ADDED to the game giving you a actual bonus for taking the time and effort to drag a corpse home and methodically cutting it on the table. Adding the punishment of little to no drops from field dressing is a unneeded punishment as well as the fact that not increasing the ammount of materials aquired for correctly disecting an animal after you killed, carried, skinned, bled and then literally cut it into pieces feels more of a slap in the face and the "the game isnt hard enough" mentality over common sense or just Good Mod design. I use this mod not because I enjoy the idea of starving to death early game because creatures dont drop food when I kill them, but because I enjoy the idea that YES, I expect that when I butcher an animal properly I would be rewarded for it. I have Killed a BEAR and gotten nothing from it when field dressing it, thats not how reality works.. While you dont owe anyone anything and your work here is completely of your own free will which alot of us DO thank you for your effort and time, Please rethink your method of forcing people to use this mod when having it installed versus incentivising them to do so. Early mankind did not have the butchering thing and when they killed large beasts, they still had food, when butchering was an option, they got MORE food. The game already has a low base drop on most animals, Heck the FISH that is MADE of flesh and bone, literally has a 0-1 drop on fillet already... Last time I checked when you fillet a fish theres two fillets, but the Game devs dont seem to understand that...
I love this mod, but idk if its a mod conflict or if im just misunderstanding something but when i skin an animal (on the ground or on a hook) i'm not getting any hides or pelts from it? am i needing a cleaver or better knife? i love this mod it would be very hard to play without it:(
Does anyone know if this mod is safe to install on existing save?
Have a nice day yall!
This is a super cool mod, but I agree with some others that there should be ability to harvest normally and receive the average amount of meat and maybe get bonus for butchering instead of punishing the player for only being able to harvest normally. I say this because in the world I spawned in the primary food source around me was fish, but because of this mod none of the fish actually dropped any food. It is not realistic for me to kill 6-8 salmon and get NO food from it. It pretty much ended my game before it started :(
Something strange happened, I cannot craft the hunter backpack and I cannot pickup a butcher table... Do backpack slots mean the same as basket slots? I cannot pickup a ceramic hive either so I think it's something with my inventory. But I do not know why I couldn't craft the backpack, I triple checked that the recipe was right. EDIT: I didn't CURE the HIDE! x_x EDIT EDIT: It goes in the slot that the basket goes into. X - X
dunno if it's this mod, but i can't see the "days left" on some crook with onions and redmeat soup, could be a compability issue with brain freeze, but unsure
Is there a configuration option to raise creature drops back to the standard amounts when harvested the normal knife way? Some players, myself included, would appreciate that if it's a possibility. I play on a server that speeds up a lot of laborious processes, but Butchering stands out in the mod list as one that actively punishes normal gameplay vs applying a moderate bonus when engaging with the system.
Howdy! This mod seems amazing lol, should be a vanilla feature tbh. I was just wondering if it was safe to install in an existing save? Thanks, and have a nice day!
Was the table a regular butchering table or the primitive butchering table, and was the animal in question killed by you, or something like a wolf or bear? If its the latter of the two (primitive butchering table, and animal killed by wolf/bear) the chances of you getting bone only is rather high.
Hi there,
Small issue, when I move the animal to the butching table and hold the knife onto it. I dont actually get anything only the bones appear which I can destroy but I only get a bone.
Have a box with the temporal butcher box. It is powered by 3-4 temporal gears, with 595 hours left before it runs out. But it is currently powered down, and I cannot get it to power on again. Happened when I logged into the game, and loaded my map. Running 1.20.6 as of yesterday.
Just had the same issue with the cleaver on a low durability
I've run into a bug. When butchering an animal, if doing so would use the last durability of your cleaver, the game crashes.
CaptainOats
im using the 1.8.1 version of the mod on 1.20.6 when i left the comment i was on 1.20.4 love the mod btw gave me a reason to build a butcher shop
@CaptainOats Hello, I'm trying to patch the mod by replacing tools with a tool from another mod, however, for some reason the recipe does not apply to tables. The game crashes with the error that there is no such item. Even after I removed the allowed variations from the recipes, this error still crashes, although there is definitely such an item and it has been replaced for all other crafts and in other mods too. Do you have any ideas on how to fix this?
CaptainOats I notice if I have something one the smoking rack & go to bed, when I return the meat is invisable. Im able to click the rack & get the smoked meat, just dont see it till then.
as of 3/20/2025 the wolf skins are invisable on butchery hooks it is wolfs only that this is an issue with
The real question is what would you do with one of those elephants from the stone age series? LOL You might need to make something special for an entity that size.
Jayro
I am currently supporting a few of the mods as listed in the 'Compatibility' section of this page but for further ones I will have to get some more motivation from deep down to continue to support on them as they take time.
SalazarWindriver
I want to make a leather varient first then if I made a sturdy leather one I would most likely shuffle down the amount of slots the excisting bags give you for balance reasons by one.
xCoiotex
Will put it in my to-do list right now and hopefuly get around to it soon. (Better Poultice 2)
PRinceMiilk
Make sure you don't have two versions of the mod in both mod folders but also what version of game and mod are you using?
Eragon2224
I think it might have something to do with the Texture Atlas messing up in vanilla aka too many textures to load. Try downloading the 'Bigger Texture Atlas' mod to see if that fixes it.
Roughgalaxy
And I really like this comment! :)
AngliNex
The only exp you get for animal husbandry is when you kill an animal in combat (or milk something) this is normal Xskills behiavour. This mod doesn't add extra exp as for balanceing reasons and to not mess with how the author of xskills has set up their mod balance.
Narg
It might be compatibile right out of the box depending on how R.Permanent Skin's does their patching or code, I will give it a look but no promises.
Corrmac
I try my best! Thank you.
Greatly Appreciate the compatibility. Also, More Animals was made to be compatible, as well! Cannot wait to make blood sausages!
Love the mod. Did a basic look through the file but not much of a modder and couldnt find any way to configure it myself, think you could add compatabiltity with R.Permanent skin? figured if your taking the time to drag it back and hang it it makes sense to get a guaranteed hide.
XSkills - Works as of 1.8.0 - 18/02/2025
Is it possible I'm doing something wrong? I'm not getting any Xskill xp from butchering things.
Hi, just wanted to take a quick moment to say I really like this mod. Cheers!
Yes, I have a problem, which is that when I hang the animals on the wall or put them on the butchering table, they look invisible. Why could this be?
for some reason when i click on the butcher table in the handbook it crashes my game and i can figure out why everything else is fine though
Hello CaptainOats, could you make a patch for Better Poltice 2 mod? to use along with primemeat healing, thank you for your attention.
Awesome Mod!
Any chance of a sturdy butchering bag?
First of all, I love your mod! It makes playing as a hunter really entertaining and adds a lot to the whole butchering process.
I just wanted to ask if you have any plans to cover the Fauna of the Stone Age series?
After a short break and some thought provoking comments I've decided to come back to modding with fresh mind. I will try my best not to allow the few rotten apples spoil the barrel so to speak and plan to continue onward!
Will try to address some of the new bugs/features people want in the next update.
Thank you for you patience and understanding
CaptainOats
This generation, man. People need to grow some thicker skin and stop caring about meaningless insults from random strangers on the internet. Did your mothers never teach you the phrase "Sticks and stones may break my bones, but words will never hurt me"?
That being said, while I disagree with all the whinging about mean words on the interwebs I do have to applaud your efforts on the actual mod itself. It's very well-done and adds a lot of immersion to a game that already offers a lot of immersion, so thank you for that. I hope one day you'll realize that words have no power over you except that which you give them, learn to just tell shitbirds to do a backflip off the nearest bridge and go on about your day because in the grand scheme of things, "toxic" people don't matter and they're not worth giving the time of day. Best of luck.
Any chance we could get a compatibility fix for Smoked Plain Meats to work with Expanded Cooking recipes?
Hey! First of all, I wanted to say that I am loving your mod. I'm playing a butcher/tanner in a little village of my friends, and it adds so much to the game, so thank you!
Second, I wanted to mention a small compatibility issue. Currently, butchering using your method is not giving experience for the Husbandry skill from XSkills. It's not gamebreaking by any stretch, but it would be nice. Do you know if the perks from XSkills are currently improving the yields of your butchering method?
Hi, would you be willing to make and is it possible to make blood be colected directly into barrels, without the need for barrels?
Is there any chance the Prime meat will be made compatable with cooking recipies. Like pie or stews?
Thank you for all your work and sorry that the moderation team has sided against the people being verbally abused, I hope things turn out for the better.
I fully agree with you Oats. The nasty comments are childish and quite frankly exhausting and this minor incident was moderated poorly. My heart goes out to G3rste, Vies, you, and others who have to deal with this same sort of BS. Honorable mention to Maltiez (who SEEMS to be taking it in stride), for having to deal with his own vile commentor right now. Shameful stuff really.
Then seeing these same truly awful human beings brigade the official discord with what was surely alt accounts so they could spew false accusations and have a temper tantrum was nothing short of disgusting. It brings me one step closer to leaving this community as well.
On a much more positive note - I'm thankful for getting to know you, and have the greatest respect for what you've achieved here. Know that you are among friends.
In light of recent events and the actions of the moderation team in the aggressive stance they have taken with other modder Gerste, I no longer feel safe modding within a community that offers little to no shielding from harmful and harsh comments that have increased with the popularity of the game.
The implementaion of a mod ban list while seeming harsh is the currently only way we can punish people who can spew the most toxic and vile comments. While I agree that crashing the game is concidered overboard (which Gerste himself would of removed had he been contacted privately) instead the moderation team publicly shamed him with a comment that PetAI was not to be downloaded due to it having a malcious code and it was to be removed otherwise 'further action' was to be taken.
I stand by Gerste in having a mod ban list but not in the crashing of the game.
I spend many hours working on mods for free for the community and have in the past been subject to vile comments that frankly caused my mental health to suffer. Do you think it's acceptable to defend and allow such people to continue to spout such things to other mod authors? I for one, do not. I would like to ensure this community as it grows doesn't grow ever more toxic as these things get swept under the rug.
What I would like to see is more moderation tools and efforts to assist modders defend themselves against such attacks.
I am taking a break from modding.
CaptainOats
Neither the commands provided or changing config values fixed the all-white texture of my amaranth bloodbread when placed on shelves.
Is there any way to disable prime meat? Seems like it doesn't really integrate with other recipes well so I'd want it out of the loot table.
Hey, bumped into a small bug with making fat from prime meat - if you make fat in a regular cooking pot, the fat will appear in the ingredients slot when the cooking finishes. If you sprint-click the new messy cooking pot to get it into your inventory instead of removing the fat first, the fat will disappear. Not sure if this is replicable in other conditions since I lost 24 prime meat in survival and I'm less enthused to test more broadly. Mod's great otherwise!
What versions of the prime meat can we exactly use to make stews/soups or cook in general? I got the smoked and cured stages and I can't use them anywhere. Is it just to eat at this point?
Vintage2735
Butchering Tables go into backpack slots due to balancing like a skep does.
earwiq
If textures are invivisble/not showing up try:
run these two commands in game (and then restart your game):
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
or
2. Edit your %AppData%/Roaming/VintagestoryData/clientsettings.json file and change these two settings to something like:
"maxTextureAtlasWidth" : 8192,
"maxTextureAtlasHeight" : 8192,
If this doesn't work then please comment again.
BlitzBat313
Any animal mod that I don't support simply allows you to harvest those animals normally and doesn't break/change anything. So it should be safe to add but make sure you backup your worlds like any modded run.
FRAUD
Do you have Fishing 2 installed because that breaks alot of things and is a known incomaptibility. I have no idea what other mod it could be. If you have discord please message me your mod list on there. Or here if you don't
Animal carcasses have "ghosts" of them left behind when picked up, big animals that have to be picked up in the storage slots don't drain of blood (it gets stuck at 00:00, and does not change, exiting the world makes them disappear entirely) as well as big animals not giving any hide at all (a whole bear fails to give any hide..?)
On game version 1.20.4, mod is latest (1.8.1)
If i were to add an animal mod not yet compatible, does that break anything? Or are they simply not subject to the mod's changes? Like, FotSA bovinae or eliphantidae, they're not yet listed as compatible. When these animals die, are they unharvestable, or do they just act as normal instead of being butcherable?
This may be obvious, but out of caution I'm asking to be safe from breaking anything.
Bloodbread texture appears all white when stored on shelves.
DarkThoughts
Once it's an item you can't field harvest it. As to why, please look at the Q&A on this page
GrimGrom
Thank you for the info!
DecaByte
Ah okay, good to know. Not sure if I can put comments in a Config file but will have a look.
Briccars
At what point do they turn into bones? I assume when you kill them? Then I doubt it's anything to do with my mod as the only time I touch their code is when you pick them up. Also do you have any other Butchering mods/Hunting mods?
Vintage2735
Could you explain in more detail what acutally is wrong or how it is bugged? This doesn't give me much to go off of.
The butchering table for v1.8.1 is bugged.
I'm getting a lot of animals turn instantly into bones when they die. It's not always consistent and they sometimes drop the body.
The only animal mod I have is medieval expansion. Maybe this is mobs who spawned on an older version?
CaptainOats Well that explains it. I play single player & I had disabled it cause they sounded op in the config. May I suggest that you add a bit of discription to the config file to help avoid futher confusion in the future. Or, if possible, if one does disable it in the config that it also disables the handbook discription about the recipe.
Thanks agian for all your help.
Love the mod! The game wouldn't be the same without it. I hope it becomes part of vanilla someday.
Just to comment on the bleeding of the animal, as a former wildlife manager and hunter it has to do with the meat tenderness, it's usually recommended to keep it hanging for a total of 40c "degree-days", for example if the temperature was a constant 20+c, you'd keep it hung for 2 days to accumilate 40c, you obviously keep it up longer on colder days. It would be cool if the mod could represent this but since there's not a lot of temperature modifying mods, I wouldn't know how feasible it would be, cause it would be nice to have a big hunt right before the cold winter and have some meat stocked up cause the cellar + cold weather keeps it from spoiling too fast, although you shouldn't freeze your meat before it's tender cause it can mess with the proteins.
Ok, all good, glad to know its a me issue!
Is there a way to field dress an animal after picking it up? When I drop it on the ground it only shows me the option to pick it up again and I can't use a knife on it.
DecaByte
Then the server you are playing on has turned it off in the config hence why i don't like config options too much due ot causing confusion like this.
Ryzen5900x
Yes it works fine but the extra items can't be added to certain modded recipes.
Razgriz
A vanilla texture atlas issue maybe. Regardless, I will look into it. Edit: Seems fine to me when using just the Butchering mod
Seems theres no texture for bloodbread when placing it in an oven or a shelf (its just a pure white, with the bread shape)
Does this work with expanded foods?!
CaptainOats Unfortunately the handbook doesn't say how to make "Prepared Health Primemeat". All it says is "A prime cut of meat, now ready to be cured for healing". It doesnt say how to make it like the "Smoked Plain Primemeat" & "Smoked Cured Healthy Primemeat" does or have a "Created by:" like the "Cured Healthy Primemeat" or "Cooked primemeat" does.
Well, at least not for me it doesn't.
LBM0915
I made this comment before which i think is stilll applicable here:
"The drop rate of hide from small animals is less than you think. Take the value of foxes for example, it's avg of 1 with a variation of 0. Sounds good right? Untill you add in creature weight (a vanilla mechanic) which means that it's most likely 60% of that due to the creature being less fed (as all wild animals are in my estimate around 50-80% weight). This means you are left with an avg of 0.6 which doesn't equal 1 aka no drop. Now the numbers can flucuate a bit so sometimes you might get a hide but I can assure you it's a low chance.
Now I do wish smaller animals gave better chances of hide because you are still 'punished' for using small hide to make leather or hide due to it taking more but that isn't something I tackle directly in the mod."
DecaByte
It's in the handbook.
Whenever I skin small animals on the latest version, they don't seem to drop any small pelts. I am using the copper stages, so it should drop 100%, right?
AzuliBluespots Translation strings for the pheasants are provided by the More Animals mod.
CaptainOats Will the 'Prepared Healthy Prime Meat' recipe be added to the handbook or is it there & I somehow missed it?
CoffeeBreak
Sadly they can't be reattached if they fall off during the bleed out state, I will attempt to fix this but I was heisitant as it might break other things.
Larrian
If I had more time I probably would change the timer based on the size of the animal but as of now it will remain at 2 hours.
CaptainOats That's fair! Still, might be good to scale it to animal size, but I understand if that's a pain.
Hey having an issue and question. Currently in a modded multiplayer server on v1.20.1
While I was bleeding a couple of pigs, I had a cave in which broke most of the blocks that the skinning hook + corpse (mid bleed) was attached to it. Now I just have of corpses "pig(dead)" in my possesion. These can be placed on the ground as unbreakable blocks but cannot be reattached to the hooks or put onto a butcher table. It is still presumably perishable by the standard 3 days.
I searched around the forum and saw Apolo on Mar 2nd 2024 talk about not being able to reattach the corpse on the hook after breaking the hook while the corpse was attached. Wondering if this problem was fixed or was possibly even a mod conflict.
Thanks for makin this awesome mod btw!
Larrian
I've been told that bleeding for days is quite common (which contry to your comment actaully helps the meat, so i've been told), sure you can eat an animal within an hour of killing it and draining it but it will be tougher. One comment orignally told me they leave their pigs hanging for days bleeding out. I have done my research on the topic though I'm no expert aswell I feel as though 2 hours is a very fair time. It was orignally 8!
Suggestion - I think the draining mechanic could be tweaked a bit. I'm no expert, but some basic research suggests bleeding out an animal doesn't take that long, and that the practice mostly exists today with farm animals - most hunters won't bother bleeding game. That said, I understand why it exists for gameplay purposes, I just think it takes far too long currently. In fact, waiting two hours to butcher an animal is likely to result in poorer quality meat. Additionally,a chicken shouldn't take the same time to drain as a boar - in real life, a chicken barely takes ten minutes to drain out fully, it really shouldn't take two in game hours! (Even a boar wouldn't take that long).
DecaByte
Place the fully rotten corpse in the crafting grid or throw it on the ground to despawn.
'Prepared Healthy Prime Meat' is made with Horse Tail, Honey (in container) and Raw Prime Meat. You then salt it with 2 Salt (in a barrel) and to further enhance it's healing, you smoke it.
PerpetualGamer
Not for the forseeable future, as the mod is designed to reduce the appeal of field harvesting.
Is there a universe where the nerf on vanilla harvesting is a config option? So I could let people who want bonus rewards to use the mods system without punishing people who don't use it?
I have 2 questions. First, what do I do with a corpse that has started to spoiled? I thought I could just leave it & would turn to rot, but that never happened. Other then gong into creative a deleting the corpse, I dont know how to dispose of the body. Any tips on this?
Second, how do I make 'prepreped primemeat'? I wanted to make salted primemeat, but it says it needs 'perpared primemeat' but doesnt say how to make it.
Hm... There's a dead pheasant model named capercaillie. I'm not sure where the error is, but it is somewhere. Also, I didn't find a place to translate the new birds from more animals, and I also translated that mod, but the bird names are showing wrong.
I updated the pt-br translation. If you want, I can add my translations to crowdin, but here's a prepared json file with the same formatting as your en.json one:
https://pastebin.com/3RbJdmdD
oh okay, ill download and see how it plays
macoto_hino
Spelling mistake on my part.
LumpyAcidFish
The mod is designed to be harder than vanilla. Also you get more thing out of butchering a animal than vanilla drops in this mod.
instead of this being a straight nerf to harvesting how about getting more out of an animal because this takes way more time
Why is “-partbaked” on the left side of line 177 in the language file “-parbaked” in v1.8.1?
Hazeron
Not sure about potions (they should work). The Hunter's bonus does apply.
tomandoawa
Will update it today. Thank you.
hi! I completed the Spanish-Latin America translation in crowdin just now. Just to let people know. Great mod!
Do the bonuses hunter's get to animal loot apply to the butchering process; additionally, does this extend to drop bonuses given by potions from the alchemy mod?
Tollen Pear120
If textures are invivisble/not showing up try:
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
or
2. Edit your %AppData%/Roaming/VintagestoryData/clientsettings.json file and change these two settings to something like:
"maxTextureAtlasWidth" : 8192,
"maxTextureAtlasHeight" : 8192,
GrimGrom
It's because each animal is a single texture unlike an like a tool for exapmple where you can swap out different parts easily
Shadoskill
Will look into this now and see what solution I can come up with.
(1.20.4 Game Version) Currently, when I hang an animal on the hooks their texture disappears, rendering them invisible. I can still skin/butcher but the textures are invisible for me. I'm running a few different mods like Primitive Survival and Combat Overhaul. Not sure if I'm alone in this or not but I figured I would put it out there.
If you have say a tool rack placed right above the butchering table, when you harvest a animal it will delete the block above it and any tool on the rack when the bones get placed.
CLEAVER CAN BE USED IN BUTCHERING, FINALLY
DAVE BE PRAISED
After playing around more, I do enjoy this mod a lot, it gives the hunters more to do and feels very natural. ✨
My only note of detail is when you undress the animal, the texture that applies also applies over the eyes and horns of some animals, which makes it look kinda weird, but that's a minor thing.
Anyone else missing textures for bloodbread?
tomandoawa
It would take a lot of work to rework that system as the moment you pick it up it becomes a block not an entity. To convert it back would be easy but to add all the stats back perfectly and make sure the creature instantly dies again but not play any animations despite it wanting to whilst making sure you wouldn't be able to abuse it by placing it over and over until you gliched it's weight up. Which would happen despite all the checks and precaustions I could take.
Pawelot
Will update the mod 1 week after the current versions (1.8.0) release date.
CaptainOats Hi I added Polish translation on Crowdin
Hi. I wanted to comment that I love this mod! But one thing has always bugged me about it. If you pick up an animal and then drop it to the ground, you can no longer skin it with a knife, which is a pity because some times I want to pick them up but I don't have time to take them back to base to fully butcher them.
Ashalyne
"animalmassmultiplier" only changes how much each animal you have on you slows you down. It doesn't effect drop rate. I changed it recently from "weight" to "mass" to try to not confuse people with the base game animal weight system.
Does the config line "animalmassmultiplier" apply to vanilla butchering? Or does it only apply to animals harvested on tables?
Eldritch_Warrior GrimGrom
I understand this view point but the mod is designed to be harder. I have certainly added to the drop rates over the time of development not in raw numbers of Red Meat or Raw Hide for example (as i don't directly touch those within each animal) but instead with adding such things as Prime Meat and Offal. I recently upped those values of additional items to a value set that I believe is fair but stilll within the ethos of making the harvesting harder. So all in all you do get more, just it's spread out over new items that have different uses than the standard set of items. I plan to add more uses and items in the future to further add to the value of animals but mod development takes time. Thank you for your understanding.
Also the mod works fine with Expanded Foods as I don't change the core red/bush meat items so most of the features work along side each other. The only thing would be is my Prime Meat and Offal currently doesn't go into expanded foods stuff but can still be made into their own things within this mod. You shouldn't find any issues or crashes using them together.
to follow up on that point by Grim i also think adding more yeild to butching compaired to just field dressing would make sense since realistically when butchering we now would have the ablility to cut off more meat and resources from the animal since its been properly prepped compaired to just the cutting it up out in the grass to take some quick meat and go. also side question is this mod compatible with expanded food, i would assume it shouldnt pose and problems but just wanted to ask in case there was issues before trying to force it to work
I feel like I would enjoy this mod more if it was a seesaw of two extremes, whereas field dressing yields very little and where a proper undressing and butchering yields -a lot-. It would really make the difference between 'poaching' and butchering. The vanilla values for butchering doesn't feel quite worth it.
Heavy_Mettaloid
Next update the bonepickaxe will be off in the config by default as it strays further into the realms of fantasy than realism. (though if the server owner already has it enabled it would stay enabled)
To your second point, it's less the effort of doing something like that but rather maintaining a entirely seperate mod and updating it with newer features simitanuously with the main one that I don't want to do. So you most likely won't see somethng like this in the future.
Reegmeister
Immersive mouse mod is a experimental feature that very few people use and the devs are not working on actively so I am not really supporting it with the mod. I use a lot of vanilla code for the UI aswell for the box so I doubt I would be able to do much either without breaking something else.
CaptainOats
Butcher box is still crashing to desktop on interaction while immersive mouse mode is turned on. Game version 1.20.4 / mod version 1.7.8
Seems a little silly that a bone pickaxe could break stone, would make more sense for stone pickaxes to do that.
Regardless, I do enjoy this mod but was wondering what sort of effort it would take to make a "light" version that, rather than punish those who field dress their kills, rewards those who commit to the grind. Basically roll back the changes to the default animal loot tables and increase the rewards provided by proper butchering.
thats fair, really hope it does get an overhaul someday
JerryTheCultist
I aimed to stay away from fishing and the processing of fish. I'm trying to focus in on land animals and that is where the mod will most likely remain until maybe the game has better fishing/more fish?
Paeddy
This is a vanilla bug I believe as I've seen it happen with most other liquids but some extra confirmation on that would be good.
AdmiralStaal
The drop rate of hide from small animals is less than you think. Take the value of foxes for example, it's avg of 1 with a variation of 0. Sounds good right? Untill you add in creature weight (a vanilla mechanic) which means that it's most likely 60% of that due to the creature being less fed (as all wild animals are in my estimate around 50-80% weight). This means you are left with an avg of 0.6 which doesn't equal 1 aka no drop. Now the numbers can flucuate a bit so sometimes you might get a hide but I can assure you it's a low chance.
Now I do wish smaller animals gave better chances of hide because you are still 'punished' for using small hide to make leather or hide due to it taking more but that isn't something I tackle directly in the mod.
If you want to tweak the values a little (which I don't reccomend) you can go to the mod config and increase/decrease the values but do so knowing that balance will be effected (aka all animals).
Hey I was this was an issue in the past (As I read back in the commnets) and I recently encountered it again, playing on a local hosted multiplayer game, and I been butchering a lot of foxes, but I am getting 0 hides from them (running latest version) this is with copper hooks, any way this could be looked into? its becoming a bit of a pain to try and get hides. xD
CaptainOats
Hey Captian Oats, there is a weird behaviour from blood in barrels and buckets, it always takes the spoil age of the first item added to it so I can just swap a barrel into 1L from a new batch and make it fresh again, I don't think this is intended.
CaptainOats
still my favorite mod out there, and i havent seen any mention of it so i have to ask
Any plans to let us butcher fish or at least pick them up and say smoke them on the smoker rack to eat whole?
the fishing mods i havent found particularly interesting or worthwhile, and basegame fish are almost not worth the tool durability to bother killing except in the early game when you have no options
Pear120
I've put in some extra steps so it should break correctly now
Maalus
The base game doesn't drop antlers through the base harvesting/drop system. Antlers are designed in the base game to drop when Deer shed their antlers in spring. I do not believe it's a mod issue.
Zylvar
It should just be blood in a bucket with flour unless you have another mod which changes bread making. (The blood replaces the water that is used in the vanilla recipe)
I was not able to find the recipe for the blood dought I check the Json but I am not sure if I can read it right. can someone share the recipe with me please thank you
Found a deer with huge antlers, brought it home, antlers weren't there. I think either picking up the animal, or hanging it on the hook got rid of them. Especially frustrating, since we also run not-only-spear-expansion, which has a great bow made of antlers.
CaptainOats
I definitely did not. I did not even try to craft them, I just saw that the Handbook showed no recipe for it.
Also CaptainOats I think the way you're applying durability damage to knives is causing problems. Frequently, as in, most of the time I skin or butcher, when the knife is low on durability, it will sometimes act like it's broken, disappearing and making the sound of it breaking. But interacting with that inventory slot will show the knife isn't quite broken yet. Is there a better way to do the damage application than the one you're using perhaps?
Hey there I absolutely love this mod but I was curious, do the sausages not keep for very long? I have them stored in a cellar and they only keep for about 16 days, is there anything besides the fridge to make them keep longer? also I noticed we cant smoke the sausages on the smoking rack, is that something that might change to make tthem keep longer in the future?
DarkThoughts
It seems to work fine on my end, maybe you have turned them off in the config if you can't craft them
CaptainOats
It's singleplayer.
DarkThoughts
They can be but the server you are playing on might of turned them off as they don't require the bowyer trait (which I will fix as I type this).
Pear120
You not the first to ask about that but luck may smile upon you soon. :)
Ircillo
Those might see the light of day in this mod SoonTM or at least some of those things.
Would be nice if the bone arrowheads could be also used for the hunter's crude arrows.
Would it be possible to add functionality to cleavers for butchering? Maybe even making the process quicker and less demanding on durability if using a cleaver? Our group is chewing through our knives and we were disappointed to discover our metal cleaver is entirely useless for this process.
Tressym
Aqre you using the mod Fishing 2? as that breaks many mods and is an incompatibility with this one
oooh ohoh WAIT what about tallow products like soap and candles? or cooking oil, hide glue, fish bladder alcohol, collagen, and lard? mmm all the possibilities...
Just as IvorAmlug has experienced and reported in this comment section on January 21st, I am also experiencing this same bug;
When I attempt to pick up an animal- any animal, this has happened with hares, chickens, pigs, wolves, and moose- it will continue to create a "ghost" duplicate within your inventory/butcher bag, while leaving the actual corpse on the ground. The "ghost" duplicates essentially don't exist, they just fill inventory space. Can't actually be butchered, disappears when dropped. Restarting your world fixes it, but this gets tedious when you effectively have to restart the game every time you want to harvest a kill. As butchering seems to work just fine upon initial world boot/restart, my theory is that the bug occurs after such-and-such time played has passed.
Q&A:
If items are invisible/strange texures then try these:
1. run these two commands in game (and then restart your game):
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
or
2. Edit your %AppData%/Roaming/VintagestoryData/clientsettings.json file and change these two settings to something like:
"maxTextureAtlasWidth" : 8192,
"maxTextureAtlasHeight" : 8192,
It doesn't say updated?
It should work fine on the current version.
Bug with changing bags?
I firmly believe it's a vanilla bug with colour coding of the inventory slots which I need to put in a bug report for.
Affecting drifter drops?
As of last testing it should NOT affect drops from eniemies such as drifters
Putting Animals on boats/elk with the bucthering bags?
Big maybe but for those who suggested this I have taken note.
Fauna of the stone age compatibility?
Tenth Architect (the owner) owes me his first born son at this point /s
I'm working on compatiibility. Please be paitent. Thank you
up date ?
hello, I don't understand, I have the mods installed and normally launched but it is not used in my game, it is not compatible with the latest version of the game?
hello guys im having an issue idk why when i hang the animal corpse or place the hide on the ground they became invisble
would this work with mods like primitive survival and it's fish
Solas_Flemeth
I was actually working on a patch like that for my own server. It is a bit messy with the way it calls ModID's, but it will do in a pinch until updates. You can find it here: https://mods.vintagestory.at/show/mod/18673
CaptainOats
I dropped you a line in Discord as well. Let me know if the Aurochs model implementation updates I have done interest you enough to add to your official release. I would rather you have it as official support than an add-on mod.
Could this be impacting Drifter harvesting with a knife? None of the 4 people on my server have gotten a single drop off a Drifter, Shiver or any other hostile mob yet, and many dozens have been harvested. 1.20.3
DagothKurt hold down control to move over to your backpack slots, once you hold it press right click on a 1x3 area
can anyone explain to me how to place the primative butchering table? it just keeps going into a bag slot. thank you this mod is wonderful so far!
Question: Once you pick up an animal into your inventory, can you put the animal back down on a flat surface or are you locked into placing them on a hook to start the process? I'm curious because early, early game, I may still want to pick up the animal and knife the contents out of them at home instead of a field dressing since I am liable to get ambushed and the contents (even if they are less than when you butcher them proper) will last a bit longer before it is made into a meal or simply cooked over a campfire.
P.S. I'm also having a little trouble with textures rendering for some of intermediate items such as the hanging, skinned animal. Is there a way to fix that?
It was Primitive Survival, removing that mod allows the animal corpses to render correctly. Not sure why...
Suggestion: Chickens shouldn't require a knife to "skin" but rather just your hand to "pluck" since the only product is feathers. I don't know anyone that keeps chickens for meat that uses a knife to pluck. I understand it's just using the same system as everything else, but that would be a great QOL update especially considering how chickens provide so few products.
Warning: Dragging and dropping the Butchering Bag into an empty bag slot CRASHES the game. Another user posted their crash log below.
To equip it, put it into a hotbar slot, ctrl+right click drop it on the ground, and then right click with empty bag slot to equip it.
When is the 1.20 stable update?
Loving the mod. Do you think you could add support for Aurochses from Medieval expansion? https://mods.vintagestory.at/show/mod/280
Do you have a github or download for the source? I would love to look in the code.
It seems like if I pick up an animal corpse, move it, then place it (Hare), I can no longer do the vanilla harvesting.
If I pick up a corpse from Caninae, I cannot place it down at all, just throw it.
If you switch out your bag for a butchering bag it crashes.
"Running on 64 bit Windows 10.0.19045.0 with 32693 MB RAM
Game Version: v1.20.3 (Stable)
26.01.2025 20:52:27: Critical error occurred
Loaded Mods: ancientarmory@1.0.6, bettertraders@0.0.9, chiseltools@1.14.10, craftablecompanion@1.2.0, hangingoillamps@1.0.3, manualscraping@1.2.1, millwright@1.1.8, TA_plainsandvalleys@1.0.9, primitivesurvival@3.7.5, spyglass@0.5.2, game@1.20.3, vsimgui@1.1.7, betterruins@0.4.6, butchering@1.7.8, carryon@1.8.0-pre.1, chimneyflues@1.1.1, commonlib@2.6.1, configlib@1.4.4, danatweaks@3.3.11, fromgoldencombs@1.8.4-rc.1, hydrateordiedrate@1.7.3, liquidcontainers@1.3.1, noticeboard@1.1.0, petai@3.0.1, simplefootstepsredux@1.0.1, somethinginthewater@1.2.5, vanity@2.3.1, creative@1.20.3, survival@1.20.3, wildfarmingrevival@1.3.4, xlib@0.8.9, entitiesconfiguration@1.0.9, playercorpse@1.11.0, xskills@0.8.10
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 514
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 718
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 398
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 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93"
There is a crash occuring when you use FotSA animals and the animal on hook goes fully rotten. It just spams errors and the game crashes.
26.1.2025 09:39:13 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.CollectibleObject.OnTransitionNow(ItemSlot slot, TransitionableProperties props) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2623
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStatesNative(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2457
at Vintagestory.Server.ServerSystemInventory.UpdateTransitionStates(Single dt) in VintagestoryLib\Server\Systems\Inventory.cs:line 148
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 897
So, strange suggestion. Is there a way to make blood turn into a material besides rot that could bake into hematite nuggets?
Looks like a great mod!!
I'm on 1.20.1. When I click in the Survival Guide to learn how to craft primitive butcher bench, the game client crashes.
can you add support for butcher bags to go in boat slots like the raft and sail boat or even the canoe mod would be sick
up date new for stable version 1.20.1 ?
As jaqqu said: "when my animal is on the hook when I skin the animal it moddel disapears but its still there."
I do not see this behavior at my 1.20 with Better Ruins, and Primitive Survival included.
I hunted some animals, picked, loaded, hung, skinned, gutted and boned and could still all see without any problems.
Rocky Linux 9.4
Whenever i pick up an animal it just stays layin on the ground while getting duped in my inventory this stays so until i restart my world.
Currently trying to figure out excaclty how and what triggers this.
I have a fairly consistent bug with the butchering bag and the hunter's backpack. When replacing the hunter's backpack with the butchering bag it will cause a CTD. When I come back, it has the butchering bag equipped but the hunter's backpack is then completely gone. Thankfully the bag was empty both times, so it was just the bag lost. This is on the current patch.
My friends and I were getting exceptions thrown and booted from our server when picking up animal corpses after adding the Unconscious mod. Is there any way we could get a compatibility patch?
Jono56667
ur right I checked too and got the same result
CaptainOats
are these mods compatible with each other?
Im not exactly sure what it is about the Caninae FoTSA mod, but it seems to be the only one so far that causes issues with models not appearing on the skinning hooks. Ive tried taking off and on each of the mods to narrow it down. Think you can look into this CaptainOats?
Missing/invisible things? It looks like the vanilla texture atlas issues strike again. Either
1. run these two commands in game (and then restart your game):
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
or
2. Edit your %AppData%/Roaming/VintagestoryData/clientsettings.json file and change these two settings to something like:
"maxTextureAtlasWidth" : 8192,
"maxTextureAtlasHeight" : 8192,
Can you add this mod to an existing save? I'm thinking of using this in 1.20.1 for a new save but it looks like there is some instability with other mods but I enjoyed it in 1.19.8!
CaptainOats
i have the same issue as Jaqqu and dabnotic and i disabled primative survival and tested it without it and the models appears again, re enabled primative survival and checked again and the models were gone.
jaqqu
Dabnotic
Might be something to do with the base games texture atlas but I fear it's something deeper than that. I will look into this.
@bringitonwimps can confirm im using the most recent versions of the two mods, maybe its because im using 1.20.1 instead of 1.20..0 rc8
Dabnotic You using the newest versions of everything/ this use to be bug but I havent seen this bug in many versions now. We used about 115 mods with this.
BDtetra You know you dont have to use a skinning table first of all. Like if you don't have a table don't use the hook and skin em the old fashioned way. second the primitive butchery table doesnt require copper at all.
I really like the concept.
However I find the fact that you can make a hook and skin the animal, but cannot do anything with the skinned and bled carcass itself unless you have a butcher's table (which requires copper) seems extremely strange.
Am I missing something here?
just wanted to addon to jaqqus post about the models dissapearing, that does only happen on my end with primitive survival installed, without it the models appear on the rack and on the ground
CaptainOats one last question when my animal is on the hook when I skin the animal it moddel disapears but its still there
im using primitive survival, better ruins
getting this error, I know there is a temp patch out there to fix the new mods, IDK if its this or that mod causing this error but im leaving it in both places
https://pastebin.com/6JMJNB3Q
Rabbie
I fear it's an old incompatibility with Detailed Animals and sadly I don't have time to support 1.19.8 anymore. So hard choce might be to not use Butcherring untill you upgrade to 1.20, not what you wanted to hear but I fear it's one of the only solutions I can think of.
jaqqu
It goes into the backpack slot and then you use scrollwheel or Ctrl 1-4 to select it then place it like a block.
im playing on 1.20.0 stable and in the ver. 1.7.8 of the mod I cznt get butchering tables to my eq so i cant place them. Does anyone know when the mod will get an update?
Thanks for getting back to me CaptainOats
My mods are: Alchemy, Ancient Tools, Animation Manager, BackpackPLUS, Bark Beetle, Better Entity Interaction, Better Firepit, Better Ruins, Better Sticks, Bullseye, CarryOn, Charged Jump, Chisel Tools, ClickUp Torches, Dana Tweaks, Detailed Animals, Diagonal Fences, Dodge Master, Dwarf Fortress Soundtrack, Expanded Matter, Fancy Clouds, Fancy Sky, Fantasy Creatures, Fields of Gold, Firestarters, From Golden Combs, Herbarium, Hide & Fabric, Immersive Inventory Spoilage, Immerisve Ore Crush/Wood chopping/Sawing, In Dappled Groves, Waypoint Labeler, Maltiez Bows, Manual Dough/Quenching/Scraping/Toolcrafting, Metal Tongs, Middle Click to Stow, Millwright, More Animals, More Clay, More Roofing, NoHands, Oils, Pickup Artist, Plains and Valleys, Posts and Beams, Primitive Survival, Relight Torches, Rivers, RPG item rarity, Sailboat, Slabs and Stairs, Something in the Water, Thatch Expanded, Tree Tapper, Wildcraft Fruit & Nuts, Wild Farming Revival
It's a fair few mods! But I wouldn't have thought many of them would affect Butchering?
