Skip to content

[wip] Butchering 2.0 [Commission]#259

Draft
Sun-Soaked wants to merge 6 commits intoMonkestation:masterfrom
Sun-Soaked:butchery
Draft

[wip] Butchering 2.0 [Commission]#259
Sun-Soaked wants to merge 6 commits intoMonkestation:masterfrom
Sun-Soaked:butchery

Conversation

@Sun-Soaked
Copy link
Collaborator

@Sun-Soaked Sun-Soaked commented Feb 24, 2026

About The Pull Request

Comissioned by @blackwolf602

This pr fully replaces the butchering system with a centralized component 'ported' from tg/monke main (I had to pretty much rewrite it from the ground up but let's ignore that)
And standardizes the weird cross-type behavior for butchering simple_animals and superior_animals (though humans still have their own weird butchering logic going on)
Mobs can now have a list called butcher_results defined that contains their possible butchering drops, which are iterated through when butchering the mob, with the assigned number determining their base chance of dropping
image
(this means they can have multiple different butcher drops, and different drops can have different chances of dropping)

In terms of player-faching changes:

  • The chance of successfully harvesting an item from a mob is now strongly effected tool cutting pwr and by bio, sharply decreased below ~30 bio and sharply increased above it
  • Any sharp item can now be used to butcher with poor effectiveness, even if it has no cutting pwr
  • Butchering a mob now has more verbose description, showing your butchering power & how many of the mob's items you successfully harvested
  • Several simple_animals that didn't drop meat before due to jankcode now do.
  • Cats now have a unique meat type. Iriska now has a very unique meat type. I don't remember why I coded this
  • [CURRENTLY WIP] Some mobs now have unique negative events when you butcher them really sloppily.
  • Club roles get some starting BIO, since they now need it to butcher animals.

Balance(especially of butcher drop chances) is very subject to change & I'm open to any suggestions

Why It's Good For The Game

Makes our butchering system less shitcode and more flexible, while also connecting it to the tool and stat mechanics. Requested by Lord Rook so they can implement the roach loot pool & some of the negative butchering effects described in the techno document in their own future prs

Testing

Runs. Butchering works. Will continue testing when I'm less tired

Changelog

🆑
code: butchering is now handled by the Butchering component, automatically placed on sharp items
balance: the chance of successfully harvesting meat from a mob is now effected by BIO and the cutting power of the tool used
balance: any sharp item can now be used to butcher mobs. items with no cutting power are treated as if they have QUALITY_CUTTING 5(very weak)
balance: club roles now get some bio for better butchering
code: adds a system to cause potential negative effects when poorly butchering mobs
fix: several minor simplemobs now correctly drop a small amount of meat
add: cat meat.
add: iriska meat.
/:cl:

@Sun-Soaked Sun-Soaked changed the title [wip] Butchery 2.0 [Comission] [wip] Butchering 2.0 [Comission] Feb 24, 2026
@Sun-Soaked Sun-Soaked changed the title [wip] Butchering 2.0 [Comission] [wip] Butchering 2.0 [Commission] Feb 24, 2026
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant