Mods / Butchering

Tags: #Crafting #Food
Author: CaptainOats
Side: Both
Created: Aug 31st 2023 at 8:40 PM
Last modified: Nov 8th at 8:55 PM
Downloads: 297244
Follow Unfollow 2917

Recommended download (for Vintage Story 1.21.5):
butchering_1.10.11.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.

To achieve this vision, the core things this mod changes:

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. Basic primitive versions of these can be made in the late stoneage.

Pick up your kill and bring them back to your base for processing (These corpses now take up backpack slots until you can make one of the butchering bags).

Creatures now weigh you down. (each creature adds a small slowdown to your movement which is configuable).

 

Main Mechanics and Tools:

imageimageimage A set of Butchering Hooks that provide yields of 80%, 100% and 120%
imageimage A variant set of Ceiling Butchering Hooks (only for metal hooks 100%, 120%)
imageimageimage A set of Butchering Tables that provide yields of 80%, 100% and 120%
imageimageimageimage A set of Butchering Bags offering bag space for medium+ sized corpses which would usually take up a bag slot. These come in sizes of 3, 4, 5 and 6
imageimageimage A Smoking Rack for smoking meat and other products (Place a campfire beneath it to start smoking)

Additional Animal Loot Drops:

image

Blood can be collected in buckets from animals by placing the bucket 3-5 blocks under any of the Butchering Hooks. NOTE: The blood is placed only in the bucket upon the animal turning to the bled out stage.

imageimage

Blood can be used in the creation of blood-dough (replacing the water of standard dough). This dough can be made into Bread or Pies.

image

Blood can also be a replacement for water in vanilla cooking of Soup.

image

Offal drops from almost all animals. This has to be cleaned before use in a barrel filled with water.

Additionally Clean Offal can be placed in Pies.

imageimage

Blood Sausage and Black Pudding can be made with Clean Offal, meat/fat and Blood.

Additionally they can be smoked to increase shelf life.

image Prime Meat drops from Redmeat animals and can be used in vanilla cookng recipes or cooked/smoked into various foods. A healing meat can be produced from a long process with this meat (requires salt, honey and smoking)
image Sinew drops from Bushmeat animals and needs to dry before use. Can subsitute flax twine in bowmaking and in sewing kits
image Ivory drops from Boars in vanilla but also some modded animals (such as elephants). This can be sold to certain npc traders for rusty gears.
imageimage Bones can be knapped into arrowheads, needles and non-ore gathering pickaxes (if config enabled)
imageimage

Hide Glue (33.4% repair) can be made boiling hides in a cooking pot & Sinew Glue (25% repair but doesn't harden) can be made with Ground sinew the same way. NOTE: This will make your cooking pot unable to be used for cooking like vanilla glue.

 

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.

Compatible Mods

XSkills - Works as of 1.8.0 - 18/02/2025

Medieval Expansion - Works as of 1.10.4 - 26/09/2025

Lichen Continued - Works as of 1.10.7 - 18/10/2025

Equus Horses - Works as of 1.10.7 - 18/10/2025

Feverstone Horse - Works as of 1.10.7 - 18/10/2025

Fauna of the Stone Age: Caninae - Works as of 1.10.4 - 26/09/2025

Fauna of the Stone Age: Patherinae - Works as of 1.10.4 - 26/09/2025

Fauna of the Stone Age: Rhinocerotidae - Works as of 1.10.4 - 26/09/2025

Fauna of the Stone Age: Manidae - Works as of 1.10.4 - 26/09/2025

Fauna of the Stone Age: Dinornithidae - Works as of 1.10.4 - 26/09/2025

Fauna of the Stone Age: Casuariidae - Works as of 1.10.4 - 26/09/2025

Fauna of the Stone Age: Capreolinae - Works as of 1.10.4 - 26/09/2025

Fauna of the Stone Age: Elephantidae - Works as of 1.10.4 - 26/09/2025

Fauna of the Stone Age: Rhinocerotidae - Works as of 1.10.4 - 26/09/2025

Fauna of the Stone Age: Bovinae - Works as of 1.10.7 - 18/10/2025

Fauna of the Stone Age: Cervinae - Works as of 1.10.7 - 18/10/2025

Fauna of the Stone Age: Sirenia - Works as of 1.10.7 - 18/10/2025

 

More to Come :)

Non-Compatible Mods
Fishing 2 - Causes ghost items and other weirdness

 

Known Butchering Mod Issues
Bug - When picking up a animal with a saddle bag it causes a crash. Comment: The saddle bag code is calling for a certain 'despawn' to drop its stuff which Butchering doesn't use thus crashes. PLEASE remove any items from a mount before picking up.