I've tried Butchering v1.7.1, v1.7.0 and v1.6.8
I'm on VS 1.19.8 stable
Hello, i am using primitive survival, is this mod compatible with it? When i skinned hunted down pig, so low weight, it gave me fat. I dont know if that is intended, i was expecting it to give me pelt or pig pelt. I didnt get any pelt even after end of the process.
(edit) k, sorry. my dumbass. i tried it again, and i got the pelt this time. And so far, it seems compatible.
Rabbie What other mods do you have installed and what version of the Butchering mod are you using?
I keep getting this error, could anyone help?
18.1.2025 03:42:50 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.AssetLocation.ResolveToDomainAndPath(String domainAndPath, String& domain, String& path) in VintagestoryApi\Common\Assets\AssetLocation.cs:line 170
at Butchering.EntityBehaviorButcherable.Initialize(EntityProperties properties, JsonObject attributes) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\entitybehavior\BehaviorButcherable.cs:line 25
at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 350
at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 257
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 574
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 133
at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) in VintagestoryLib\Server\ServerMain.cs:line 2265
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 894
at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.<loadOrGenerateChunkColumn_OnChunkThread>b__0() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 696
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2782
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 893
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
Would love to get Felinae and Elephantidae compat
@RollForWizards If you are using this mod and complaining about extra steps, I don't know what to tell you man. Maybe re-read the description of the mod to understand the purpose or just, I don't know, not use a free mod?
Ty u! Im do this))
Phaynipe
Scroll the mouse wheel or hold CTRL + 1 to 4 to select the table and place it like a block then.
I'm using the newest v1.7.8 in VS1.19.8 and have had no issues so far. I will update if I encounter any.
Bro, having special bags, I can't pick up a butcher's table. What is the reason for this, how to install it?
Thanks for going so hard at these fixes, your mod is genuinely amazing!
As of now, is the list of Fauna of the Stone Age compatibility updated?
Well good news so far, no errors yet.. about an hour of game time!
I had no idea you could do that. Thank you! Everything works great.
SallyTasmin This mod is utilizing a mechanic that is used here and there in the Vanilla game, filled skeps as one example. Simply hold Ctrl and scroll to the respective backback slot (or press Ctrl+[1-4], where the number is the number of the backpack slot you want to select).
I can't seem to figure out how to place the butchering bench as in your pictures. When I grab the bench from creative menu it becomes a backpack and can only be put into the backpack slots, as if it's not a block that can be placed. I am new to the game so I may be missing how to place these items. Thanks in advance :)
Whereas the last two updates corrupted my save game (always backup when updating mods!), this last update did not produce any errors.
Thanks for such a great mod and keeping it updated! wish this was vanilla content
ProfCupcake
If you would like to contribute creature patches that's fine but you would have to contact me through Discord first.
bringitonwimps
Aricus
t_Ghost_t
Xredrago
Going to look into the errors now and see what I can come up with
Getting the same error, got a world corrupted (doesn't even stay more than a second online)
I'm getting the same errors " bringitonwimps" and "Aricus" are having.

Would you be willing to open this up for others to contribute? Or, at least, open it for contribution of compatibility patches for creature mods?
so my server is doing this
pastebin.com/N90LZt1g
I am also getting the major issues with the mod now on RC8. It worked before. I'm not sure if the patch update broke it or if the rc8 broke it. But my map won't generate or regenerate chunks:
5.1.2025 23:18:37 [Server Error] Exception: Object reference not set to an instance of an object.
at Butchering.EntityBehaviorButcherable.Initialize(EntityProperties properties, JsonObject attributes) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\entitybehavior\BehaviorButcherable.cs:line 24
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 135
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2349
at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 207
This is the same error as BringItOnWimps but I wanted you to see it's not only with them
Is this supposed to work on rc8? It says here it only works on rc1.
well the error has shrunk to this
5.1.2025 09:36:14 [Error] Exception: Object reference not set to an instance of an object.
at Butchering.EntityBehaviorButcherable.Initialize(EntityProperties properties, JsonObject attributes) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\entitybehavior\BehaviorButcherable.cs:line 24
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 135
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2349
at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 207
5.1.2025 09:36:14 [Error] Exception: Object reference not set to an instance of an object.
at Butchering.EntityBehaviorButcherable.Initialize(EntityProperties properties, JsonObject attributes) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\entitybehavior\BehaviorButcherable.cs:line 24
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 135
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2349
at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 207
i actually had the issue while placing fireclay brick in to kiln pit too, the model was invisible fpr the bricks, so im not sure if the issue is in your mod or if your mod is causing the issue in other stuff too.
Ryoma
Something I do want to add but it would be in the far future.
bringitonwimps
Should be fixed in the newest lastest version 1.7.6 hopfully.
GaymerMike
I will look into this but I was mostly trying to fix compatibility bugs and intital 1.20 bugs before testing later versions
Hi there, thanks for this great mod but im having issue on Rc8 that some animals when placed on the hook & butchering table you dont see the model O.o, its there but invisible. i tried removing and reinstalling the mod on the server but that didnt help.
getting this in log
https://pastebin.com/VQGWx5SZ
Hey, love your mod. Wanted to suggest: sausage maker machine for making different kinds of sausages. Maybe with a hand crank for turning like you would a quern/fruitpress.
TRexTheHunter
Do you happen to have two versions of the mod enabled? If not then could you send me a message with your logs on discord, thanks.
facing same error logs in new world generation for a single player map as bringitonwimps
ValkyrieBanshee
Yeah it's a good mod and currently I am unsure how I would even turn off the bag in a config but I will keep that in mind.
bringitonwimps
Should be fixed in the new patch I just put out but if it's not please message again.
now when one of our players joined we got this log and now if they join they instant crash.
pastebin.com/b9rjk1Eq
I get this error log while loading
https://pastebin.com/Tpk5s28n
1.7.1DEV for 1.19.8 and I was wondering, is there a config or option to turn off the visible texture for the butchery bags? They looks wonderful but they clip with my character's ponytail, my backpack and anything I might be carrying on my back with the CarryOn mod
Realized I can use the Vanity mod to hide back item.
Reegmeister
Will look into the crashes if they continue into the 1.20 stables
DropSudden
New update should help address that, check it out!
Xorberax
Great mod user! :)
Paradoxal
Should be fixed in the new update I just put out but if not then send me a message, thanks.
Not that this is a huge deal really, but I thought I'd mention that if using Fauna of the Stone Age: Casuariidae Plus (https://mods.vintagestory.at/casuariidae), attempting to pick up a corpse of the Cape Barren Goose, it instantly crashes the game to desktop. Doesn't seem to have an issue with any other animal so far in the collection that I've noticed.
Great mod!
CaptainOats
I'm sorry to add more to your plate, but I notice I have a very large amount of excess blood from butchering compared to offal drops. Would it be possible for you to add this as an ingredient to any other meals? There are many blood-based meals from around the world that you could base these on. A friend of mine who makes blood sausages more than I do and plays with the mod wanted to know if the blood sausage recipe could option rice instead of meat/have a seperate recipe? I just hate to see all this blood go to waste.
CaptainOats
In version 1.6.8 the Butcher Box crashing the game very much appears to be related to immersive mouse mode. When immersive mouse mode is turned off it works as expected, when turned on it will crash to desktop in both the on and off states.
In version 1.7.1DEV The Butcher Box is not able to be broken or charged with temporal gears after being placed. When broken, the item drops but the block also immediately re-appears in the world (duplication). Creative mode and world edit are also unable to remove or replace the butcher box block(s).
Both cases are in game version 1.19.8.
Psyborg
My applogies for not being clearer.
In the vanilla game, Antlers are supposed to shed and fall off - This doesn't work
In the vanilla game, Horns are supposed to drop when you field harvest a creature - This doesn't work
As of right now I can't do anything about this as they have paved over the old way of creature inventories with their newer vanilla code.
CaptainOats
I don't think I get it... So the drop of horns and antlers is broken in vanilla, and your mod does not interfere anyhow with those drops?
How can I get those horns and antlers with the Butchery mod on? I've butchered literally dozens of those animals...
Psyborg
As of rc1 in my vanilla testing they don't drop from dead animals but rather you wait till they 'fall' off or at least that's what the dev's spoke about at some point when they first introduced them long ago. And no I can't do anything about it as they paved over the old 'broken' system of them dropping on death.
Unless they have recently, rc4+ or later, changed that; It's working as 100% intented as far as I can see.
How can I get horns and antlers since they're required for taxidermy?
I've butchered dozens of horned creatures using standard and advanced sets, but none dropped...
Gandzialf
Please read the Q&A on that topic in the mod page description above
Psyborg
Small buff to Primemeat in the new patch I'm working on is coming.
Vanilla Raw redmeat provides nearly the same satiety than Raw Primemeat when cooked (420 vs 480) in a complex meal, despite it having only 40 vs 100 satiety when raw... Is that some vanilla recipe thing? If so you might want to check it anyway to make the prime meat worth it...
Other meats might also be out of balance vs vanilla
P.S. I love the mod, keep up the awesome work. :)
des this mod is compatibile with mod xskills?
Loki2Lucky
Lookes like a base game texture atlas issue:
Try running these two commands in game then restarting the game fully.
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
CaptainOats - Okie dokie, will make patches and will not distribute your hard work. Love the mod!
Hello this error happend when i tired use buthering table
Running on 64 bit Windows 10.0.19045.0 with 16346 MB RAM
Game Version: v1.20.0-rc.5 (Unstable)
20.12.2024 16:16:03: Critical error occurred in the following mod: butchering@1.7.3
Loaded Mods: bettertraders@0.0.7, primitivesurvival@3.7.4, spyglass@0.5.2, game@1.20.0-rc.5, butchering@1.7.3, foodshelves@1.4.4, stonebakeoven@1.1.4, creative@1.20.0-rc.5, survival@1.20.0-rc.5
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at Vintagestory.Client.NoObf.TextureAtlasManager.AllocateTextureSpace(Int32 width, Int32 height, Int32& textureSubId, TextureAtlasPosition& texPos) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 390
at Vintagestory.Client.NoObf.TextureAtlasManager.InsertTexture(IBitmap bmp, Int32& textureSubId, TextureAtlasPosition& texPos, Single alphaTest) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 298
at Vintagestory.Client.NoObf.TextureAtlasManager.GetOrInsertTexture(AssetLocationAndSource loc, Int32& textureSubId, TextureAtlasPosition& texPos, CreateTextureDelegate onCreate, Single alphaTest)
at Vintagestory.GameContent.BlockEntityDisplay.get_Item(String textureCode) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 64
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 400
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 309
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 250
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String type, AssetLocation sourceName, CompositeShape compositeShape, MeshData& modeldata, ITexPositionSource texSource, Int32 generalGlowLevel, Byte climateColorMapIndex, Byte seasonColorMapIndex, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 51
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateItem(Item item, MeshData& modeldata, ITexPositionSource texSource) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 651
at Vintagestory.GameContent.BlockEntityDisplay.getOrCreateMesh(ItemStack stack, Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 240
at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 189
at Butchering.BlockEntityButcherWorkstation.TryPut(IPlayer byPlayer, ItemSlot slot) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherWorkstation.cs:line 85
at Butchering.BlockEntityButcherWorkstation.OnInteract(IPlayer byPlayer, Single secondsUsed) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherWorkstation.cs:line 49
at Butchering.BlockButcherWorkstation.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\block\BlockButcherWorkstation.cs:line 62
at Vintagestory.GameContent.BlockMultiblock.<>c__DisplayClass19_0.<OnBlockInteractStop>b__2(Block block) in VSEssentials\Block\BlockMultiblock.cs:line 269
at Vintagestory.GameContent.BlockMultiblock.Handle[K](IBlockAccessor ba, Int32 x, Int32 y, Int32 z, BlockCallDelegateInterface`1 onImplementsInterface, BlockCallDelegateBlock onIsMultiblock, BlockCallDelegateBlock onOtherwise) in VSEssentials\Block\BlockMultiblock.cs:line 111
at Vintagestory.GameContent.BlockMultiblock.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSEssentials\Block\BlockMultiblock.cs:line 264
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 279
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 824
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 127
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Aramil
Will look into this.
DaftCanuck
Try the newest mod version that should have fixed that version.
BraniyaKz
I do this mod for my own enjoyment of the game and while I appreciate the suggestions, those are not feasable nor something I want to impliment. Patches are fine but you are not allowed to redistribute my work in anyway.
TheRealFlynn
I will have to have a look and see if I can pull the sides of the hitbox in a bit
Prxxy
If you can message me on discord with your mod list (if you have one) I would appreciate it. I have no clue why this would be happening.
Inflectus
Yes, I believe the Hunter loot bonus does apply.
Does the extra animal loot bonuses of Hunter etc. apply when butchering corpses?
For some reason I can't get this mod to work. I can craft the hooks, benches, and bags, and I can go through the steps of picking up a carcass, placing it on the hook, skinning it, letting it bleed out, and then butchering it, but I NEVER get any drops. The only thing I get is a pile of bones after butchering. Nothing else drops. No skin, no meat. I've played around in creative but alas nothing works :(
Love this mod. Any plans to fix skinning hook hitboxes so they don't take up the whole block?
@CaptainOats - I have a suggestion: How would 1.) Replacing the hooks/smoking racks in your mod with Culinary Artillery's hooks be and just adding the behavior to culinary artillery's rack? (As a conditional disable patch) And 2.) Ditching the tech butcher bag in favor of the base game one, and use the vanilla Hunter's backpack as the lower-tier bag instead? Also 3) Adding more harvestables/organs and crafting recipes for them, as well as potential butcher skill via xSkills implementation? I've already made some headway in altering your mod to make these changes, but I figured it would make the implementation more seamless and vanilla-like for everyone. If I ever finish this and you don't like the idea, can I post a patch, or the altered version of your mod that I've already made progress with (for VS 1.19.8)?
Hey is there a bug currently with the butchering bag? It doesnt do anything other than take up a slot in my game.
For reference, these are the worldgen errors I caught:
18.12.2024 10:01:41 [Error] Couldn't add entity type detailedanimals:fox-male-pup-red at 511971.5, 117.01, 512002.5 due to exception in code. Will remove from chunk, sorry!
18.12.2024 10:01:41 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.AssetLocation.ResolveToDomainAndPath(String domainAndPath, String& domain, String& path) in VintagestoryApi\Common\Assets\AssetLocation.cs:line 194
at Butchering.EntityBehaviorButcherable.Initialize(EntityProperties properties, JsonObject attributes) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\entitybehavior\BehaviorButcherable.cs:line 25
at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 373
at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 253
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 581
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 121
at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) in VintagestoryLib\Server\ServerMain.cs:line 2261
18.12.2024 10:01:41 [Error] Couldn't add entity type detailedanimals:fox-female-pup-red at 512096.5, 132.01, 512059.5 due to exception in code. Will remove from chunk, sorry!
18.12.2024 10:01:41 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.AssetLocation.ResolveToDomainAndPath(String domainAndPath, String& domain, String& path) in VintagestoryApi\Common\Assets\AssetLocation.cs:line 194
at Butchering.EntityBehaviorButcherable.Initialize(EntityProperties properties, JsonObject attributes) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\entitybehavior\BehaviorButcherable.cs:line 25
at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 373
at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 253
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 581
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 121
at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) in VintagestoryLib\Server\ServerMain.cs:line 2261
CaptainOats I did some testing and figured out it was a compatibility issue with Truth and Beauty: Detailed Animals. I would love if you were able to look at it, but totally understand if not.
Hatter
Make sure you are using the lastest version of the mod. But should all work fine?
Psyborg
Will look into that but I will say I have not touched blood since it first went in so I have no clue if it suddenly now can't be drunk.
4uLL8lack
Message me on discord at CaptainOats I am on the offical discord for the game if you can find it. I will look into the Crowdin.
heyy thank you so much for making this mod,the game has became more beautiful because of people like you! I just made a full chinese translation for this mod,could you tell me where should i send this file to,so we can make this work? thank you once agian!!! ^^ (i didn't use the Crowdin cuz i found out the text there is not the whole version of this mod,so i'd like to know if you're willing to accept my file and put that in)
I dunno if its other mods conflicting but the.. Butchery bags do not let me put Wolf/Pig or any of those corpses in my inventory, am I missing something?
@CaptainOats these were generated on 1.20 rc1. I haven't had a chance to try it again on RC4, been too busy. Will report back
According to the author of Hydration mod: "Looks like the butchering mod removed satiation from their blood item which vintage story requires to make liquids drinkable."
Could you fix it so the blood could be drank again? Thank you. :)
XRacnaro
a bucket should work
CaptainOats
how do I store the blood for use?,
I put barrels under the hanging animals and nothing happens.
Thanks
In response to your questions
VintageStory 1.20RC
Butchering 1.7.3
CaptainOats
I did, it was 1.20.0-rc.1 and deleting the old mods fixed it
Aramil
Are you using old 1.19 worlds by any chance? If so I re-did the file structure of the mod completely for the new update so things will break on old worlds.
TotRosenRot
That would not be possible I'm afraid you will have to either butcher in the field or take it back to a hook and bench.
Fakegucci
What version are you running of both the game and mod?
ShikiTochi
What version are you running of both the game and mod? I might have to disable it for a bit to see if I can work out whats wrong :/
Paddington03
Do you have an old install of the mod in your folders? And what game version are you using?
Edit: RESOLVED
fix: delete old versions of mods on server
the butchering bag does not add slots to the inventory, using 1.7.3
so the self replicating butcher box seems to be a bug again, its not crashing me though so im not sure how i would be able to help in such regards. but it stopped working with and then started self replicating every time i broke it.
currently running the latest version
skinning doesnt seem to be working, no matter how long i wait it just doesnt skin, plays the audio but nothing happens
Hi,
I like this mod, but when i pick up any corpse and than place it on the ground i can no more butcher it with only knife, but im forced to use butchering station from your mod.
Will by possible to make it work even after you pick up corpse, or it isn't possible?
Thanks.
CaptainOats I can reliably toggle the mod and the areas appear and disappear. I conceede the unstability of the RC right now, but there is some conflict happening. I don't think it has to do with worldgen. Its as if the chunks fail to render. I saw at one point an error about four blocks from the mod not being mapped apropriately in the world. I can make a new world and grab the specific block IDs at some point in the next day or two. Don't know if its related, but may be worth looking at.
CaptainOats Yep, that totally fixed every issue! Thanks!
NOPper
Looks like a base game texture atlas issue
Try running these two commands in game then restarting the game fully.
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
Psyborg
Like I said, it's most likely a base game bug with GUI's as I have gotten no errors myself nor when I asked a few friends to test it it seemed fine on their end.
Crashing my client every time I try to place a skinned raccoon on the buther table. The game also doesn't seem to render skinned animals on the hook unles I log out and back in, though they are clearly there and can be interacted with. Crash log below.
Game Version: v1.20.0-rc.1 (Unstable)
12/10/2024 11:37:17AM: Critical error occurred in the following mod: butchering@1.7.3
Loaded Mods: buzzwords@1.7.0, TA_fieldsandplateaus@1.0.5, primitivesurvival@3.7.2, game@1.20.0-rc.1, bedspawnv2@1.3.0, butchering@1.7.3, carryon@1.8.0-pre.1, commonlib@2.6.1, extrainfo@1.8.2, foodshelves@1.4.3, prospecttogether@1.4.0, rivers@3.2.0, scarecrow@1.6.1, creative@1.20.0-rc.1, survival@1.20.0-rc.1, playercorpse@1.11.0
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at System.Collections.Generic.List`1.get_Item(Int32 index)
at Vintagestory.Client.NoObf.TextureAtlasManager.AllocateTextureSpace(Int32 width, Int32 height, Int32& textureSubId, TextureAtlasPosition& texPos) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 390
at Vintagestory.Client.NoObf.TextureAtlasManager.InsertTexture(IBitmap bmp, Int32& textureSubId, TextureAtlasPosition& texPos, Single alphaTest) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 298
at Vintagestory.Client.NoObf.TextureAtlasManager.GetOrInsertTexture(AssetLocationAndSource loc, Int32& textureSubId, TextureAtlasPosition& texPos, CreateTextureDelegate onCreate, Single alphaTest)
at Vintagestory.GameContent.BlockEntityDisplay.get_Item(String textureCode) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 64
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 400
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 309
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 250
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String type, AssetLocation sourceName, CompositeShape compositeShape, MeshData& modeldata, ITexPositionSource texSource, Int32 generalGlowLevel, Byte climateColorMapIndex, Byte seasonColorMapIndex, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 51
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateItem(Item item, MeshData& modeldata, ITexPositionSource texSource) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 651
at Vintagestory.GameContent.BlockEntityDisplay.getOrCreateMesh(ItemStack stack, Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 240
at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 189
at Butchering.BlockEntityButcherWorkstation.TryPut(IPlayer byPlayer, ItemSlot slot) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherWorkstation.cs:line 85
at Butchering.BlockEntityButcherWorkstation.OnInteract(IPlayer byPlayer, Single secondsUsed) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherWorkstation.cs:line 49
at Butchering.BlockButcherWorkstation.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\block\BlockButcherWorkstation.cs:line 62
at Vintagestory.GameContent.BlockMultiblock.<>c__DisplayClass19_0.<OnBlockInteractStop>b__2(Block block) in VSEssentials\Block\BlockMultiblock.cs:line 269
at Vintagestory.GameContent.BlockMultiblock.Handle[K](IBlockAccessor ba, Int32 x, Int32 y, Int32 z, BlockCallDelegateInterface`1 onImplementsInterface, BlockCallDelegateBlock onIsMultiblock, BlockCallDelegateBlock onOtherwise) in VSEssentials\Block\BlockMultiblock.cs:line 111
at Vintagestory.GameContent.BlockMultiblock.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSEssentials\Block\BlockMultiblock.cs:line 264
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 279
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 162
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 81
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 847
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 739
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 127
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 329
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
CaptainOats
Yeah, there are a few mods running, but it also crashesd in Single Player with no other mods loaded, so I guess it's not about other mods:
Game Version: v1.20.0-rc.1 (Unstable)
10.12.2024 20:37:45: Critical error occurred
Loaded Mods: game@1.20.0-rc.1, butchering@1.7.2, creative@1.20.0-rc.1, survival@1.20.0-rc.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.GuiDialogBlockEntity.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialogBlockEntity.cs:line 102
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 301
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 813
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1004
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 248
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 329
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Huw Aramil
I doubt this has anything to do with my mod for both of these issues as I don't touch world gen and I know that the game is highly unstable right now so can't do anything.
Psyborg
In testing I can't replicate such a bug. Do you have any other mods running?
Most likely something to do with base game bugs: https://github.com/anegostudios/VintageStory-Issues/issues/4640
Using this mod in 1.20. Placed a bore corpse on the ground, right clicked my backpack to re-equip the pack. The backpack randomly turned into a pelt, game crashed, then when i restarted the pelt had turned into rawhide trousers. I love this mod but it seems with the new update there are some twilight zone-esque bugs
I am experiencing null reference exceptions during world gen, and whenever this mod is toggled on, chunks in the world are just randomly missing. Toggling the mod off makes them reappear. I attempted to disable it, generate a world, and re-enable and it needed to "update the world for the latest version". The chunks proceeded to go missing. I can provide more data if this is not easily reproducable, but it happened in three different worlds reliably. In two cases there were multiple missing in the minimap reveal reange.
Latest version of both Butchering and on the newest rc
CaptainOats
It's the newest available version 1.20.0_RC1.
I've been just placing the Temporal Butcher Box in creative mode - both on and off version, as well as I've tried powering it up with a temporal gear. It all works until I try to access it's content (by right clicking). Same happens to a friend of mine on the server.
Gamal
You will find a config in your appdata/roaming/vintagestorydata/modconfigs folder which can be changed to what you want it to be.
Psyborg
What game version are you on and is the Temporal Butcher Box on or off?
Trying to open the Temporal Butcher Box instantly crashes the game.
If we wanted to change the harvesting amount, how do we do this?
Thank you so much for the update :)))
Thanks for updating ! I cant live without this mod.
compat with stone age sirenia sometime after the 1.20 update? this is easily my favorite mod, and id love to hunt more animals without lacking compat
i already see you have feverstone planned if it survives the 1.20 update, and im really hyped for that
Hi Oats!
Kaofan
Could you add the translation through the Crowdin page, it's hard for me to juggle translation files manually. If you do have trouble then I will try to put it in manually though.
Svela
That is not a feature that I would be adding due to how complex it would be to turn the block back into a dead entity but I do appreciate the comment.
Neitronus 9bug AlebenTod ShiaLaBunion5
Compatibility with animal mods is certainly doable and I appreciate the wanting to help but it's hard to fully describe the way to do the compatibility without spending more time than it would take me to put in the animals myself, if you get my meaning? I might make a guide but it's something I would have to spend time on.
Primitve Survival could be one I try to do compatibility with but my smoked meat has it's own benifits that wouldn't get carried over if I disabled them.
While I want to add compatibility with feverstone wilds and fanstasy creatures we will see what mods survive the change over to the new version.
Also I will say 'no' for now on Creatures and Critters as I though the mod owner was gone but could be wrong.
Linken
Not sure what you mean? Does that mod remove knives?
Otterbutter
I have put a new method of preserving the drop rate of a creature that "Should" work better and might of solved your issue in the new 1.7.0 (mod) patch but that will requre a new world so I suggest waiting for 1.20 (game)
safekeeper
That's most likely a vanilla issue with bags that I need to find the root cause of to report it. It is most likely due to replacing the bag with the same amount of slots but with diffrent colour slots.
Buder28
I have added it to the Q&A section
BearByte
This depends on the animal, it's weight and type. All which are vanilla values that we only pipe along from a entity to a block to item drops. I can only tell you that we don't change the values unless you use a primitive butcher bench which gives a 20% debuff.
If vanilla is not what you want then you can increase the values of the hooks & benches in the mod's config files.
furia155
I half enabled the goats as I was working on them for 1.20 guess I forgot to turn off the WIP files, will address this soon. Thank you for letting me know.
Hey, this error happens whenever i kill a goat, killing deers was fine but i didnt test much further
Running on 64 bit Windows 10.0.26100.0 with 15709 MB RAM
Game Version: v1.19.8 (Stable)
28.11.2024 19:30:27: Critical error occurred in the following mod: butchering@1.7.0
Loaded Mods: aculinaryartillery@1.2.1, bettersticks@1.1.0, candlestory@0.0.4, decor@1.1.8, molds@0.1.2, primitivesurvival@3.6.5, rpvoicechat@2.3.9, game@1.19.8, alchemy@1.6.40, animationmanagerlib@0.8.8, egocaribautomapmarkers@3.1.0, barenad-classes@1.0.2, betterjonasdevices@1.1.0, butchering@1.7.0, cancrops@0.2.6, carryon@1.7.4, commonlib@2.5.0-rc.2, deathwaypoints@1.0.3, expandedfoods@1.7.2, hudclock@3.4.0, ksrealisticfarming@1.0.4, lavoisier@1.3.0, levelup@1.3.4, nbcartographer@2.0.10, prospecttogether@1.4.0, rivers@3.1.0, scarecrow@1.5.1, simplefootstepsredux@1.0.1, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wildfarmingrevival@1.2.9, xlib@0.8.6, youvegotmail@1.0.7, alchemistry@1.0.2, configlib@1.3.13, extraoverlays@1.4.0, fsmlib@0.4.5, helvehammerext@1.6.0, tavernadditions@1.1.0, xskills@0.8.8, maltiezcrossbows@0.3.11, maltiezfirearms@0.5.4
System.NullReferenceException: Object reference not set to an instance of an object.
at Butchering.EntityBehaviorButcherable.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player, EnumHandling& handled) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\entitybehavior\BehaviorButcherable.cs:line 107
at Vintagestory.API.Common.Entities.Entity.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) in VintagestoryApi\Common\Entity\Entity.cs:line 1220
at Vintagestory.Client.NoObf.HudElementBlockInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 281
at Vintagestory.Client.NoObf.HudElementBlockInteractionHelp.EntityInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 392
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
CaptainOats is there a way to increase the plet drop? vanilla have a chance of 2+, this one always return only one.
A very atmospheric mod! I'm looking forward to compatibility with "Feverstone Wilds" and "Fantasy Creatures".
update on not being able to pick up table:
you need a empty bag slot to pick it up
need more explanation on blood collection tried butting bucket and barrel under hook at 2 and 3 block from hook and getting nothing
edit:its only at the corpse update that the blood get transfered should still be noted above searching the comment section is far lol
Would you be willing to make a guide to adding modded animals?
I'm having a weird issue when equipping the primitive butcher bag by placing it onto a used backpack slot. It only happens when I do that, if I empty the slot first, then equip the bag, it doesn't happen. The game crashes and when I reload the world my originally equiped bag is deleted and my butcher bag duplicated and placed into the chest I grabbed it from. It took a while to discover this at first, since the butcher bag isn't duplicated into my inventory.
CaptainOats
I tried out the mod again in creative mode, and it seemed to work just fine again, but then I started a new survival game and it started happening again after just a few days. I'd skin an animal and get nothing from it, and then butcher it on the table and get maybe 0-2 items total. So I tried deleting the cache like you said, and it didn't seem to change anything. Problem persisted.
Love the mod! Just a few compatibility suggestions. I feel compatability with the smoking system in Primitive Survival would be nice, like a mod config to use PS's smoked meats when it's installed or something like that. I'm aware you get a lot of suggestions but compatibilty with Feversone's Horses would be nice. Thanks!
Is there a way to put animals on the ground after picking up so as to harvest them normally? Early game I don't yet have a butchering table and I initially wanted this mod to move animal carcasses that sank to the bottom of water so I could harvest them on land. However, I am unable to just placed them down again in order to harves them.
Don't get me wrong, I still like this mod and plan on using the butcher tables, but when early on it would be nice to be able to harvest animals without suffocating to death underwater 'cause the rabbit I hunted died while swimming and sank to the bottom.
CaptainOats
Hey, I see that my old Polish translation was removed in this mod. It doesn't bother me because probably a lot has changed. So I'm sending you this current file: butchering_1.6.8.zip
Will compatibility with the Combat Overhaul mod be added in the future?
What about Creatures and Critters though? Great mod, but lots of animals to cover. Can I maybe help you with that?
Otterbutter AStonePiper
I am looking itno this issue and might of made a fix but it's more of a wild guess to what's wrong. If you do encounter issues like this then the more info the better and also delete your catche if this persists and see if that fixes it?
TheDude
I will certainly work on the goat and have been meaning to for a long time. More animals will have to wait for 1.20.
Apolo
Moose should be working, if they continue to not work then please try redownloading or sending me a message again
Finwe
The drops are purely vanilla values BUT if you feel like they are too low for your tastes then you can change in the config the drop rates
glitchero626
Use the CrowdIn link on the mod page and upload your translation. If you have trouble contact me on DIscord.
Finwe
It should be able to be conbined with either flax twine or dry sinew to make sewing kits
How to use the bone needle kit? I doesn't seem to do anything.
(version 1.19.8) salut, après avoir suspendu 4 loups et une espèce de gazelle ,récupération = ????? zéro récup en faite, sauf le sang , puis possé tous sa sur la table, récupération =1 viande sauvage +1 viande rouge + des os , rien de plus
et de plus , sur le sol , 3 loups et rien récupéré du tout à par les os
je veux bien que ton mod soit un peu plus difficile, mais là c'est beaucoup :( (déjà testé sur autre partie et j'aime beaucoup ce mod :)
j'ai donc enlever le mod et là , o miracle, 1er loup tuer récupération d'une peau + 5 viande sauvage +1 graisse
un petit correctif serait le bienvenue ,merci beaucoup sa serait sympa :)
apparement pas le seul à avoir se problème , voir plus bas
Apolo you need to have a free storage slot (where a backpack goes) or a butchering bag
I have the updated es-419 translation
How do I send it to you?
Just downloaded the mod and I also feel the drops are too small. From the 3 hares and 1 rooster that I've butchered so far, the drops have been 1 redmeat, 1 poultry, 2 feathers. I feel it's a bit unrealistic and punishing that you often get no meat at all. Otherwise, I really like the mod but wish the meat and rawhide drop rates were upped.
Hello, I can't pick up a dead moose (I tried updating the mod). Is this animal not supported yet ? Thanks
Hello, could you make your mod compatible with more animals and vanilla goats please ?
CaptainOats Otterbutter
I am experiencing the same issue. My world is just into August and I've been doing a whole lot of hunting in prep for Winter. However, every single animal I hang, skin, and cut up, all I get is the bones. This is using the 2nd tier butcher table and copper hooks, which should net me 100% drops, but this feels like 0%. I was getting drops up until about July, I think.
I'll probably have to remove this mod until this issue is fixed.
SargentoNem
You have to keep pressing "Ctrl" (or the button you use to crouch down perhaps) while moving the toolbar to the side (rolling the mouse ball), at one point it will select the backpacks tab, just select the tab that has the table and place it on the floor.
I can't put the butcher's table on the floor, I can only get it from the backpack slot
CaptainOats
Polish translation completed.
I'm getting a strange issue where all of a sudden, about a month into my game, animal carcasses just suddenly stopped giving any items at all. I didn't change anything or even exit the game in that time, it just suddenly stopped dropping items when I skinned or butchered animals. Now all I can get is bones :/
EDIT: I tried everything. Removing all other mods, reinstalling this mod, restarting the game. I can't even get meat/hides the vanilla way anymore. I just don't get it, it worked perfectly for a little while and then just stopped.
CaptainOats
I'd just be happy to be able to use it the same way you do as a knife at the butcher table. Honestly, the butcher knife is pretty much useless and finding a lore friendly way to use it is just a plus. If you're looking for some way to make it seem more useful, maybe add a extra percentage change to gain more drop when used. You can also make those chances better if you use a better metal to give more reasons.
1stSlug
Wasn't too sure how to encorperate the cleaver into the butchering process so I left it out.
Shazza
Will try to work something out for that.
purple8cloud
The translation should be in the mod now thank you.
September
I upped the drop rates of Sinew in most creatures. 1 in bears and 0.5 in most smaller creatures. It's a small change but overall you should be getting more. Fat is completely base game, we no longer touch the values for vanilla stuff other than halfing then x2 on the hooks/benches so should result in the same values as vanilla.
Chuckles
Now can be any ratio of water to offal. I made it more like the tannin that you don't need a specific amount/ratio anymore.
TumbleTrash
See above comment to chuckles. Also I keep forgeting about the goats but at some point I will put them in.
ISawThisComing
I am unaware of isues that would cause that. Most of the Fauna of the Stone Age mods should be compatible but not the maniteas
AriNemera
Should be fixed in one of the newer updates, try updating the mod to the latest version.
Boyarde
If you want to field harvest something you have to not pick it up first. But if you have picked it up then you will need a hook to place the corpse on to to then start harvesting it. Make sure you are looking at the hook though when you do so.
AzuliBluespots
Currently trying to learn some more codeing so might not see more mod compatibility with animal mods before the next big game update.
Hoping for a More Animals compatibility eventually, since it's "only" four new bird species.
Crazy stuff to add would be from Feverstone Wilds, Kreatures and Kritters and/or the critter's package. There's SO MANY animals in those that I'd understand if only a few were able to be butchered.
I can't seem to skin anything. I hold crouch+right click for what feels like ages and nothing happens at all. Seems to happen even with vanilla wolf corpses.
Currently facing a strange compatibility issue. Killed a moose from the Fauna of the Stone Age: Capreolinae mod, when I go to hang it on a hook, just clicking the hook crashes the game instantly. In the first instance that this happened, the meat did get successfully transferred, but there was no visible meat on the hook, just the prompt to remove the meat. Removing it returned it to my inventory, but clicking on the hook caused an immediate crash again.
here's the specific error: System.Exception: Asset butchering:shapes/butchercreatures/generichuge/large-hanging.json could not be found
Is there a known conflict that causes the fauna series to not be compatible? Because none of them in game are giving the option to pick up the corpse, just to butcher them where they fell.
Thanks!
@shazza Thanks!
@Chuckles @TumbleTrash Offal is cleaned at a ratio of 1 Offal to 1L of water in a barrel, as seen by Clean Offal's recipe in the Handbook. If it's not working there may be a mod conflict.
Also, Valais goat don't seem to be affected as I can't pick them up.
I am having the same problem with offal, not sure how to clean.
Can you go into more setail on the offal cleaning process? I've put it in a full water barrel without results.
Would be nice to get more fat from sows and boars.
I very much enjoy the mod.
Sinew drops need a massive buff. For reference:
A Recurve Bow wants 24 Dry Sinew total in place of Flax Twine.
I was getting one or at best two from Good weight bears, despite using the best possible butchering gear (which gives 120% drops). This is bloody ridiculous. Either reduce recipe requirements to match the drop rates, or increase the drop rates. Are we supposed to farm wolves for Sinew? Oh, wait, they sometimes drop NONE at all.
Edit: Fat drops are also pitiful and need a buff.
Fauna of the Stone Age: Caninae - Works as of 1.6.2 - 17/07/2024
Fauna of the Stone Age: Patherinae - Works as of 1.6.2 - 17/07/2024
Fauna of the Stone Age: Rhinocerotidae - Works as of 1.6.2 - 17/07/2024
Fauna of the Stone Age: Manidae - Works as of 1.6.2 - 17/07/2024
Fauna of the Stone Age: Dinornithidae - Works as of 1.6.2 - 17/07/2024
Fauna of the Stone Age: Casuariidae - Works as of 1.6.2 - 17/07/2024
Fauna of the Stone Age: Capreolinae - Works as of 1.6.2 - 17/07/2024
Pislikeller
Bruh
Is this mod compatible with the Fauna of the Stone Age mods by Tentharchitect? If not, will they ever be made compatible? I would love to use them together.
korean translation completed
Just reporting a quick incompat - you can't knap bones (for arrowheads/bone pickaxe) if you have the mod Place Every Item installed on your world/server. Loving the extra detail to skinning kills, this is a great mod!
Just wondering, but is there a reason as too why the butching knife doesn't work on a butching table?
Perhaps instead of a big chunk of meat you can just choose one animal from the group of animals and use that as that group's generic model? At least until you or the other modders decide to make models for each animal, if you ever do. It'd certainly look better than a big chunk of meat.
Also, could we get some compatibility with Pileful? The bone knapping feature is preventing me from making bone piles.
Fidge Horse1Heart
Thanks for the testing Fidge . I believe it's vanilla bug with the slot colours of bags.
Moon_Dew
It's modded animals that have a standin model because modeling/remodeling over several dozen animals with each mod compatibility isn't something I'm going to do.
m1keeee Proconticlo
Should be fixed now
SeniLiX additionally, you can also change the filenames from "huge" to "large" in the generichuge folder to get the mod to function properly. I just tested it and it works out.
SeniLiX i had the same exact problem, and your method fixed it
a warning to all, trying to put the moose from the Fauna of the Stone Age: Capreolinae mod onto a skinning hook will crash your game
if that happens, follow SeniLix's fix
thanks
Is there a reason why, when place on a skinning hook, so many animals look more like hunks of meat instead of animals?