 

Q&A

Compatibility:

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.
Does this work with 'X' animal mod that isn't stated in the mod compatibile section?
Currently it works with other animal mods installed but doesn't change or apply to those creatures.

General:

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)..
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).

Drops:

Does this give more drops compared to vanilla?
It doesn't give extra yield but rather vanilla values for the copper butchery table BUT for the iron butchering table it provides a 20% increase. This is due to me adding new things that the creatures drop.
Antlers 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.

Mechanics:

How do you 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?
I will not, as it's a bit more complex to do than I have time for.
How do I change config setting for things such as bone pickaxes?

You are looking for the ModConfig folder within VintagestoryData which contains a file called ButcheringConfigV3.json

C:/Users/{YOURCOMPUTERUSERNAME}/AppData/Roaming/VintagestoryData/ModConfig is where I would find it on my pc.

Open it up and change the what you want. Making sure to save the file and not be in your vintagestory world whle you change configs (won't break anything but won't apply either until reload).

If you are still struggling to find it you can press the "open mod folder" button within the vintage story client on the enabling mods screen. That should get you closer to the mod configs within your files.

 

 

 

Many thanks for those who download the mod.

Please don't dump raw mod errors into the comments.

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

 

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 Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.10.11 butchering 17626 Nov 8th at 8:55 PM butchering_1.10.11.zip 1-click install

Blood And Some Clean Up Patch 1.10.11

  • Fixed Cervinae giant deer not butchering properly.
  • Fixed blood not pooling correcting when blood was already in a bucket.
  • Fixed vanilla moose textures.
  • Potentailly fixed a crash with Salty's crawling mod where you could have had negative speed thus crashing.
  • Potentailly fixed an issue where you could lose speed upon dieing with animals on you until you picked an animal back up.
1.10.10 butchering 7157 Nov 2nd at 3:18 PM butchering_1.10.10.zip 1-click install

Carcass Crash Patch 1.10.10

  • Fixed Dinornithiformes bird not butchering properly.
  • Fixed an issue with corpses crashing if not properly assigned a carcass block whilst still having the carcass attribute.
1.10.9 butchering 2518 Nov 1st at 11:10 AM butchering_1.10.9.zip 1-click install

Updated Animal Compatibility Patch 1.10.9

  • Updated some Fauna Of The Stone Age compatibility
  • Added a new way to designate what type of blood you will get from corpses (Mostly for human (in Canabalism mod) vs animal blood).
1.10.8 butchering 14952 Oct 21st at 8:47 AM butchering_1.10.8.zip 1-click install

More Animal Compatibility Patch 1.10.8

  • Fixed mistakes in previous patch

 

WARNING: There is a CRASH if you pick up a animal with a saddlebag so please remove your animals stuff before picking it up to slaughter (This I'm probably going to struggle to fix)

1.10.7 butchering 4755 Oct 18th at 1:32 PM butchering_1.10.7.zip 1-click install

More Animal Compatibility Patch 1.10.7

  • Added compatibility with Bovinae, Cervinae and Sirenia FOTSA mods
  • Added compatibility with Feverstone Horses
  • Added compatibility with Equus Horses
  • Fixed Lichen mod patch
  • At some point I added a bit of code to allow horns to drop properly from goats but didn't say (might of been a few updates ago).

 

WARNING: There is a CRASH if you pick up a animal with a saddlebag so please remove your animals stuff before picking it up to slaughter (This I'm probably going to struggle to fix)

1.10.6 butchering 15321 Oct 5th at 4:23 PM butchering_1.10.6.zip 1-click install

Lang & Wolf Patch 1.10.6

  • Removed a little bit of animation code causing you to use your knife forever.
  • Added UK Lang file (Thanks justOmi).
  • Fixed a invisible wolf carcass fake duplication glitch for FOTSA wolves.
1.10.5 butchering 13996 Sep 27th at 3:23 PM butchering_1.10.5.zip 1-click install

Needles and Nuggets Patch 1.10.5

  • Changed how needles work. Removed needle kits in favour of just using the needles straight to make sewing kits with a slight flax fiber cost added onto them to simulate thread.
  • Added some compatibility with Smithing Plus (can now smith hooks with nuggets).
1.10.4 butchering 3618 Sep 25th at 10:28 PM butchering_1.10.4.zip 1-click install