Fidge I just experienced the same problem, two hunter backpacks, one linen. primitive bag crashed it. I had another hunter backpack, but I think it got deleted because its in none of my storage or as a loose item.
my game crashed to desktop when i switched out one of my backpacks with a primitive butchering bag.
tried again and it crashed again. loaded up a singleplayer world and fiddled around with it and i was able to reproduce it. i also loaded butchering as my only mod to rule out any weird mod incompatibilities.
from my testing it seems to happen specifically ONLY when you attempt to replace a backpack of equal slots to a butchering bag (so trying to replace a hunter backpack with a primitive butchering bag, or a linen bag with a non-primitive butchering bag), and the inventory slots of the butchering bag not having been rendered at least once in your inventory already, if that makes sense.
it happened in my survival world, and i was able to reproduce it in a creative world.
test case one: hunter + primitive + 2x linen. attempted to replace the hunter backpack with the equipped butchering bag. crashed.
test case two which i obsessed over, more details further down: primitive + hunter + 2x linen. open inventory, replace primitive bag with hunter backpack. game didn't crash when attempting to replace the hunter backpacks with the primitive bag now. however, closing your inventory with the primitive bag replaced, and then trying to re-equip it after opening your inventory will crash the game.
test case three: hunter + 3x linen. attempted to replace the hunter backpack with a primitive butchering bag, game froze for ~1 second but didn't crash. re-equipped the hunter backpack and closed my inventory. opened it and tried the same thing again, game crashed. tried to do the exact same thing again after the crash to see if it'd freeze again, it did not. just crashed.
test case four: hunter backpack only. opened inventory and replaced it with primitive butchering bag. crashed.
test case five: linen bag only. opened inventory and replaced it with non-primitive butchering bag. crashed.
further clarification on what i did in test case two because i obsessed over it:
load up creative world, current backpacks from left to right are primitive + hunter + linen + linen. change mode to creative (i was in survival after the last crash). open inventory, search for hunter backpack, and put one in hotbar. switch to survival, open inventory, replace primitive butchering bag with hunter backpack. game didn't crash when trying to replace the hunter backpacks now. however, after replacing the butchering bag with a hunter backpack and closing your inventory, your game should now crash upon trying to replace the hunter backpack again. you seem to be safe from crashes as long as your butchering bag inventory slots are rendered the moment you open your inventory to replace the backpack? the outcome seemed to be the same regardless of if i did this exact thing or opened my inventory on world load to render the butchering bag slots.
game doesn't crash if you try to trigger the crash while your inventory isn't visible (like by holding alt to replace your backpack with a butchering bag without opening your inventory), so that makes sense i guess.
judging by the crash log it seems to be GUI-related but i'm not entirely sure.
will provide crash log if needed!
pardon any errors or confusion, it's late and i was trying to test this for way too long......
EDIT: it also happens with the non-primitive butchering bag, but with the linen bag instead. edited some wording to reflect that it's not JUST the hunter backpack like i initially thought (i forgot to test the non-primitive bag at first)
Hi! I`ve added compatibility of "Butchering" with my mod "(Not Only) Spear Expantion"
(And thx for awesome mod!)
Brendan053
I would have to change the way the drop system worked completely if I were to do that because to works all on vanilla ranges of drops. Also what extra config options would you want?
ManaWei
If I were to do so it would still make the iron table because iron is going to be the highest drop rate tier unless I move stuff around.
Sidfu
Okay.
YeetPatchy
Once you pick it up it becomes a block and it would be too much work right now to have it covert back into a enitity.
SeniLiX
Oh good spot and I will put out a patch at some point to fix that. Thanks for the heads up.
I believe I have encounterd a bug which causes the game to crash every time.
I killed a female moose from this mod:
Fauna of the Stone Age: Capreolinae
Upon picking it up, it transformed into Alceini from the Butchering mod (I believe this is done to have the mods be compatible with each other)
When trying to hang it on a skinning hook (The flint hook in this case) the game crashes every time.
One of the first lines in the log reads this:
Asset butchering:shapes/butchercreatures/generichuge/large-hanging.json could not be found
It looks like the mod mistakenly looks for the "large-hangin.json" inside the "generichuge" folder. I believe it should look for "huge-hanging.json" instead.
As a temporary fix, I have copied both the "large-dead.json" and the "large-hanging.json" files from the "genericlarge" folder, to the "generichuge" folder.
This have let me continue without the game crashing.
Picking up an animal, and then placing it down causes it to be un-butcherable "on the ground", is this intended? Im guessing its because the block of the killed animal is not the same kind of entity as the actual vanilla corpse.
seems there a mod that is incomp with the blood sausage. im currently trying to find which mod is causing it. the crash is when i click the blood sausage and i get a error about cant find texture for bucket. once i find it ill post which mod it is
found the mod its salt and sands. it causes teh crash abou tthe bucket texture.
Hi, quick question. I killed a boar, the weight of the crature was "decent". I took it to my hause and when I looked at it again it stated the weight was "starving". It only took me couple of hours from the time I killed the boar and when I get home. Is it intended feature or what? Because it makes it almost not worth taking it back to home and just harvest it on the spot.
Have you considered being able to make skinning hooks of Meteoric iron too?, and the Table as well ? would be nice..
loving this mod! just some feedback about the drops, i think it should return a hide on every harvest when hung up on the hook. doesn't make sense to spend all this extra effort bringing an animal back home only to not get a hide when you skin the thing. more config options would be great as well. also, instead of the quality of the hook affecting drop rate, why don't you give it a durability instead?
drakray
Hello! Only a bucket right now due to wanting the process to be a little more hands on than something you just place and forget. Thank you for your nice comment too :)
Hello, very nice mod you got there :D
Quick question: for collecting blood, is it possible to use a Barrel, or only a Bucket?
I saw that you have compatibility with Feverstone Wilds planned, can't wait to butcher some raptor XD(cockatrice)
Thank you for your good work :D
earwiq
I have fixed that issue now with the lastest release. Please do post if any more animals crash you.
xXx_Ape_xXx
I've attempted to put in something that might fix the issue but I can't replicate it on my end so it's hard to grasp what's causeing the issue. Try the new release and if you still have the issue please do say.
CaptainOats
There seem to a duplication bug with the Temporal Butchering Box. When breaking, it drops as loot, and respawns in its previous location. The person who made the box can interact and use it, but anyone else crash their client.
18.07.2024 01:50:30: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.4, ancientarmory@1.0.1, autopanning@1.0.1, backpackpackplus@1.0.3, bettersticks@1.1.0, chiseltools@1.12.2, decor@1.1.0, flourbags@1.0.2, millwright@1.1.5, moreclassestweak@1.2.5, pipeleaf@1.6.0, primitivesurvival@3.5.4, rpvoicechat@2.3.9, game@1.19.8, zoombuttonreborn@1.7.0, accessibilitytweaks@3.7.0, additionalmolds@1.0.1, AgeOfConfession@2.0.4, alchemy@1.6.32, egocaribautomapmarkers@3.1.0, autoatlas@1.0.1, betterfirepit@1.1.4, betterruins@0.3.5, blacksmithenhancements@1.0.5, helblockpick@2.3.0, butchering@1.6.1, carryon@1.7.4, chickenSit@2.0.1, coinage@1.10.1, commonlib@2.3.7, driftersounds@1.0.0, expandedfoods@1.6.9, extrainfo@1.7.0, farmlanddropssoil@1.4.0, hudclock@3.4.0, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, mushroomz@1.0.1, petai@2.2.4, playerlist@1.8.1, pomshadercache@1.1.0, prospecttogether@1.3.0, rustboundmagic@1.9.33, steadycam@1.3.1, stonebakeoven@1.1.3, storageoptions@1.0.2, vinconomy@0.2.8, creative@1.19.8, vsimgui@1.1.3, survival@1.19.8, xlib@0.8.3, metalrecovery@0.1.19-pre.1, cats@2.0.2, configlib@1.3.12, em@2.5.2, playercorpse@1.10.1-rc.1, stonequarry@3.2.1, vanity@2.1.2, wolftaming@2.1.2, xskills@0.8.5, bricklayers@2.5.2
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.GuiDialogBlockEntity.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialogBlockEntity.cs:line 112
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 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
CaptainOats
Yes, I killed a male western roe deer from FotSA Capreolinae, as I was approaching it to harvest it crashed.
earwiq
Were you or anybody else looking at a particular animal? This is likely due to a aniaml that wasn't coded right on my end.
Hi been running a lan world and after adding this mod a crash happened when I was swimming in some random body of water. Not sure if that's related, but I thought I'd post the crash report here. We've had no crashes until this point and removing Butchering seemed to stop the crashing on log in.
Game Version: v1.19.8 (Stable)
7/17/2024 4:07:41 PM: Critical error occurred in the following mod: butchering@1.6.2
Loaded Mods: bettertraders@0.0.7, decor@1.1.1, entitiesinteract@1.0.11, extrachestsfantasyedition@1.9.0, fantasycreatures@0.7.1, floralzonescaperegion@1.0.10, floralzonescaribbeanregion@1.0.7, floralzonescentralaustralianregion@1.0.5, floralzoneseastasiaticregion@1.0.3, floralzonesneozeylandicregion@1.0.3, caninae@1.0.16, capreolinae@1.1.5, casuariidae@1.0.7, dinornithidae@0.7.0, machairodontinae@1.0.9, manidae@1.0.2, pantherinae@1.1.9, rhinocerotidae@1.0.3, sirenia@1.0.5, morebanners@1.1.0, primitivesurvival@3.5.7, roas@1.0.0, saltandsands@1.0.2, swordz@1.1.8, untamedwildsursidae@1.0.5, game@1.19.8, abcsreborn@0.2.2, ancienttools@1.5.18, betterruins@0.3.5, butchering@1.6.2, canjewelry@0.2.32, carryon@1.7.4, commonlib@2.3.0, decayingcreatures@0.0.3, decoclock@0.9.3, extrainfo@1.7.0, freedomunits@1.1.4, fromgoldencombs@1.5.1, hudclock@3.4.0, medievalexpansion@3.13.1, moreanimals@1.3.5, nemi@1.1.0, petai@2.2.6, prospecttogether@1.3.0, rivers@3.1.0, rustboundmagic@1.9.74, sailboat@1.3.1, creative@1.19.8, survival@1.19.8, woodstain@1.1.0, cats@2.0.3, em@2.6.3, feverstonewilds@1.5.0-rc.2, playercorpse@1.10.1-rc.1, moreroads@1.5.7, tailorsdelight@1.5.5, banners@0.1.1, dressmakers@1.2.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Butchering.EntityBehaviorButcherable.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player, EnumHandling& handled) in C:\Users\daifi\Desktop\Vintage Story Modding\butchering\butchering\src\EntityBehaviors\BehaviorButcherable.cs:line 94
at Vintagestory.API.Common.Entities.Entity.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) in VintagestoryApi\Common\Entity\Entity.cs:line 1224
at Vintagestory.Client.NoObf.HudElementBlockInteractionHelp.getWorldInteractions() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 301
at Vintagestory.Client.NoObf.HudElementBlockInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 280
at Vintagestory.Client.NoObf.HudElementBlockInteractionHelp.EntityInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 390
at Vintagestory.Client.NoObf.HudElementBlockInteractionHelp.Every15ms(Single dt) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 318
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 19
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 81
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 838
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Sidonius
I've been adding food items on a kind of a random basis and probably should be careful adding too much more as it's techincally ment to be about butchering process less about the after effects but... I'm also a little crazy.
Tobymaxgames
I will try to speak with the author of that mod to see if I can come to some arrangement.
GenericNamePlate
Your in luck! I'm just about to release that should be compatible with all Fauna Of The Stone Age mods!
Papy_Mick
The blood gets 'placed' in the bucket when the creature goes from bleeding to bled out as long as the bucket is placed underneith it when it happens. (This is done this way because it's simpler code and overhead wise)
hello, the question might be silly but, how do you actually collect blood from bleeding out creature? i assumed you had to place the bucket bellow it as it's hung down on the hook but don't seems to work for me. tried simply clicking on the hook with an empty bucket but don't work either. i am a bit confuse and i don't know if i am doing something wrong or if maybe it's the right way to do but some mod compatibilities break it. ^^'
I was wondering if youd ever be able to make this mod compatilble with Fauna of the Stone age - Capreolinae. I really would like to skin deer using this mod!
Is this updated for XSkills yet? I LOVE this mod but my server will not run it due to the fact not only will not get skills from using it but it brakes that you get skills and skill activation for skinning animals in the field, and husbandry is already one of the hardest skills to levels but had a lot of levels. So they want all the husbandry skill they can get. So despite my protests they pulled this mod a while back. Let me know if it's fixed, or please look into fixing it?
Sidonius translate that to the cooking mod: blood, clean groats, liquid lard, cooked red meat bits, cooked chopped veggies, salt (optional) mix in bowl
can you add configuation to make bone items craftable with a knife? using More Piles prevents you from making them.
Hi is there any use of blood except blood sausage and blood pudding?
for example my favourite food xD??.
Blood can also be used as in processed version as egg white substitute:-)
Pork Blood with Groats
Ingredients:
Instructions:
Preparing the Groats:
Preparing the Meat:
Preparing the Onion:
Adding the Blood:
Combining Groats and Blood:
Seasoning:
Serving:
InertFurry
It should take into account the Hunter's Class bonus when butchering.
IAMspEeDex
Remove Fishing 2 from your mod list as that is most likly the cause of it and messes with a few other mods. I have now added Fishing 2 to the list of non-compatible mods.
Cant Pickup dead animals, getting a "ghost item" in the slot and the corpse stays on the ground. placing it creates an invisible block. Rejoining removes all "Ghost Blocks/Items"
Do the butchering stations benefit from the Hunter class' bonus to skinning, or is that just vanilla skinning?
love what you did with your mod, and will definately add it to my server as well, CaptainOats
DEV NOTE:
Jenpai
The prime redmeat is currantly not compatable with expanded foods.
DilanRona
Will check that out at some point.
the cow and bull from medieval expansion is not rendering correctly on the hook and table. Thought I would let you know.
Is "Prime Redmeat" compatable with "Expanded foods" mod?
A mod compatilbity suggestion too would be to use some of the herbs (like pepper and sage) from the "Wildcraft: Herbs and Spices" mod to make more cured meat options!
CaptainOats@ Awesome, thanks for letting me know. Me and a buddy plan on adding the mod to a lil series we are trying to start up and wanted to make sure compatibility before we do so!
Nebux
Are you using the 1 click install? because if you are then please download the mod manually as the 1 click install is a bit buggy.
Grifthegnome
Looks like a comaibility error with Achievements mod, I will look into this but it might be something they have to do on their end.
GVLT
That's an old bug that was fixed a few versions ago so please manually download the current version, clean out your mods folder and make sure no other Butchering mod version is installed.
SkullyDog
The next update for the mod will most likely focus on compatibility and finishing the goats hanging models. Might not include every animal mod but I will try to get a good portion of them done.
thespy24574
Last time I checked it worked with it. If the knife is using the base code class then it should be fine.
Is this mod compatible with toolworks? given it damages the knife?
Is this compatible with The Critters Pack and More Animals?
So, I have this fat juicy bighorn that I fed trough winter and entire spring, he good into good weight, but when I butchered him on Iron table I recieved one prime cut and 3 redmeat. I think this mod does not makes butchering harder, it makes it pointless.
Hi, why does animal on your back always stated as starving?
@CaptainOats
Got the following client crash trying to pick up a Grizzle Bear for butchering
can't download the 1.6.1 file size is 0 when downloaded
also moose don't have animations anymore
Aerra
Might want to give the new download a go, bit fairer on the ol' Offal and Blood drops :)
Thanks you for downloading and Happy Butchering!
The Upping Of Offal And Blood Quick Fix 1.6.1 (My test values slipped through the net and were way too low)
The new update is amazing, all things that I was hoping to see some day. Thank you for this lovely mod!
The Sausage, Animal Weight and Blood Update 1.6.0 (I was closer to the update finish line than I thought :0)
been away for a while.Do you get some experience for xskills while using this mod? It is possible to add butchering as a skill using xskills, is that something you might consider?
ngoomie
Not sure what to say other than it seems to work fine on my Windows PC without texture issues.
The_Teller
If your still have those issues then please do message me on discord, I've not been able to replecate them.
Stroam
If you could private message me on discord I can help with a set of basic JSON's that can be used to hook up the mods
Bughaw
Moose will be in the new update coming out soon plus some other goodies but no goats yet!
Any plans to add goats, moose, and the rest of the new animals?
Origin_Alpha_43 NemesisObscur
The Butchering Tables are bakcpack slots and they can only be placed when you are holding it while it is inside the back pack slot.
Same here. crafted the primitive Butchering table
it dropped straight from my inventory and cant pick it up
What's the best way to add support for this mod if I want to add a custom animal?
Is it normal that I cannot pick up and place the butcher table after making it? 🤔
Even in creative mode, it is impossible for me to retrieve it to place it, regardless of the table model. 😞
If you can tell me why, or if i make anything wrong, because i like this mod who add more contents into the game, and more game life. Thank you for nexts answers.
NemesisObscur 🙂
So I don't know if others are having the same problem but ima go ahead and explain what's happening.
Things to note: using a mod pack/ 1.19.8
So when ever I collect an animal carcass, the animal stays on the ground and I am given the carcass item in the inventory.
The weird thing is that the Carcass in my Inv isn't actually real, if I place it down it disappears and if I throw it it vanishes. Also if I harvest the body on the floor the inventory carcass disappears.
i tried putting it on a hook and it allowed me to as well as skin it but I got no hides and once it was done draining blood I could no longer pick it up.
Idk what exactly is going on, if there's a known mod conflict or if it's just cause I'm on version 1.19.8
Any feedback to help confirm either of these will be appreciated.
Hello! Mod is really great, I'm a huge fan. But I'm having an issue with game version 1.19.8 and mod version 1.5.5 on Fedora Linux v39 where the textures for skinned animals seemingly plain won't load. I get errors relating to texture load failures in my terminal when skinning an animal.
Would be nice if the butcher mods butchering system worked with the Fauna of the Stone Age mods.
Azraile
While 'techincally' possible this would most likely break parts of the mod and maybe even game code it's self as corpses on the ground after kill are entities still and when picked up the carcasses are blocks
Aljistar
I will be looking into compatibility with mods suchs as Feverstone Wilds in the future.
DireTheRed
You need to have all copper or bronze tools for the copper bench not iron. This recipe WILL consume the tools just to let you know.
IndigoRose
Does the server you play on have the 'Place Everything' mod?
DeansOnToast
Horns are not in this mod yet but I do want to add them eventually.
No, any creature such as fish that can't be hanged does not get affected by the mod.
The dead animals are there because you can make them into rot and if the handbook entry wasn't there it would crash the game looking itno the handbook entry for rot.
I can disable that knapping recipe I think for you too.
Wveth
I might be able to offer a config for that but I am unsure if I can at the moment
Marlim
XSkills is a tricky one as the code isn't public which can be got around but makes it harder to do compatibility. Also due to it being updated quite slowly we wouldn't of been able to do any compatibility until it updated.
I will be looking into compatibility with mods suchs as Feverstone Wilds in the future.
Thank you all for your patience and happy butchering!
Are you looking to add support for Xskills? What about other animal mods like Lichen Continued and Feverstone Wilds?
CaptainOats
Is it possible for me to disable the bone knapping part of this mod? I'd rather be able to stack bones and I have the mods for it, but it defaults to the bone knapping from this mod when I try to place them in piles. Is there anything I can do?
Adds just the bit of realism I need.
For my clarification and if anyone searchs the comments, is there a way to currently get horns / does this effect salmons butcher rate even though you cant hang it?
I would like to also use this with mods that add crafting recipes for horns and salmon being uneffected means it likely wont effect other fish themed mods.
Also is it possible to remove the handook entries for all the added dead animals just to clear up search results.
edit: Could you also update BonePickaxeEnabled to also disable recipes/knapping/bone-pick.json
I have a reocurring problem with bone knapping. The recipe box will flash on screen for a second, but then disappear and the bone will simply be placed on the ground. I've tried reloading my mods, making sure the mod is compatible with the version I'm playing on, and several logout/login cycles. Nothing seems to get it to work. I'm at a loss. Help?
This also seems to only be happening in multiplayer. It has happened in single player, but not at the moment.
Hello! Mod seems so cool
But im having an issue with crafting the butchering table.
I have an iron knife, sheers and a copper butchers knife,
2 copper plates, and 16 planks on each side.
Still cant craft the butcher table, recipe just never shows up when everything is assembled. am I missing something?
Pic for referencehttps://imgur.com/fre3ybI
well hope you can make it compatable, I like the mod but right now it makes leveling husbandry even harder than it already is because not only do you get no skill points for skinning or butchering with the mod, but it some how brakes getting skill points for doing it the normal way too.
you modders are awesome. would love to see a compatabilty patch for feverstone wilds.
Finally braved trying this mod out and omg I love it CaptainOats. Question - what's the compatibility with the other four FoSA mods like? (Casuariidae, Sirenia, Machairodontinae, Capreolinae)?
I have had an ocation where i wanted to move something so some one could skin it on the spot or switch something out for something else i wanted to take back (ei ditch a cow to bring back a bear) however all the things that get turned into generic huncks of meat like the cow and modded things once picked up can not be placed down on the ground to skin out in the world anymore.... could you make it so they can be placed down on the ground and field butchured still?
Pinged you in discord about table model. I remodel table and I think it looks a bit better, please take a look when you will have time, would be nice to have it in-game for other players.
Bonjour les tables de boucherie tombe au sol sans que lon puisse les plasse version 1.19.5
CaptainOats
Newest version of the mod on the newest version of the game. I Tried Foxes, Wolves, and a Rabbit before giving up
Ket
It shouldn't take too many logs but I can't remeber the optimal amount right now. Keep in mind if you burn logs while nothing is in the firepit the fuel lasts 50% longer because it's not 'cooking' anything.
YourYandereGF
I will look into that, there was some rendering issues in the new version of the game so that might be the problem.
Sert
Which version of the mod are you using and what type of animals?
Azraile
It was only updated recently so only now do I have the chance to look into this. Currantly it doesn't intergrate in with xskills.
EtheRR
The bench is supposed to go into a bag slot then can be placed by scroll wheeling to it or pressing ctrl + 1, 2, 3 or 4. This is done due to balancing. Medium+ animals will also go into those slots too unless you have a butchering bag.
Hello got a problem with the mod on 1.19.5 version of vintage story : the primal butchering table drops on the floor when i craft it and I can't pick it up. Ty to help me asap.
Can you add xskills compatability to using the mod gives skill points and the husbandry butchery skills apply to this mod?
Having the same issue as @IndieAlch
Everything seems to be starving, and I haven't received a single drop from any of the 5 animals I've butchered on the table. Only thing I got from them were the bones that drop afterwards.
YourYandereGF
That doesn't sound right. I've put at least 16 logs on before and come back to find things not smoked. In the server I'm playing on the timer says 3 hours to smoke but I don't know how that compares to the 24s listed on the firewood item? Default calendarspeedmul as far as I can tell.
Ket 5 logs will smoke your meats fully with only a second or 2 of fuel wasted. Also CaptainOats there is an issue im facing where the smoking rack is not visually showing the uncooked meats, but will make them fully visible again once they are done smoking. I dont know if this is a client issue or something replicatable. Just wanted to make you aware to keep an eye out <3
How much fuel does a campfire need to smoke the meat? I keep coming back to the meat resetting its process because I haven't fueld it enough but I don't want to just slam a whole stack of wood into the fire and waste fuel. Is wood even the best fuel to use for this?
Sad_yst
I will add more compatibility in the future but it will take a bit of time to motivate myself. :P
BoogieBrando
If I remember I will look into this.
Advancedgun3795
Are you in creative, spawning in carcausses? Because you need to place an animal and kill it to work properly last time I checked. And also are you using any other mods?
Hey, I recently tried your mod but im having an issue where everytime I hang an animal and put them on the butcher table none of the items such as their meat, leather or anything thats supposed to drop after I finish cutting the carcasses drops, the only thing I get from the whole process are the bones from the leftover skeleton at the end of the process. Is there a specific bug thats happening or is there a step I'm missing? I'm on 1.19.5 if that helps.
Love this mod, although I struggled a bit with understanding that I had to crouch to scroll over to the bag slots. I didn't even know that was a thing in the base game.
Might help people to add that tip into the handbook as the crouch+scroll function isn't vital to vanilla VS gameplay (can be easily missed out on), whereas in Butchering it is required.
will you add support to more animals mod, feverstone wilds/horses and more birds mod? love the mod btw <3
IndieAlch
Hopfully fixed in the new update!
Currently experiencing a bug where all creatures are listed as "starving" when picked up.
Im on v1.19.4 using the 1.5.4 version of Butchering, and first experienced the bug with other mods in a survival world, and was able to reproduce this bug with only the Butchering mod on.
It does not matter whether the creature weight is good, decent, low, or starving before being killed, as when picked up all creature weights are shown as "starving" and give little to no drops when using the butchery blocks.
Issue could be reproduced in a creative world and only way to get good weight corpses was through the creative inventory.
I've tried to uninstall and reinstall the mod but to no avail, and I cant seem to think of any fixes, any ideas?
ShrimFryRry
This is probbaly an issue with the base game because that error report doesn't show anything to do with my mod.
Might be this from the base game:
Fixed: Further attempt to fix very rare crash with EntityItem; added additional debug logging
Is this compatable with XSkills?
I tried testing it out, but I can't tell if it's working or just randomness
CaptainOats
I tried using that command, but the game was unable to find the mapping id. Long story short, I found a huge brained hide with the same issue, but it crashed my game. Now my game crashes on start up.
I was able to recreate the glitch on a backup. Any help would be massively appreciated.
Running on 64 bit Windows 10.0.19045.0 with 16286 MB RAM
Game Version: v1.19.4 (Stable)
3/15/2024 2:15:51 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.3, buzzwords@1.6.0, primitivesurvival@3.4.9, game@1.19.4, zoombuttonreborn@1.6.0, ancienttools@1.5.12, betterruins@0.3.4, butchering@1.5.4, commonlib@2.3.7, expandedfoods@1.6.8, herbarium@1.1.0, medievalexpansion@3.13.1, petai@2.2.3, usefulstuff17@1.3.2, creative@1.19.4, survival@1.19.4, wildfarmingrevival@1.1.8, xlib@0.8.0-rc.1, playercorpse@1.9.0, wildcraftfruit@1.1.1, wildcraftherb@0.0.0, wildcrafttree@1.1.0, wolftaming@2.1.0, xskills@0.8.0-rc.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityItemRenderer.LoadModelMatrix(ItemRenderInfo renderInfo, Boolean isShadowPass, Single dt) in VSEssentials\EntityRenderer\EntityItemRenderer.cs:line 280
at Vintagestory.GameContent.EntityItemRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityItemRenderer.cs:line 150
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 93
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 901
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 3/15/2024 2:10:52 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.4.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x3188
Faulting application start time: 0x01da7703c4b0a1d6
Faulting application path: C:\Users\JohnDoe\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\JohnDoe\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: e5d54d36-6e5e-419a-9beb-3c1b9b044f58
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 3/15/2024 2:08:19 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.4.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x3ca0
Faulting application start time: 0x01da770379b71772
Faulting application path: C:\Users\JohnDoe\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\JohnDoe\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 1edd552f-76b2-40ee-82a9-ac8ef981ad50
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 3/15/2024 1:45:37 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.4.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x55c
Faulting application start time: 0x01da76fbdd9eccb1
Faulting application path: C:\Users\JohnDoe\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\JohnDoe\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: af10ee5d-fcd4-44c8-97f9-2023581aaf87
Faulting package full name:
Faulting package-relative application ID: }
ShrimFryRry
If your old butchery bags don't auto convert into the new format then please use this command: /iir remapq butchering:butcherybag-primitive butchering:butcherybag force
Yo, my primitive butchering bag turned into a jpeg after updating to 1.5.4. It still worked fine, until I took it out of my backpack slot. The bags in the handbook look fine, mine just got cursed I guess.
Either way, thanks for fixing the invisible bug. Love this mod.
Valencrad
What version are you currantly on? I have been having no issues in my play through with starving animals since I 'fixed' it before.
Love the idea of this mod, was super hyped to play with it but i'm having a bug with every animal I pick up suddenly converting to the "starving" weight
Edit: Played co op, my friend playing Hunter was able to get stuff from a bear, but rabbits of low weight keep becoming starving weight
Excellent work, I like this mod.
but i just found a bug, when i put the primitive butcher table on the ground and then destroy it to move it, it stays on the ground and i can't pick it up again.
Edit: I solved it by uninstalling and re-installing the mod
Can confirm the bug of stepping on the primitive hook. May be all hooks.
Huzzah for invisible bug fix!
Hello !
Thanks for the mod, it's very good :)
I've faced a bug I managed to consistentently reproduce and that seems related to this mod. The game will crash if I step on a flint hook that is on my wall (I was just trying to jump over it). Crash seems to rollback the world state but not my inventory, causing some lost items.
I'm running v1.19.4 with these mods: Culinary Artillery / Butchering / Carry On / CommonLib / Expanded Food / Player Corpse / Primitive Survival
Btw, I broke a hook with a corpse on it and can't figure out how to reattach it, any help ? thanks !
Hi friend. I'm running version 1.5.2 on a 1.19.4 server. The primative butcher table seems to be scaled down. As in, it should be 3 blocks long but it's only 1.5 blocks long. Same for width and height. It also doesn't appear to be usable in this state either. I know 1.19.4 is new so I didn't expect it to work seamlessly, but I figured I'd let you know.
EDIT: I fixed it. If you hit both shift and ctrl when placing the table, it caused this issue. Hitting only crouch will allow you to place it properly. I hope this helps someone!
Invisible Fix 1.5.3:
Boneknapping isn't working. Even with placement mods disabled, it refuses to allow selection of a recipie.
There are too many people to at individually so I'm going to just hope you see this.
Can't work out how to place the bench when crafted?
Use control and numbers 1-4 to select it or scroll wheel to it when not in a inventory menu
Textures are bugged/Animals are dissaperaing visually?
I sadly know, this is a problem that has plagued the 1.19.- release. I at this moment am really struggling to find a fix. This may be a base game issue that can't be fixed on my end or requires a large rewrite, I just don't know.
My animals are not dropping anything?
In my hours of testing and playing I have not encountered any issues but I will keep my eyes open
Deer, Goats and Moose can't be picked up?
Yes, those animals are yet to be turned on in the mod. Deer are in but need to be properly turned on and the others need new models due to some model issues with them. (I've been too busy stressing over the invisable animals to do much about these)
Thank you all for you patience with these matters and don't feel bad if you need to unistall the mod due to bugs, I am keen to work out these problems and hopfully you will give it a second look at a later date.
JonR
I will look into doing something about that at somepoint.
For those having trouble with things like placing the butcher table, picking up animals, etc. fear not! I too thought the mod was bugged, but it isn't--the mod simply makes more use of your bag inventory slots. You will need an empty bag slot to pick up a butcher table or a large animal. If you have a butcher bag, you don't need the bag slot. Even without using the bag slot you can still pick up small animals.
This should address the concerns raised by beaneboy (use one of your bag slots to pick up and place a butcher table) as well as TofuDelivery (hold control and hover over your empty bag slot then right click the animal carcas in question).
The one remaining issue that IS still bugged is the fact that once placed on a hook and skinned, animals often turn invisible until you pick them up off the hooks. I believe the author is still addressing these textures and what not, but it shouldn't affect the function of the mod--just the aesthetics.
Would you consider adding a config option to change the value that vanilla-style butchering returns are multiplied by? I would love to tweak the mod so that Vanilla butchering is at vanilla returns, but then going through the added processes in the mod results in a 2x or more return in products. That way it ends up being an incentive to play with the mod instead of the player being forced to utilize it, and having less values hard-coded in the DLL I feel is a good practice as well. Thanks for considering this!
hello i have a massive issue when i craft the primative butchering table i cant place it in my invetory,hotbar or pick it up could it be something with all the mods i could have or a issue with the mod
Hey I have this issue where I can't pick up medium sized animals like dead deer and goats. Doesn't work with or without a butchering bag/empty slot unless it's a smaller animal like fox, rabbit, chicken.
So i have the carcasses disappear with any of the hooks. Interestingly since the same update period(i ythink 1.19.3 but maybe earlier in 1.19.x) i have the same issue with honey pots in the fields of gold mod and the chest in the hand cart in the ancient tools mod. idk if this helps, maybe yall can brainstorm together and see if there is a common change in 1.19 that has caused this behavior. Loving th9s mod, really hoping for more compatibility with other creature/aniumal mods.. feels wrong now to skin it in the field.
thanks
Just wanted to confirm, when using the tinbronze hook, the draining carcass "disappears" once drained. Its there, just not visible. The model does appear once you pick it up, and it shows on the butchers table. This happened for me with the wolf, rabbit, raccoon, and chicken.
Hi, i dont know why but i cant get raw hide :(
Thanks
Ok I'm a bit lost. I saw a video with this mod where the primitive butchering table was on the ground, now all I can get it to do is fit in a bag slot. Help?
@CaptainOats: 1.19.3 for the game, 1.5.2 for the mod. I think it happened with a 'poor' weight as well, but I'd assumed that was just different terminology (I'm still in my first year of gameplay, and haven't seen a starving mob yet).
yo i've got a bit of a weird issue
running on 19.3
updated it to the lastest version of the mod and when i put the animals onto the hooks or the table, i'd use my knife on them and the animation and sound would play (noted that if i were to move while the audio was playing, the audio wouldn't follow me and would stay in that one spot) but nothing would happen. did a bit of finagling and it got temporarily fixed, went back on today and the issue was back, decided to go back to the mod version 1.4.4 and it's still having that problem, no clue why. i've reinstalled the mod, turned it on and off again, gave myself a new table, only thing i haven't tried is going out and getting killing another animal to try, bc, i would really prefer not to.
Edit: played around a bit more and it seems like the issue was the toolworks mod for some reason? far as i can tell at leaset. regular vanilla knives didn't work whereas the toolworks versions did, but it seems like even if they do work, there's no drops or anything using them? back on v1.5.2 and, so long as that mod is disabled, it seems to work perfectly fine
TennoHotaru
That sounds like a bug, what version of the game and mod are you running?
Downloaded the mod to try it out today and I've spotted something that seems odd. When I killed a wolf and hovered over it, the weight was listed as decent, but when I picked it up to carry home it changed to 'starving' and consequently dropped no hide or fat.
Is this a bug, or an interaction with wolves specifically?
Foxes now should not crash you in the new update
I can confirm that there is a crash when u look at the fox corpse. I tried it few times with three diffrent corpses. Im using Primite Survival, Ancient Tools and Carry On. CaptainOats
Rolling back to older version fixes the issue for me. No need to remove mod. Remove newest version, then install 1.4.4 and fully restart your game, and it should work. Whiteshadoh
Running on 64 bit Windows 10.0.22631.0 with 32633 MB RAM
Game Version: v1.19.3 (Stable)
18.02.2024 01:44:48: Critical error occurred in the following mod: butchering@1.5.1
Loaded Mods: primitivesurvival@3.4.6, game@1.19.3, ancienttools@1.5.12, butchering@1.5.1, carryon@1.7.4, hudclock@3.4.0, creative@1.19.3, survival@1.19.3
System.NullReferenceException: Object reference not set to an instance of an object.
at Butchering.EntityBehaviorButcherable.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player, EnumHandling& handled) in C:\Users\daifi\Desktop\Vintage Story Modding\butchering\butchering\src\EntityBehaviors\BehaviorButcherable.cs:line 81
at Vintagestory.API.Common.Entities.Entity.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) in VintagestoryApi\Common\Entity\Entity.cs:line 1212
at Vintagestory.Client.NoObf.HudElementBlockInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 270
at Vintagestory.Client.NoObf.HudElementBlockInteractionHelp.EntityInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 381
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
Had to remove this mod as when you look at the fox corpses it creates a crash for the player.
Until you fix the invisible creatures bug, is there a way you could possibly add a chat timer when they are completely bled for a reminder? Either way, love this mod!
CaptainOats
Any idea why this is spamming my console
[Server Error] Tried to load collectable butchering:deadfox-male-red-dead, but it could not be resolved.
[Server Error] Tried to load collectable butchering:deadfox-female-red-dead, but it could not be resolved.
[Server Error] Tried to load collectable butchering:deadfox-baby-red-dead, but it could not be resolved.
Wizard76
I plan on haveing two more tiers of butchering bag, a pelt one (6 slots) and a leather one (8 Slots)
With the invisble animals on hook bug - I am aware but can't fix it without an overhaul but even then not sure what I'm thinking would work.
Aristine
Sadly without a lot of code can't return the item back to dead entity.
Bughaw same thing happens on just the regular primitive hooks, latest version of the mod as well in 1.19.3, animals become invisible after bleeding out on the hooks
It would be great to still allow picked up/placed animals to be vanilla harvested as long as they haven't been skinned yet.
In my case, I made the mistake of picking some animals up to bring home (but I'm very early on and far from having the supplies to make a skinning hook). Now that I've placed down the animals at home, I have no way to harvest them.
mod is working well for me in 1.19, but with the graphics bug. Just have to remember that bug when hunting.
Also, question. Do you have plans for a bigger, [maybe 6 or 8 slot] butchering bag?
Weird how the bodies never disappeared in the 1.18 version even when that was used on the 1.19 releases before the official 1.19 upgrade.
CaptainOats
Bodies vanish on the copper hook when done bleeding (1.4.4-latest). Just a display issue, mod still works.
CaptainOats
Could you please update this mod for compatibility with the Toolworks mod? The crafting recipes requiring a tool seem to not work with the new tool mechanics that the ToolWorks mod introduces. Thank you if you do. :)
CaptainOats
Wonderful, will add it. Thank you.
CaptainOats Sounds good, cant wait to try it
Kessem
It should work fine with Primitive Survival but you will have two ways of how to smoke meat.
MagentaLizard
The new 1.4.4 update should of fixed this issue but I shall look into it further
Wizard76
That patch is already in the mod. I will look at the More Animals mod once I've intergrated the base animals.
Gonya
The new 1.5.0 update (inreleased) I'm working on is going to make it so you can only use bronze or lower tools to make the bench to stop people accidently doing this. Like Lemontrash Said the tools are ment to be in the table and you 'use' them to aid in cutting up the beast. I use a knife in the recipe because in the cutting up of an animal I should imagine more than one type of knife is used to properly do the job.
Dnd
I will look more into the bleeding issue but it might be one of those things to stay for now. (Though this could be the path I need to take to solve the whole invisable animals issue? So I will have a look)
I skinned a rabbit, lion and pig on a copper hook. The bleeding animations stayed where the hook is, even when removed. Relogging fixed this, but just an fyi.
Gonya I am not a modder myself, but as far as I understand if you wanted the tools to show up on a model of the table, it would only be solvable by creating a bunch of models for the table since any combination of metal tools can be used. Otherwise you would be able to use copper tools in craft menu while the actual table displays them as iron, for example. Not in line how VS typically deals with these things.
But again, I might me completely wrong here and the decision on how to handle this (and if to handle at all) is ultimately on the author.
Lemontrash I never actually considered the tools are just used up so that it is like the butchering table is actually using them. But in that case, maybe actually representing the tools on the bench would be good. I agree that the knife should probably not be part of the crafting recipe if that is the logic behind it because we use our own knife through the whole process.
Gonya I think the idea is you place shears and a cleaver on the table for future use during the butchering process, but the knife doesn't really make a lot of sense since you still have to use one to actually butcher the beast
Can you please have crafting butchering tables not consume the entirety of the tool durability. Pretty silly that I ended up using my entire durability of my iron shears and knife just to make a copper butchering table.