Compatibility with FOTSA, Glue and Bone Piles Patch 1.10.4

  • Added back the compatibility with Fauna of the Stone Age mod that I had before 1.21
  • Sinew Glue and Hide glue now in line with vanilla (aka a liquid)
  • Carcasses now drop 'strong bones' which can be used for arrows or bone pickaxes (means you can place down normal bones)
  • Tiny bones are now used for needles through grid crafting
  • Code cleanup
1.10.3 butchering 12697 Sep 14th at 12:42 PM butchering_1.10.3.zip 1-click install

The Even MORE Pies Patch 1.10.3

  • Prime Meat can now be used in Pies.
  • Pies should have correct names now.
  • Added ability to convert hooks back and forth between ceiling and wall.
  • Added ability to make any copper/bronze tier hooks with copper/bronze nails and strips.
  • Added ability to break down metal hooks into 5 metal bits each (low amount due to other mods sometimes allow you get more hooks from one smith).
1.10.2 butchering 2472 Sep 13th at 11:59 AM butchering_1.10.2.zip 1-click install

The Smoked Pies Patch 1.10.2

  • Smoked meats and fish can now be used in Pies.
  • Added poultry option for Blood Sausages.
  • Added some backend compatibility.
  • Removed ability to eat raw meat as it conflicted with Food Shelves.

 

Note: ALL animal compatibility is gone because of this update. Will work on that once animal mods go to the new standard.

1.10.1 butchering 9738 Sep 4th at 11:30 AM butchering_1.10.1.zip 1-click install

The Baby Gazelle and Smoked balance Patch 1.10.1

  • Fixed baby gazelle crash. (spelling is my weakness).
  • Smoked meat has a more reasonable time untill it rots but still quite a long time.
  • Updated ru lang file.

 

Note: ALL animal compatibility is gone because of this update. Will work on that once animal mods go to the new standard.

1.10.0 butchering 5324 Aug 31st at 2:46 PM butchering_1.10.0.zip 1-click install

'Stable' Update 1.10.0

  • Fixed gazelle crash.
  • Moose no longer have white texture but I need to redo their model as the texture was changed.

 

Note: ALL animal compatibility is gone because of this update. Will work on that once animal mods go to the new standard.

1.10.0-rc.2 butchering 5767 Aug 22nd at 8:23 PM butchering_1.10.0-rc.2.zip 1-click install

Moose Loose in the Hoose Update 1.10.0-rc2

  • Fixed moose crash

 

Note: ALL animal compatibility is gone because of this update. Will work on that once animal mods go to the new standard.

1.10.0-rc.1 butchering 79 Aug 22nd at 6:22 PM butchering_1.10.0-rc.1.zip 1-click install

Overhaul Animals Update 1.10.0-rc.1

  • Overhaul of vanilla animal files to match game's new standard.
  • Some minor other linking and fixes.

 

Note: ALL animal compatibility is gone because of this update. Will work on that once animal mods go to the new standard.

1.9.2 butchering 15044 Aug 6th at 10:17 PM butchering_1.9.2.zip 1-click install

The Last 1.20.12 Update 1.9.2

  • Fixed spelling mistake for one of the FOTSA mods.
1.9.1 butchering 11288 Jul 20th at 7:52 AM butchering_1.9.1.zip 1-click install

The Super Cleanup And Make Pretty Update 1.9.1

  • Butcher Table new texture
  • Butcher Hook new model plus ceiling varient
  • Butcher Hook now drops correctly
  • Fixed butcher hook z-fighting
  • Fixed smoking rack z-fighting
  • Updated wolf model
  • Added Ivory as a rare drop from boar + some modded animals (this can be sold to traders)
  • Added bone arrows back in
  • Resized & modified 3d block/item icons to look better
  • Added new butchering bags & recipes
  • Resized existing butchering bags when in ground storage to look better
  • Updated compatibility for some of the fauna of the stone age mods
  • Removed Temporal Butcherbox (You can no longer craft it but they will remain in the world if you already have one)
  • Added smoked sasusages + black pudding
  • Fat rendering now only requires 2 prime meat

 

NOTE FOR SERVER OWNERS: There is a new CONFIG to be used called ButcheringV3.