CaptainOats I tested today with Expanded foods, lightly. It seems to work [at least doesnt break or crash].
I saw there is already a patch for Medieval Expansion for the cattle. Ill have to try that. I was talking about the More Animals mod that adds the capercailies, turkeys, pheasants etc.
Cant wait to play more extensively with the mod, looks great so far.
CaptainOats

Am i supposed to be getting only 3 meat from a good weight boar that was skinned and bled out? Also the boar becomes invisible when it's done bleeding out.
Edit: Ok somehow the good weight boar are becoming low weight when i pick them up so that's probably the issue.
I'm on 1.19.3 and using these mods.
CaptainOats
Is integrating (making it compatible?) Primitive Survival planned? or is it already fully working together?
This is pretty much the main thing making me hesitant to add your mod to my game.
so just my suggestion/requestr for other mods to make compatable, creeature critters, more animals and the feverstone horses would all be great! Also i know i mentoned it b4 but me and a buddy were talking how cool fish being scaled on a board, then gutr em to get fillets and a guts drop of some kind that could be used fror a fertilizer. Overall we love this mod and look forward to all the other animals in future, cause we dont even really want to kill the ones we dont have to bring back and skin...lol
thanks foir the work!
CaptainOats
Thanks for the help, it worked
Tim2002
It is the same as a filled skep and can be access to be placed by scrolling the mouse wheel to select it or holding control and pressing 1-4 then placing it like a block
Thanks for the update CaptainOats and please don't feel preasured in any way or form, mod's awesome as is
Why can't the butcher's table be placed, why can you put it in the backpack but not place it as a block? I just noticed this while testing the mod
The_Rice_Fields
The smoker has to be directly over/above the fire to work.
IndigoRose
Please update to the lastest version as I remove bone arrows and replace them with a recipe for flint arrows (your bone arrows should auto convert over when you update if you let the remapper do it's thing) This is due to arrow's being much harder to implement than I thought.
Lemontrash
Goats and moose have to be added yes. I have another update coming out that won't fix them yet but I will in the future.
Bushranger
I will look at the birds and see if when I fix the goats and moose I mgiht be able to put in a compatibility patch.
Also bears and wolves won't smell the hanging meat. might be funny to implement but super hard to do. :)
Thanks so much for fixing the starving issue! Also, is there a height limit to how high the smokers can be above the fire? Does it have to be right above it or can it be like 3-4 blocks higher?
I'm having a big problem with the arrows I create from bone knapping. Shooting them causes my game to crash and close every single time. Is there any solution to this issue?
I assume the mod doesn't work with the 1.19 animals yet? I can't pick the nubian ibex up, neither in the backpack slot nor in the regular inventory and vanilla butchering seems to yield full resources
I've just started playing with this mod and it's very satisfying :)
My vote would be for the birds in More Animals. I imagine they're based off the chickens, so might not be as much work for you 🤞
Maybe the snakes in Primitive Survival?
Now the question is... should I fear wolves / bears sniffing out the skinned creatures hanging at camp and coming for me?
Wizard76
This mod should be compatible with Expanded Foods or at least shouldn't break (I havn't tested this fully yet)
Which animal mods where you thinking and also I need to finish up the moose and goats before I do any more external mod intergration.
Is this or will this be compatible with A Culinary Artillery and Expanded Foods?
That would be amazing to have that, as well as possible integration with other animal mods?
Awesome, thanks for fixing the starving issue. I enjoyed the process that this mod adds, looking forward to adding it back to my game.
Perhaps the bone tools could be made into an addon mod instead of being part of the base mod with the butchering changes?
Blaze_wraith
This mod doesn't effect drifter drops.
IMPORTANT Dev Announcement 1.4.4
I am confident that the values the animals drop are vanilla values, the starving issue is down to how we half animal loot initally to then double it on the copper bench. This value was coming through in the hud as 'starving' but infact this was just a number it was puling before we doubled it.
This update fixes that starving issue.
After testing the animals were giving me exactly the vanilla amounts I would expect. This number corrilates correctly to the number in the animal file JSON. For example ewes (female sheep) give a range of 13-19 red meat for a 100% fed creature but no creature will ever be 100% fed so that number would be closer to 80% (or less for wild animals); this boils down to 13-19 divided by 80% (standard vanilla fedness) then any class modifers equalling what should be dropping (10-15 or something close to that).
Now the flint/primiative stuff does give another 20% debuff onto that but as I was planning on adding more stuff to the animal drops I feel like that an okay debuff for early game tools.
If you want to mess with drop rate there is config where you can change the values to what you want.
also, does the mod effect drifter drops
alright, im here now
Dov47
nevermind, read previous comments
fixed now, thx
Blaze_wraith
It is in your game directory:
C:\Users\YOURNAME\AppData\Roaming\VintagestoryData
Appdata folder is usually hidden by default in windows, to get there type %appdata% in start and press enter.
It will take you to AppData/Roaming
Dov47
how do i find the "clientsettings.json" thing
i found something close, but i dont know if its the right one
I will look into the starving issue and see if I can find the cause, must be the way we now are displaying info on the creature messing with something.
The model disspearing bug is something that I have worked with mutliple modders to fix and we were all unable to find a solution despite our best efforts. At this point I fear it's a base game issue.
Moose and goats need to be re-modeled before I can put them into the mod which as you can tell isn't high on my proirity list at the moment.
Thank you all for patience and hope that you can bear with me on these issues
CaptainOats
Blaze_wraith
I had the same issue, go to clientsettings.json and delete any butcher mod from disabled mods list, that fixed it for me
my mod list BTW
installed latest update of the mod, and my table and hooks are gone, as well as all the crafting recipes
Mod is currently bugged and turns every creature to "starving" when you pick them up, and the carcass model disappears once it's done hanging, some animals like bears sometimes don't drop anything when skinned or butchered, some animals like moose can't be picked up
Ievery animal i kill from bear to boar to deer, no matter the animal weight, all say theyre starving once i pick them up and barely give any meat, fat, or hide (i skinned like 8 wolves and got 2 hides) am I doing something wrong or is this a bug?
Other players can't see when a creature is placed on a butcher hook.
CaptainOats
I like the Bone items like the Bone Pickaxe. Could you add more bone based tools like ...
- Bone Harpoon
- Bone Hoe
- Bone Knife
- Bone Shovel
- Bone Spear
- Sharktooth Club
Thanks in advance!
Germugulgon Recommend trying out Commoner or any class that has no negatives to harvesting from animals; but yeah the debuffs all stack and it does get pretty gnarly fast. Also could try tuning the config to 1.5x drops from butchering (makes it worth the effort right now either way)
@CaptainOats game verson is 1.19.2 and the mod verson was 1.19. 0/1.19.2 i will try it again sense i see you have updated it
thank you for being vary active with all this <3
Thanks for that last update. I may not be having such a bountiful hunt now, but at least I can tame the cat that wandered past my hovel now.
I really enjoy the idea of this mod. I'm playing a clothier and every corpse I've picked up so far - even a 'good' weight bear - turns to starving when I pick it up and go through the process.
I've yet to get a single item from butchering a bled out body on my primative table. I'm not sure if this is intended or not, but its a bit of a bummer to hoof a bear back to base and butcher it and not even get a hide after skinning it. Not sure if the primitive bench and the clothier debuff stack to make the bodies not very useful?
Going to disable for now and circle back. Very cool premise though, hope to use it in the future.
Really enjoying this mod so far! Makes butchering creatures feel a lot more engaging than just shift-rightclicking.
Any plans on adding compatibility with Primitive Survival, perchance? The smoked meat from this mod and that one have quite a bit of overlap, but have different decay rates and the Primitive Survival version can be further cured after smoking, which this one's smoked meat cannot
CDragonDream
Which version of the mod and game did you try to install?
Hydromancerx
While I had planned on adding intestine, I hadn't heard about Rennet. I will add it to the bank of ideas but I can't promise anything.
ShrimFryRry
Thanks for the comment! :)
Could you add Intestines to be used to make Sausages and Rennet (for cheese making)?
Thanks in advance!
Thanks for the updoots
Welp, just downloaded this new version and my bench and hooks and tendens are all messed up. not sure why that happened so im a go back to the older one i had that was still working
Thanks :)
Blaze_wraith
Little update - Goats and moose need to be fixed on my end to be put in, gonna have to wait on those!
Sozzky
You can now feed your wolves and doggo's meat again in the new patch. (Thanks G3rste)
Blaze_wraith
I wanted to get out a version quickly to address issues so I left out the goats for this release (though I just forgot to un-disable the moose too)
Sozzky
Will look into this today, is it just redmeat/bushmeat?
Seems like I can't feed any meat to my wolves after updating to 1.4.1. Was fine before updating this. Using Wolves Taming and PetAI mods.
and moose too
thanks
also, cant pick up the valais goat (which i believe is vanilla)
Blaze_wraith
Prime meat when raw can be used in meals in the cooking pot.
its working now, thx.
in other news, can primemeat be used in a cooking pot
Blaze_wraith
You are running an old version of the mod, please update and if it happens again then send me a message.
DarK_DO7
From the Q&A section of the mod itself...
I can't pick up the butchering bench or large animals?
After crafting the butchering bench it will go into a bag slot (like a skep or linen bag) or fall onto the floor. You also need a free bag space for larger animals to go into OR use a butchering bag (which opens up inventory slots for larger animals).
curently trying to pick up a male brown bear of decent weight. i have an empty backpack slot, but when i pick it up, it crashes my game
DarK_DO7
I had the same issue, I think it got changed to getting stored in one of your backpack areas, like the skep. Should try that
the primitive butchering table won't go into my inventory after making it help pls
IMPORTANT Dev Note -
I would first like to apologise for taking so long to write this dev note. There have been a few issues that have come up and need to be addressed.
Firstly, in the new update 1.19.- animals corpses are going invisible 30-40% of the time when transferring from 'bleeding' to a 'bled out' state, they still function and can be taken off the hook and butchered but for the duration on the hook remain invisible. This is something that I can't fix without a larger rewrite (even then that would be a gamble). I have tried to fix this issue and it's the same code snippet as the 'un-skinned' to 'skinned' state yet still refuses to work properly so I am unable to find a solution. I would like to reiterate that I at this moment can't fix this but I still want to continue to work on the mod and so I am at odds with my own mod.
Secondly, the drop rate mechanic implemented by G3rste, I broke and has remained broken for a long while unknown to me. This has caused double drop rate on all animals when butchering on a copper bench. This is NOT intended and will be fixed down to standard drop rates in the future. Yes I'm sure people will rack me over the coals for this but I did and still don't have any intention of doubling drop rates for the butchering process. The mod is designed to make the game harder but in a more immersive way.
Lastly, I over over-engineered a problem that has now got somewhat of a fix in 1.19.-. This is the bone carving mechanic, which has created more problems of it's own than it solves. Why did I not use the knapping mechanic in the game instead? You might reasonable ask. I thought I could do something a bit better but alas I tried and failed. This mechanic will be replaced with the main games knapping and all recipes will remain the same just using the base games mechanic.
I plan on going back to 1.18.15 for a update then release one for 1.19.- with the invisible bug still present unless I can fix it in the mean time.
Captain Oats
so we can not pick up aurchs or anything from the canane mods on our 1.19 server. not sure what we can dop to test and help with this, it doesgive a tooltip or anything.
thanks
There was no option in the config to disble the bone pickaxe. I tried adding it anyway and it did not work. Is it still "BonePickaxeEnabled": false?
I suppose I can just delete the recipe files in the mod itself, hopefully that doesn't break everything. Edit: I did this and it did seem to work, for both the bone pickaxe head and the bone needle.
Edit2: Decided to just remove bone carving entirely, I hope if the config issue is resolved this becomes/remains an option.
Not sure if this is a mod bug or not (assume so since its a new animal for 1.19) but some of the animals, like bears and moose, turn all white when you place them in the backpack slot. They are still all white before skinning them. Once you skin them, the hides drop and they turn into the pink 'skinned' color.
Wanted to post this as I hadn't seen it before and it just looks sort of weird, but doesn't seem to stop the actual functionality.
JD2
Thanks for the suggestions I have added them now
YourLocalViking
I will look into that because that sounds like a cool idea and does fit. Might not be doable but I will give it a try after I've got a update out for the new version.
Once the new version is out I will look into the bugs people have posted - Thank you for your patience!
Cool, immersive mod. (Dont know why its not in vanilla yet)
In addition to being immersive, it also provides unique resources, such as sinews, which can replace bowstring
or with which you can create sewing kit not even being a tailor. Or bone arrow tips, which are an alternative early option. Etc.
CaptainOats
Could you please make it so we can see the weight value of the animal before it was killed?
I'm in an RP server as a butcher so I would want to pay people more for higher weight value animals but since they bring me only the carcass I cant tell how much it weighed originally.
I appreciate you improving and making the gameplay more immersive.
Your mods are as interesting as possible :3
Despite the minor bugs, I'm sure your mods will be some of the best and most requested. Moreover, I hope that Tyrone will include some of the functionality in the vanilla game.
CaptainOats
Not sure if you can edit the page where the mod is listed, but maybe add 2 things?
1. The butchering table when crafted, and any large animal carcasses must be placed in the "backpack storage" slots on the right side of the inventory hot bar. Large carcasses = anything bigger than raccoon, chicken, fox, and hare.
2. Mod is not currently compatible with 1.19.X, bugs can occur until this is updated! (Maybe add flashing red letters for this part :D)
Approaching an animal I have yet to identify seems to cause a crash the crash handler attributes to Butchering.
Disabled the mod and approached them, they're dead fox pups, killed by a fall it would seem. They're stood up in an apparent death animation glitch.
Shooting a Bone Arrow with a Crude Bow on 1.19.1 crashes the game with a Null Object Reference error.
Found a bug, when i shoot a bone arrow with a crude bow it crashes my game
Onre the butchering table goes into one of the rightmost slots (where you can place the baskets). You need to make sure one of those slots is empty to be able to pick it up. After that, you can place it by holding shift+ctrl and scrolling your mousewheel until you see the selector box in your hotbar at the butchering table slot. Then right click. You need to make sure that two blocks to the right, from the space you are trying to put it, are free as it extends to those two as well.
Picking up larger animals (wolves and sheep for example) also require you to have one free"bag slots" on the right. Placing the animals on the hook is the same process with ctrl+shift and mousewheel.
i have a bug where i cannot get the primitiv butcher workbench pickup even if i craftet it. (i cannot set it in my inventar or place it if i threw it out on the ground i cannot pick it up)
Hey, just wanted to second the bug report for textures disapearing when the timer hits 0 for carcasses being bled out. Im also having issues where the new animal textures are not rendering correctly on the meat hooks.
Awesome! Thanks for the info and all your hard work keeping this mod running smoothly!
CaptainOats
So far the only bug that I saw while using it with the 1.19 stable is when the carcasses finish being bled out, the textures for the corpses would disappear, but so far not much changed from the times I used it in unstable releases.
Trug
Not able to relicate that bug on my end so all I can really say is I hope it doesn't happen again? Not sure what would be wrong.
Javes
Like the comment above you said, it gets placed in the inventory bag slot like a skep and you have to mouse wheel scroll to it to place it down.
AguynamedEd
Smokeing takes 4 hours as of right now. The smoking rack requires a lit campfire under it (the block below it). Note: the campfire can be fueled with peat and if the campfire doesn't have any thing to cook (and it's up to heat) the fuel burns slower so it's not as much fuel as you think to smoke meat.
INFO ON NEW VERSION UPDATES -
The stable came a little sooner than I thought so I'm a bit rushed to get out a stable version of the mod myself but expect it (hopfully) in the next week or so and then I will start adressing bugs that are still present. Thank you and happy butchering!
I know it's not updated yet but thought this might be worth passing on - skinned animals turn invisible on the hook once they reach the bled out stage but can still be removed and appear correctly after removal (this didn't happen during the release candidates), everything else I've touched so far seems to be working.
Love the mod! Great work! My only question is, how long does the drying rack take to smoke meat?
Javes
Did you place the table in your backpack slot, like a skep, like the description of the table says to do? It won't fit in inventory and is not meant to. Check the item description and then use your sprint key to either cycle through all the slots, including backpack, or E and then click the slot, remove whatever personal storage boost device you have in that slot and the table will auto-pick up.
After crafting the butchering table(with copper) im unable to put it in my inventory or pick it up. I have a lot of mods installed so im suspecting theres a conflict somewhere but i dont know what it could be. What about any of the alchemy mods?
IndigoRose It's not updated for the 1.19 stable version yet so there might be issues related to that.
HalfdeadKiller
To add to what he said, this is specific to multiplayer, only the person who puts animals onto hooks and butchering tables can see the animal, other clients do not see the animal, they do however see the blood and can still interact with it as if it was there.
Is there a fix for the picking up bear carcasses and crashing issue? Having this problem and I was hoping I'm just doing something wrong.
Mod appears to work, but the animal models don't show up on the butchering hook and butchering table in 1.19.0 stable release.
CaptainOats,
First, really appreciate the mod, it's amazing. One potential bug, when using the bone carving tool to carve arrowheads the sawing sound never stops, even after I'm done carving.
Thanks for all your time and effort!
no worries and no rush. having modded before i know how it goes. appreciate you.
kitsushadow
1.3.3 is most likely the last update i'm putting out for 1.18 and will move my efforts onto updating all the recent changes to 1.19 but it will be a few days at LEAST to do so because there is some strange changes within the animal files in the new update.
i think i see the issue. im testing the 1.19 but thats not the one you updated. we are on a 1.19rc server. should we be using 1.18 or 1.19? i assume 1.19. If 1.19 would you consider updating there also?
kitsushadow
It should be something like "BonePickaxeEnabled": true if you DO want it and "BonePickaxeEnabled": false if you DON'T want the pickaxe. It should auto populate a config file but if you have more trouble could you send a screenshot over discord?
@CaptainOats Whats the syntax in the config file? It didn't seem to populate the config option. I did delete the config file and reboot to see if it would be there.
Oh, next time I'll just post the Json then. I mean, I need to make the file myself, but that's how I've been translating in the past anyway. Just went through some crowdin stuff after the game was fully translated.
bringitonwimps
When I update to the newest version of game it will be fixed. Waiting for a stable release or two.
Yanazake
When I fix the translation download thing for the crowdin I will port over your translation (I need to speak with someone who knows what they are doing on that part).
I translated most of the mod over on crowdin to pt-br. Still missing the neopantheridae or whatever it's called and the handbook guide.
the aurochs is still not working for our server. Will not let you pick it up like the other animals. We are actively using 1.19-rc8
kitsushadow
The new update is out and should work with the config, if you have any trouble please do let me know.
CaptainOats Ur the man. looking forward to it!
kitsushadow
I will have a patch out in the next day or so with a config option for bone picks.
Any reply in regards to config option for bone picks? We are witholding from using this mod b/c of it. It's a shame an entire mod, which is extremely well done, can't be used b/c it needs to add a pick which is unrelated to the core of itself.
Oh, my mistake, it's from PRIMITIVE TOOLS. I tend to use that with Primitive Survival and end up mixing both.
Actor
Most likely going to change the bone arrow head recipe to make flint arrows/crude arrows instead of bone arrows due to a few issues. (also you most likely have a mod installed that increases arrow damage because flint arrows are also -0.5 damage base game)
Yanazake
A few things, the animals take a fair bit of work to maipulate and make hang so I will only support compatility if the mod is up to date but even then I most likely will use a shortcut in how I hang the animals. Also bone arrows are to be changed (see above comment) and the primitive survival mod doesn't have bone arrows so I'm not sure what you mean?
ArtynGamin
Working on getting fish to hang on the smoking rack as I write this also adding in some more stuff for the smoking rack.
As a fan of lox I was a little sad I couldn't hang fish fillets in the smoking rack. Maybe in the future? I only have vanilla fish in the game, and they're even salmon :P
Oh this looks great!
I'd suggest the "more animals" mod to be added, but I'm not sure the vanilla chicken are already included.