1.9.0 butchering 16654 May 29th at 7:16 PM butchering_1.9.0.zip 1-click install

The Code Tango & Workload Size Update 1.9.0

  • Added 'workload size' to each animal to make each of them take a certain amount of time to butcher based on size.plus use less or more durability based on size of the animal.
  • Temporal butcher box may now work with immersive mouse mode?
  • Added a field harvesting 'light' mode in the new config which changes the field harvest rate to 80% instead of 50%
  • Added desriptions in the config.
  • Modified and fixed up the blood particles when animals are skinned on the hook. (Hooks shouldn't bleed still after animal is gone)
  • Fixed up some of the logic behind the mod so drops should be a tiny more honed in on to what they are in the base files.
  • Mod comaptibilties are WIP.

DEV NOTE FOR SERVER OWNERS: This update contains a new CONFIG file please use ButcheringV2 from now on.

1.8.2 butchering 15616 Apr 17th at 3:28 PM butchering_1.8.2.zip 1-click install

Cleaver Crash Fix & Umble Pie 1.8.2

  • Fixed cleaver breaking crash.
  • Added Umble pie (Offal Pie).
  • Smoked meat can be used in meals.
  • Prime meat can be used in meals.
1.8.1 butchering 23737 Feb 24th at 1:40 AM butchering_1.8.1.zip 1-click install

Lang & General Bug Fixes 1.8.1

  • Fixed Butchering Table code that was playing cleaver sounds with knives.
  • Lang Files updated.
  • Fixed bug where toolracks/any block would delete if placed where the bones would spawn on the Butchering Table.
1.8.0 butchering 5061 Feb 18th at 4:19 PM butchering_1.8.0.zip 1-click install

Guides, Glue and Code Clean Up 1.8.0

  • General clean up and check making of some code bits that 'might' of caused a crash if base game changed stuff.
  • Big overhaul of the guide which is now two guides; one is basically the same (with some basic changes) but the other is more extensive and doesn't repeat itself as much. Less scrolling if you alreay know how to butcher bascially.
  • Cleaver can be used on the butchering table instead of a knife and will take less durability damage (8 knife/4 cleaver).
  • XSKILLS 99%-100% Compatibility.
  • Bone pick is now OFF by default in the config but if your server has it ON already then it will remain ON
  • Some Residue Covered Cooking pot recipes have been added:
    • Prime meat can be rendered into fat (high cost but your getting fat that lasts forever)
    • Hide glue can be made with scrapped hide (33% repair)
    • Sinew glue can be made with ground up dry sinew (lower repair than hide glue but can be used cold; 25% repair)
    • WARNING: ALL THESE RECIPES WILL DIRTY YOUR COOKING POT
1.7.8 butchering 19637 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

  • Please be fixed...
1.7.7 butchering 314 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

  • Some more issues with overlapping ID's fixed
1.7.6 butchering 682 Jan 5th at 12:04 PM butchering_1.7.6.zip 1-click install

Fauna Of The Stone Age Bugs 1.7.6

  • Fixed several bugs that were present due to naming conventions in the mod so this should be good now. (I hope)
1.7.5 butchering 581 Jan 4th at 2:51 AM butchering_1.7.5.zip 1-click install

Spelling Mistakes Fixed 1.7.5

  • Fixed several spelling mistakes which caused Fauna Of The Stone Age mod not be combatible but now is.
1.7.4 butchering 426 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

  • Better compatibility with detailed animals mod.
  • Better compatibility with one of the Fauna Of The Stone Age mod (missed some birds).
  • Redo of most of the modded drops with generally more modded drops but lower blood in the mid-sized range of animals. (This does not include vanilla drops because those are not maunally assigned within the mod).
  • Upped prime meat and sausage hunger gain by a bit (this is both in meals and in cooked form).
  • Updated lang files.
  • Added blood dough and blood bread (Pies look like normal dough for now).
  • Added blood soup which cna be made with blood instead of water (Thanks to Travic DeLeon for the assistance with the soup).
  • Butcher Hooks have smaller hit boxes meaning you can place them in corners easier and still get to them.
1.7.3 butchering 4556 Dec 9th 2024 at 9:13 PM butchering_1.7.3.zip 1-click install

Bag Patch 1.7.3

  • The butchery bags now actually give inventory space.
1.7.2 butchering 772 Dec 8th 2024 at 9:01 PM butchering_1.7.2.zip 1-click install

Version Update 1.7.2

  • Just some code clean up but shouldTM work fine for this 1.20-rc.1 release
1.7.1 butchering 3262 Dec 4th 2024 at 2:17 PM butchering_1.7.1DEV.zip 1-click install

Goat Patch 1.7.1

  • Goats no longer crash and are now butcherable (Yay!)
1.7.0 butchering 674 Nov 27th 2024 at 2:01 PM butchering_1.7.0DEV.zip 1-click install

Massive Clean Up 1.7.0 BETA

  • Large changes to file stucture
  • Potential fix for animals magically loseing weight when picked up <-- This is BIG change that I hope works.
1.6.8 butchering 9361 Sep 8th 2024 at 12:14 PM butchering_1.6.8.zip 1-click install

Small Patch 1.6.8

  • Raised sinew drops overall by a small amount
  • Lang files updated
  • Better compatibility with some mods like ones that drop wool/fleece from animals
  • Water to Bloody Offal ratio now isn't just 1:1
1.6.7 butchering 2807 Aug 25th 2024 at 9:24 PM butchering_1.6.7.zip 1-click install

Tiny Patch 1.6.7

  • Removed the animals seeking meat on hooks due to it exacerbating an issue in some other animal mods.
1.6.6 butchering 1165 Aug 21st 2024 at 4:58 PM butchering_1.6.6.zip 1-click install

Small Patch 1.6.6

  • Range of collection of blood in buckets now raised from 4 blocks to 6.
  • Added a recipe for an iron smoking rack which can be made with iron.
  • Fixed hanging shape bug
  • Bag colour slot bug is vanillla I'm pretty sure so can't be fixed unless I remove the colour of the slots.
1.6.5 butchering 5159 Jul 18th 2024 at 12:03 PM butchering_1.6.5.zip 1-click install

Translation Patch 1.6.5

  • Updated/Changed Ukrainian lang file.
1.6.4 butchering 301 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

  • Fixed modded deer crashing.
  • Hopfully fixed the temporal butchery box.
1.6.3 butchering 504 Jul 17th 2024 at 5:09 PM butchering_1.6.3.zip 1-click install

Translation Fix 1.6.3

  • Fixed the ru.json translation
1.6.2 butchering 298 Jul 17th 2024 at 3:54 PM butchering_1.6.2.zip 1-click install

 Compatibity, Compatibity, Compatibity 1.6.2

  • Compatibity for Lichen Continued and ALL of the current Fauna Of The Stone Age mods
  • Added Ukrainian translation thanks to Gabriel Flame
  • Fixed Antler and Horns not dropping. They now do.
1.6.1 butchering 3150 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

  • Added higher drop rates of Offal and Blood
  • Lowered Blood amount needed for Black Pudding
1.6.0 butchering 340 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

  • Added a creative "butchering" tab for easy access.
  • Updated guide with a few things about the new update plus clarification on how to put down butchery benchs.
  • Blood can be collected in buckets when placed under the bleeding out creature (only deposits Blood on the moment the creature bleeds out to reduce overhead).
  • Blood is tied to the creatures size as bigger creatures tend to have more blood.
  • Offal now drops from almost all Redmeat and Bushmeat creatures (creatures internal organs). It has to be washed/cleaned before use.
  • Blood Sausage and Black pudding can be made with Blood and Clean Offal.
  • Animals now 'weigh'/slow you down in varying amounts depending on the size of the creature (No more carring 20 bears around without breaking a sweat) FEEDBACK WANTED FOR VALUES. A config for the weight is also provided.
  • Moose and Deer should be able to be picked up and butchered now (Moose is 100% new but I am unsure whether deer were already butcherable) Goats soon!
  • Some minor texturing and file shuffling.
  • Fixed some rendering issues with the smoking rack.
1.5.5 butchering 7705 Mar 25th 2024 at 1:34 AM butchering_1.5.5.zip 1-click install

Starving Animal Bug Fix 1.5.5:

  • Fixed animal starving bug.
  • Added Portragese-Brazlian translation. Thanks to xCoiotex.
1.5.4 butchering 1956 Mar 10th 2024 at 3:37 PM butchering_1.5.4.zip 1-click install

Sitting Bug Fix + Butchery Bag Update 1.5.4:

  • The hooks no longer trigger the 'sitting on edge' bug.
  • This update re-adds the ability to craft the Temporal Butcher Box as I have fixed the boxes main bugs.
  • Added a new butchery bag for even more animal corpse holding power!