Besides that... "creatures and critters" if that's up to date with 1.19 for sure. I SO would hang and skin those dang cassowaries >:C
Also, if this has bone arrows, try to make sure it's compatible with primitive survival.
After crafting the table, i'm not able at all to pick it up.It drops and thats it.And yes, i tried this :'you need a empty backpack slot to pick it up, then press LCTRL and scroll over to it so you can place it.' and 'You scroll to the backpack slots with the mouse wheel as if your placing a skep then right click to place' (can't even scroll trough my backpack).Guessing i'll have to go without the mod.
Also, bone arrows need to change their damage to 2 or even less, instead of -0.5.
Rn they just bounce back from creature
AlexFenixVa
You scroll to the backpack slots with the mouse wheel as if your placing a skep then right click to place
After crafting Primitive Butchering Table it refuses to be in inventory and being picked up which make difficult to use this mod. I don't know why.
UPD1: Switched to v1.2.2
UPD2: Why da (censored) you need to put butchering table into backpack slots? How do even place it in that case?
CaptainOats Dracorogue I did go back to double-check, and noticed this time that the copper plates on the bottom didn't change metals. Thanks for the info, guess I better go mine more copper lol
Trees from mods cannot be used for crafting butchering table.
Also bone pickaxe is overpowered and must be deleted, bone can't crush the rock.
Breaking rocks is currently locked behind gathering copper through sifting or surface recovery. Breaking rocks before that is a tier of progression the bone pick breaks. Access to stone give you access to cobblestone building materials and the quern which are also locked by getting a copper pick.
JD2
That issue will be fixed when I port over the updates to the mod to the new version of the game.
Trainquilizer
I need to look into this more because I am struggling to replicate this bug even though multiple people have reported it, I can't fix until I do.
BentLizard
The bench requires a backpack slot due to balancing, this is the same as the skeps ingame.
Dagurmawth
You must be using a mod because the base game flint arrows do -0.5 damage and the bone ones are modeled off of that.
ArtynGamin
The Butchering Bench requires any tool past copper BUT needs copper plates for the recipe. (also the tools get used up so be warned).
DahBakon
Could you send me a picture of your mod list in Discord PM's I had someone else report this but I have yet to find the mod causing this issue.
kitsushadow
The pickaxe can't be used to break ore so I don't see how breaking stone for cosmetic purposes or getting yourself out of holes could be breaking tier progression. It was designed to mimic the antler pick in the lichen mod.
Hey, can you add a hook to disable the bone tools. Specifically the bone pickaxe. It really breaks the tier progression.
couldn't get the bone carving to work in the 1.18 latest version. not sure why. made the bone carving tool (which was missing a recipe for flint knife + flint i think) and then could select the item to carve with F, however i couldn't transfer the bone to my off hand to carve it at all.
ArtynGamin had the same issue with mine where it wouldn't get made. Had to make a fresh set of each to do it, fair warning the tools were consumed on crafting.
I'm not sure if it's an error in the mod or if I'm misunderstanding something, but when I tried to craft a butchery bench with tin-bronze (ie the knife, cleaver, shears, and 2 plates were all made with copper-cassiterite alloy) it just straight-up didn't work? As in, there was no "product" result from the crafting grid, as though it were an invalid recipe. I checked the Handbook, and it said that plain copper tools/plates would work and those are a tier below bronze, so am I missing something or is this an actual issue??
The bone arrows need a fix. They're currently set to a negitive damage value, causing them to be useless. The bone arrows are set to -0.4, while flint arrows are at 5.5. Bows apply a modifier to the arrow's damage, not the other way around.
BentLizard you need a empty backpack slot to pick it up, then press LCTRL and scroll over to it so you can place it.
I crafted a primitive butchering table, but it wont let me put it into my inventory so that it can be placed....had to throw it on the ground out of crafting menu, now i cant pick it up
I found a game crashing bug, using bone arrows crashes my game, idk if this happens with other bows, but it happened with the crude bow.
Using newest 1.19 rc, rc6 I believe, get this when trying to pick up a brown bear underwater:
EDIT: I picked up a male brown bear underwater (bears can't swim well) with rc6 yesterday and it worked fine. So not sure if "brown bears" as a whole are the entire root problem. The immediate crash to desktop only happened when I tried to pick up a female brown bear. Will try it again if I get another brown bear :) Ok, crashed with a male brown bear this time. No idea how I managed to pick one up yesterday with the same rc6, but oh well.
Running on 64 bit Windows 10.0.19045.0 with 16310 MB RAM
Game Version: v1.19.0-rc.6 (Unstable)
1/8/2024 7:43:32 PM: Critical error occurred in the following mod: butchering@1.1.0
Loaded Mods: butchering@1.1.0, buzzwords@1.6.0, hqzlights@1.1.1, drdecor@1.2.0, glowingarrows@1.2.0, HangingOilLamps@1.0.1, immersivecorpsedrop@1.0.1, millwright@1.1.3, moreicons_cs@1.1.0, peacockbasses@1.1.2, roas@1.0.0, sortablestorage@2.2.1, truesunfishes@1.1.2, visibleore@1.0.1, game@1.19.0-rc.6, egocaribautomapmarkers@2.6.0, betterfirepit@1.1.2, blocksoverlay@2.6.0, carryon@1.7.0-pre.3, fromgoldencombs@1.4.25, hudclock@3.4.0, petai@2.2.0, stickemup@1.1.0, creative@1.19.0-rc.6, survival@1.19.0-rc.6, bugnetcompatibility@1.0.1, feverstonehorses@1.6.0-rc.2, maltiezbows@1.0.1
System.Exception: Could not find butchering item deadbear-male-brown-3-dead
at Butchering.EntityBehaviorButcherable.OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode, EnumHandling& handled) in C:\Users\daifi\Desktop\Vintage Story Modding\butchering\butchering\src\EntityBehaviors\BehaviorButcherable.cs:line 49
at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 286
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 393
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 96
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 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 317
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I tested on 1.18.15(stable) but now that I look at the version of butchering I tested, it was 1.1.0 and should have been using 1.2.2
JudgeRW
Will add it to the list of stuff I need to make compatible
VaelophisNyx
In the next update I will put the number down to 0.2x from 0.3x as I feel this is still fair in terms of balance, also a cellar enviroment will help with the preservation.
bringitonwimps
Quartering would sadly take alot more work than you think as I would have to decontruct and remake all the animal models and assign textures to each individual part correctly. Also the crashing will be fixed once I bring the new updates of the mod to the new version of th game but that will take some time.
Stroam
Are you on the 1.19 version of the game? As I don't quite support that version yet.
I'll second trying picking up a vanilla brown bear didn't go so well. Bone arrows with recurve bow also caused a crash.
It appears to be the brown bears, black bears are fine. game crashes if we pick up brown bears specifically
Think this mod is really cool im activerly using 1.19 with the bear crashing client side issue.
thanks for your work, look forwartd to where this mod can go
personally I think the former 0.01x multiplier (at 32C!) for protein was fine, as it made it worth the cost of construction and the cost of upkeep on the butcher box
higher still leaves meat spoiling in single digit days at best, even at 1C
Would be cool to add More Animals to the compat list:
More Animals v1.3.1 - Vintage Story Mod DB
ok
Spookydorf
I will take a look and see if I can get it working.
Lohakar
I don't support the new version of the game right now due to the amount of bugs that are present, my applogies but you will have to wait for a few stables before I can confidently port it over.
Does it really work with Medieval Expansion?
I have the butchery bag in inventory and it shows four darker slots.
I've killed the auroch bull and the right button (and nothing else I've tried) won't pick it up.
v 1.19.0-rc.5
I tried it in a save game(Dw its a copied version of a save game) and the game wouldn't work, so it might not be compatible if added into an existing playthrough with A Culinary Artillery and Expanded Foods
Spookydorf
This mod should not conflict with those mods.
Does this mod conflict with A Culinary Artillery and Expanded Foods?
VaelophisNyx
That's not a bad idea but might have to be best done with a new system so would take a lot of work but I will write it down so I don't forget.
ArtynGamin
Hopfully you are able to get it all working and have a good time. Happy Butchering!
DaftCanuck Ohhh it never occurred to me to try that! Thanks, I'll give it another go :)
would be neat to have compatibility with vanilla's fish, as well as fish from the Fishing mod and Primitive Survival
Hmm. Alright, but I would Like to ask, right now The mod seems to not wanting to work with Vintage at all. I put the mod into the Mods, but I can't find anything about Butchering.
TimSithis
The table should go into one of the backpack slots which then you can scroll wheel to and place down.
Hey, just wanted to ask. Does anybody else have problems with the Table with the V1.1.5? I can't get it..and Can't equip it as it's invisable after crafting and even after gm. Seems Like it don't allows it.
Love this mod! Read your update and I hope you feel well soon. Just wanted to report that with the flint meat hook the bleeding animation continues playing even if there is no hung carcass and the hook is destroyed. Not a huge issue, just wanted to make you aware. :)
Llittle update on health and development of the mod -
I got illness for Christmas, darn you Santa! and have been half in bed and out of bed for the past week. I was taking a short break for the Christmas holiday from modding (recharging my little brain) but that hasn't quite happened and now I'm stuck between illness and not quite finishing what I've needed to do on the mod for a new release on 1.18.15. So will need a bit more time to sort it all out. Thank for the patience and everybody has been super cool so far so I really I'm happy to continue putting my best into this mod for the forcible future!
Venusgate
Need to look more into this issue because I have no clue looking at that mod list why it would be doing something like that but thank you for bringing it up to me
@everyone with bag slot problems
I will also put some more info on the whole bag slot thing so people will be able to understand that you need a bag slot for the butchering bench somewhere (I thought it was in the guide already).
ArtynGamin the butchering tables go in to your backpack slots, so you will have to take off a backpack to pick it up. Once it is in your backoack slot you can select it by holding left CTRL and either pushing the numbers 1 - 4, or by scrolling with your mouse wheel.
The drifter drop rates just seems to be really low. There is a mod to increase it, but I havent tried it yet. EduardoPupucon
I just tried to make a primitive butchery table, and the item was made just fine but I couldn't pick it up?? i had empty inventory space for it, but it wouldn't go into the slots so I could only drop it, and then I couldn't pick it up to place it. What just happened???
@DragonKingKyo I'm having the same problem as you. I tried downgrading versions but that just made it crash instead. I'm on the 1.18.15 version of VS.
Update: I tried disabling Medieval Expansion as the author suggested in another post, but that didn't help, the latest version for 1.18.15 still doesn't work, butcher tables take up bag slots and can't be placed.
CaptainOats I saw you updated to include it, so I have not used the patch on this save.
Here is the mod list
https://imgur.com/a/Nrhc9Ih
Venusgate If you are using the Medival Expansion mod patch then I must stress that it is not mine nor it is updated as I have intergrated the same content into the base mod. I'm unsure why the models would be invisible, if you could provide any more info on what mods your have installed that would be good.
I'm running this and a slow of other mods in 1.18.15. It appears, at least on the primative bench, that most of the models are invisible when laid down to butcher. I have tried removing and reinstalling the mod to the latest 1.18.15 version, but I have not tried it on a creative save yet.
I do notice the black bone tips of the Aurochs cow model show up.
yeah i'm on 1.19 i removed the mod and still got things not dropping, so i think it may be a issue with the version
EduardoPupucon
Are you sure? i've not got any reports of that so far. What version are you using? Also things not dropping is a known major bug in the new release candidate for the base game so if you are using that then that might be your issue.
drifters don't drop anything with this mod
Simori
The knapping of carcasses is not my mod and I am soon to change the way you get bone stuff from my mod as I've found knapping bone to be quite annoying in sunlight.
Hello, I'm enjoying your mod a lot, but I do have a question.
Is the knapping of single bones (the ones you get by destroying carcasses) intended? I also can knap medium (and bigger) carcasses, but once cancelled before chosing an item, the carcass automatically drop a single bone.
@DragonKingKyo they go in the bag slots
I am using 1.1.5 and for some reason the primative butchering table when crafted will not go into my inventory nor can I interact with it after it falls to the ground from being dropped can anyone tell me why this is happening or is it that version that is messed up
im brand new to vs and couldnt resist installing all the mods and have already waded through a bunch of mods that are for the next unstable version of vs.
I was having the same issue with bone arrows making the client instantly crash. as soon as the arrow is released the game quits. im running vs 1.18.15 and i had the 1.1.0 mod (for vs 1.19)
i downgraded to mod version 1.1.5 (not sure why the version numbers are like this) and i can now miss all my bone arrow shots without crashing. maybe triple check the mod version is the correct one for your game Exmortis
CaptainOats Exmortis I was having the same problem last night. I went through all of my mods to see what was causing the issue, and it was not this butchering mod. Turns out it was the trader camps mod causing my single player server to crash. It still allowed me to wander around but when trying to throw or shoot it would use the ammo/spear but nothing would come out. After disabling it everything is working again. Not sure why, maybe an incompatibility with another mod?
Exmortis
I've been unable to replicate the bug on my end but will keep an eye out for it in the future.
yes, that seems to fix it. I had the more piles installed at first as well and tried disabling it then and must have forgotten to test that option after. Thank you
@CaptainOats
I am using 1.18.15 and the latest version of this mod
I have a couple of other mods, but nothing that interferes with Bows or Archery at all.
SalazarWindriver
If you mean the medival Expansion Addon then try disabling that. I didn't make it and it's not needed anymore due to intergration into the base mod. Also make sure you have the correct mod version for 1.18.15.
I seem to have trouble with this mod, game version 1.18.15 with medieval expansion, the add-on, expanded foods, and hide and fabric. For some reason, I can't pick up either a fox or ram with both just an empty hand and an empty bag slot. I also do not see a butcher bench or hooks in the guide. I'm not sure if mod conflict or something else.
Exmortis
What version of the game and mod are you using? That would help narrow things down.
sandalsocks
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.
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+(1-4) to select bag slots - thanks Micomi from Discord for the info.
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
Tankwv
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.
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
@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. :)
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.
It was the Medival Expansion patch. Didn't read the latest description to it. It's causing the no load issues.
CaptainOats
Super weird isses but thank you a lot for clearing things up, appreciate your work and commitment!
Soumagnei
Could you tell me if you have any other mods installed?
Jonathonsky
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.
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.
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.
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.
EDIT:
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.
Bernd_Kocht
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.
CaptainOats
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.
Bernd_Kocht
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?
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.
Soumagnei
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.
BranTuna
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.
Bernd_Kocht
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.
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.
@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.
Greetings!
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
CaptainOats
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 :)
Jonathonsky
Hold Sprint (ctrl by default) and use the mouse wheel to scroll to the bags, then crouch (shift) and right click to place it.
How do you place the butchering table? Its in my bag slot and I cant select it.
EDIT:
Thank you. I have been playing without knowing about this functionality for a few months now. Much appreciated Jesfest
Jesfest
Well done, your a modder now! :P
I will look into implementing a patch to add compatibility with those mods.
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
"game:log-*"
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 😂
CaptainOats
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.
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...
Quartal
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).
l33tmaan
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.
BranTuna
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.
@CaptainOats - I just want to confirm, but does the latest version of this mod take into account any bonuses provided by xSkills?
Does this mod work well with Immersive Corpse Drop?
CaptainOats
Im having issues with with forest foxes. I'm playing with Caninae and Patherinae mods if that helps.
Quartal
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.
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.
Geoff_
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.
Hello,
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... ;)
Luksor
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.
Kaelyn
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.
toasted_
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.
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!
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 ! ^°^
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.
I added on the discord official in your mod chat some screenshot of bug
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.
yeah thanks i did'nt know you could scroll through the bag slots but i figured it out
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.
MagicWand92FS
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.
hey is there any known incompatibility's / weird controls? cause i can't place the butchering table. thanks great mod btw
The Background Overhaul 1.1.0
MOD COMPATIBILITY
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
Ragolution
The carcasses last about 2 days from kill to rot and yes they do rot on the hooks.
Chumber
The bags in the new update will be able to be made with papyrus. Thanks for the heads up.
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 I've got the patches functional. They'll be included in the next Ancient Tools update ^_^
How long does a carcass keep while stored on the hook? Does it have any kind of 'spoilage' factor?
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.
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.
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
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!
CaptainOats
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!
Ryuu
-- In the next update I will have a foundation that should allow for more compatibility for mods such as those.
VaelophisNyx
-- I will also increase the resistance of the bench so it's not so easy to break.
Telemachus
-- I am looking into compatipility for Xskills but that won't be in the next update.
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.
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!
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.
Requesting https://mods.vintagestory.at/show/mod/7545 to be patched-in so butchering can be used on all of the subfamily Caninae. Also, if possible, https://mods.vintagestory.at/show/mod/6597 Capreolinae and https://mods.vintagestory.at/show/mod/5788 Pantherinae too. Lol. I know it's a lot of work but your mod and theirs will be miraculous together. Who's with me?!
this mod could use a video guide in the preview
Hello,
Loving the mod, is there any chance to provide compatability patches for xSkills and/or Hide And Fabric mods?
CaptainOats
I forgot to write that you can receive skin from a given animal during skinning
Ryuu
Right now I confiedent it doesn't give exp for xskills and I will also speak with the FeverstoneWilds people too about that patch
Kaofan
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.
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)
CaptainOats
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: 1.18.13.0, timestamp: 0x64b07659
Faulting module name: openal32.dll, version: 1.23.0.0, 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: 1.18.13.0, timestamp: 0x64b07659
Faulting module name: openal32.dll, version: 1.23.0.0, 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: 1.18.12.0, timestamp: 0x64b07659
Faulting module name: openal32.dll, version: 1.23.0.0, 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: }
CaptainOats
So what will it be like?
CaptainOats
The question is, will you release an update or another mod with this mod: https://mods.vintagestory.at/feverstonewilds
I want to add the same mechanics as in this mod
CaptainOats
Polish version
Butchering 1.0.9
does this give xp and benefit from xskills at all if it is on?
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 ?
T_R_O_L_E
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.
Hi
Are you planning to make it compatible with the mod Hide And Fabric?
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.
Michaloid
Which version of the mod are you using? As I fixed a raccon issue a few versions ago.
Found out that putting raccons in the hook will crash the game.
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!
narkoticici
This mod should be safe to install mid play through but like all mods PLEASE backup your world/save before adding mods.
Hello can i add to my save with no problems its medium modded
Scarlette
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).
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?
T_R_O_L_E
We are most likely going to keep it as it is for now but I do appreciate the suggestion.
RayTC
Yes but currantly you only get meat from vanilla harvesting (this will change in the future)
Can you still butcher an animal (albeit with reduced drops) like in vanilla?
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.
T_R_O_L_E
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.
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.
T_R_O_L_E
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)
Ostross
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)
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.
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.
For some reason I can't get skins from small animals like hares or raccoons, what could be the problem?
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,
Besilas
Darn bears are the bane of my ingame VS life and outside too. It's been fixed now, thanks
Love this mod, only issue I've come across is after killing a bear upon picking it up leads to the game crashing
Spaz1705
Fixed that in new bug fix update. Thanks for the report.
New crash. Happened when trying to hang a racoon on a hook. https://pastebin.com/gzWCn6qZ forgot the crash log, my bad.
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.
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.
CaptainOats
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.
Exmortis
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.
Ostross
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.
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.
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.
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.
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!
Hell yes!
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.
DemonBigj781
Taxadermy is most likely out of the scope of this mod and would require a seperate mod
OldRedGrizzly
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)
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.
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?
Spaz1705
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.
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?
Spaz1705
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.
Just got a crash upon looking at a bears corpse. https://pastebin.com/m17gvLgc
DanaCraluminum
Retsof
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.
Is it compatible with other animal mods?
Does this give you increased yeilds for properly butchered creatures (compared to vanilla), or just decreased yealds for improperly done ones?
I remember making a suggestion about a similar system on the VS Discord channel. Hope to see some mod intragation soon.
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!
Love the concept! I look forward to seeing this mod grow! :D