Note 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

1.5.3 butchering 1722 Mar 1st 2024 at 1:00 AM butchering_1.5.3.zip 1-click install

Invisible Fix 1.5.3:

  • After a few dozen hours and a few different modders minds tapped, finally a fix has been found for the invisable animals. Hurray!
  • This update removes the ability to craft the Temporal Butcher Box because it's very buggy as of right now.
  • Can now pick up and butcher deer now.
1.5.2 butchering 1718 Feb 18th 2024 at 2:16 AM butchering_1.5.2.zip 1-click install

The Revenge Of The Foxes 1.5.2

  • Fixed fox bodies crashing people
1.5.1 butchering 734 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)

  • Added in bronze recipes for hooks and smoking rack (Same 'tier' or drop rate as copper)
  • You can no longer use high end tools to make the butchering bench (aka no more gold/steel tools being used for it)
  • Config for HealingPrimeMeatRecipe and CrudeArrowBoneRecipe
  • Knife durability loss on carving up animals on both bench and hook lowered to 8 from 10
  • Iron Butchery Bench that gives 120% drop rate (currantly just a reskin but will get a model eventually)
  • Iron Hooks that give 120% drop rate
1.5.0 butchering 717 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

  • Added in bronze recipes for hooks and smoking rack (Same 'tier' or drop rate as copper)
  • You can no longer use high end tools to make the butchering bench (aka no more gold/steel tools being used for it)
  • Config for HealingPrimeMeatRecipe and CrudeArrowBoneRecipe
  • Knife durability loss on carving up animals on both bench and hook lowered to 8 from 10
  • Iron Butchery Bench that gives 120% drop rate (currantly just a reskin but will get a model eventually)
  • Iron Hooks that give 120% drop rate

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 butchering 3046 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 butchering 1058 Jan 27th 2024 at 8:07 PM butchering_1.4.3.zip 1-click install

Fox Patch 1.4.3

  • Foxes now can be picked up and butchered.
  • Still trying to find the solution to the invisible corpses bug.
1.4.2 butchering 579 Jan 26th 2024 at 6:14 PM butchering_1.4.2.zip 1-click install

Smoked Meat Nerf + PetAI Patch 1.4.2

  • Smoked meat shelf life lowered to a more sensible level.
  • Can now feed pets in Pet AI with base game meats again.
1.4.1 butchering 584 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

  • Corrected drop rate of animals back to mod's orginal values.
  • Removed bone carving and replaced it with standard bone knapping.
  • Balance: Removed better flax twine recipe for sewing skits and made leather slightly more expensive per sewing kit
  • No longer does the container get consumed when making raw prime meat into healthy prime meat
  • Bone arrows are gone (this is because it's harder than you think to add in modded arrows) but replaced with recipes for flint arrows.

Goats are NOT able to be picked up and butchered - Wanted to get out a new version quickly, this will come later
Animals still sometimes turn invisible when bled out - Still no clue how to fix this.

1.4.0 butchering 391 Jan 25th 2024 at 7:13 PM butchering_1.4.0.zip 1-click install

Drop Rate Fix & Bone Carving Removal 1.4.0

  • Corrected drop rate of animals back to mod's orginal values.
  • Removed bone carving and replaced it with standard bone knapping.
  • Balance: Removed better flax twine recipe for sewing skits and made leather slightly more expensive per sewing kit
  • No longer does the container get consumed when making raw prime meat into healthy prime meat
  • Bone arrows are gone (this is because it's harder than you think to add in modded arrows) but replaced with recipes for flint arrows.

Goats are NOT able to be picked up and butchered - Wanted to get out a new version quickly, this will come later
Animals still sometimes turn invisible when bled out - Still no clue how to fix this.

1.3.3 butchering 575 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

  • Please download this patch if you downloaded the previous one as it actually works this time (I promise).
1.3.2 butchering 317 Jan 16th 2024 at 4:31 PM butchering_1.3.2.zip 1-click install

Smoked Meat Re-mapping Patch 1.3.2

  • Smoked meat has been re-mapped so you won't lose old version meats with the new version. Also bone arrrows are now re-mapped to be flint arrows.
1.3.1 butchering 307 Jan 16th 2024 at 6:45 AM butchering_1.3.1.zip 1-click install

Prime Meat Cooking & Meals 1.3.1

  • I went crosseyed with all the meat coding as I had to rewrite the file a few times so I forgot to allow you to actually cook the prime meat (silly me).
  • You can now add all the smoked red and fish meat into meals. NO bushmeat yet (I have plans for that).
  • Updated Russian Translation (Big thanks to AngelLord).
1.3.0 butchering 359 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

  • Added a new drop from redmeat creatures called Prime Meat, this is a high value item that can be used to make a nice snack or cured and smoked with horsetail to make a strong healing meat.
  • Fish can now be smoked along with cured meats.
  • Added in Config for Bone Pickaxes (can be turned on or off with true or false, default true).
  • Side note - Tried to fix an issue with the bone not going into the offhand for bone carving but found it more complex than first invisioned so will have to work more on it at a later date.
  • Another Side note - With the addition of new meats and stuff like that I will be lowering the meat drop rate from creatures as I add in more stuff, this is to replicate real life where you wouldn't get 100% perfect cuts from a creature.THIS IS NOT IN AFFECT RIGHT NOW BUT WILL BE IN NEXT BIGGER UPDATE OR SO.
1.2.2 butchering 916 Jan 5th 2024 at 8:56 PM butchering_1.2.2.zip 1-click install

Bone Carving FIX again 1.2.2

  • Fixed bug with bone carving F button press crashing people. Hopefully for real this time!
1.2.1 butchering 380 Jan 5th 2024 at 4:09 AM butchering_1.2.1.zip 1-click install

Temporal Butchery Box & Bone Carving FIX 1.2.1

  • Fixed bug with bone carving F button press crashing people.
  • Temporal Butchery Box now has correct values for spoilage rates.
  • Updated Russian translation (thanks AngelLord again).
1.2.0 butchering 364 Jan 4th 2024 at 12:09 PM butchering_1.2.0.zip 1-click install

Temporal Butchery Box & Bone Carving 1.2.0

  • Added a mid to late game block that can store protein within it for long periods of time when powered by a temporal gear.
  • Added a early game mechanic which allows you to carve bone with a bone cariving tool and bone in off hand. (this was because the bone knapping was super hard to see even with the accesiblity options in the 1.19 version of the game).
  • Mild misc changes to code and general bug fixes/clean up.
  • !0% - 20% of this update is purely my code without help so probably will break within seconds of bringing it to the public as I'm very new to code, so I'm still learning. (Things worked in testing but that don't mean much when I'm one person with one pair of eyes).
1.1.5 butchering 2602 Nov 21st 2023 at 3:51 PM butchering_1.1.5.zip 1-click install

Rot Fix 1.1.5

  • When looking at rot in the handbook it no longer crashes you.
1.1.4 butchering 442 Nov 20th 2023 at 8:51 PM butchering_1.1.4.zip 1-click install

Return of old bugs Fix 1.1.4

  • Brown bear texture 3 now can be picked up and butchered.
  • Gazelle babies now no longer crash you.
  • You can now see arrows projectiles again when fired.

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 butchering 463 Nov 20th 2023 at 10:26 AM butchering_1.1.3.zip 1-click install

Fox Fix 1.1.3

  • Foxes can NOW be picked up and butchered (I accidently in fixing them last time turned them off)
1.1.2 butchering 381 Nov 19th 2023 at 10:35 PM butchering_1.1.2.zip 1-click install

Compatibility and Fixes 1.1.2

  • Foxes can now be picked up and butchered
  • Compatibility has been added for Medieval Expansion and Fauna of the Stone Age: Caninae
  • Bone Arrow crash now fixed
1.1.1 butchering 485 Nov 18th 2023 at 5:55 PM butchering_1.1.1.zip 1-click install

The Backwards Compatible Update 1.1.1

  • This version ONLY works on 'old' 1.18.15 game version (check 1.1.0 update logs for more info on what this contains)
1.1.0 butchering 3980 Nov 17th 2023 at 8:39 PM butchering_1.1.0.zip 1-click install

The Background Overhaul 1.1.0

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

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


    It's been a long time coming and it may be a slight dissapointment in terms of content but I assure you that the foundations had to be broken and relayed for the mod to properly continue development. Hope you all like the direction so far - CaptainOats
1.0.9 butchering 4199 Sep 6th 2023 at 5:47 AM Butchering 1.0.9.zip 1-click install

The Hide Fix 1.0.9

  • Every vanilla animal should drop at LEAST 1 hide now when butchered properly using the hooks and tables. (1 Step closer to a better balance hopefully)
  • Smoking meat now only takes 8 hours instead of 24
  • Primative butchering table now gives 80% instead of 75%
1.0.8 butchering 511 Sep 4th 2023 at 7:35 PM Butchering 1.0.8.zip 1-click install

Bug Fix 1.0.8

  • Gazelle calf's corpse no longer crashs you when looked at (maybe I should of left this one in for all those baby killers).
  • Add some basic backend bug checking stuff (when you crash it should be easier to identify why).
1.0.7 butchering 375 Sep 4th 2023 at 2:25 PM Butchering 1.0.7.zip 1-click install

Bug Fix 1.0.7

  • Darn bears: Now I account for all 3 skins of the brown bear and not just 2. No more crashes for bear killers I hope :)
1.0.6 butchering 369 Sep 4th 2023 at 7:08 AM Butchering 1.0.6.zip 1-click install

Bug Fix 1.0.6

  • Fixed crash with hanging raccoon on hook
1.0.5 butchering 435 Sep 3rd 2023 at 10:17 PM Butchering 1.0.5.zip 1-click install

Patch 1.0.5

  • Increased 'resistance' of tables and hooks. No more axe wielding maniacs breaking the bench in less than 1 second now!
  • 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.
1.0.4 butchering 500 Sep 3rd 2023 at 2:53 AM Butchering 1.0.4.zip 1-click install

Patch 1.0.4

  • Selection boxs of skinning hooks trimmed down
  • Copper Skinning hook and Butchering Table return SOME of the resources when broken (hooks and plates).
1.0.3 butchering 467 Sep 1st 2023 at 6:07 PM Butchering 1.0.3.zip 1-click install

Patch 1.0.3

  • Class bonuses now correctly apply to butchered creatures
1.0.2 butchering 354 Sep 1st 2023 at 5:36 PM Butchering 1.0.2.zip 1-click install

Bug Fix 1.0.2

  • Copper Hooks can be smithed now
  • Some minor language changes
1.0.1 butchering 388 Sep 1st 2023 at 7:05 AM Butchering 1.0.1.zip 1-click install

Bug Fix 1.0.1

  • Bear crash should be fixed
  • Smoked meat correctly turns to rot now after a long time
1.0.0 butchering 456 Aug 31st 2023 at 9:34 PM Butchering 1.0.0.zip 1-click install

Release!


1141 Comments (oldest first | newest first)

💬 Burgersim, 3 hours ago

Got the same issue as Begal. Can't seem to be able to select bone arrows from this mod for my Bow with Combat Overhaul installed. Flint arrows work just fine.

💬 Dreuu, 12 hours ago (modified 11 hours ago)

I ran into a bug with either Fauna of the Stone Age: Casuariidae Plus and/or Fauna of the Stone Age: Dinornithiformes Plus, I can't be 100% certain which one but I'm pretty sure the bird I killed was a south island goose (from Dinornithiformes). I was unable to harvest the goose after picking it up and moving it to another spot to harvest on the ground, the model was incorrect (a drumstick name Anatidae which is from Casuariidae I presume?) and it just played the knife animation with no inventory opening up or model change. I'm pretty sure the model changed into that odd or incorrect looking drumstick immediately after picking it up after killing it.
Otherwise great mod, one little bit of feedback if I may suggest a small change though is that the flint hooks should be removed. They don't make any sense realistically because they'd be next to impossible to knap into that shape, and even if one could they'd simply break under the weight of a hanging carcass. I would just change that item in the primitive hook recipe to an antler or a horn.

💬 Kaymat, 17 hours ago

I have a problem, i can't pick up any dead animals, even if i have a free backpack slot

💬 Hushpuppycow, 22 hours ago

Hello! I had some questions about smoking. Does it remove the advanced cooking satiety bonus from meats the same way pickling/curing them with salt does in base game? Does smoking meat and then curing it make it last longer than just curing it? Also, does the smoking meat in this mod interact with the cured meat in ancient tools, or the smoked meat in primitive Survival at all?

 

Thank you so much, this is an amazing mod! Definitely feels like it should be base game.

💬 MGThevenot, 1 day ago

Sivothy I assume you already know that it only goes in the backpack slot. I really don't know what could cause that otherwise.

 

💬 Sivothy, 1 day ago

I am having an issue where I cannot pick up the butchering table at all

💬 Begal, 2 days ago

Having issues with Bone arrows from this mod. I have combat overhaul on for reference. For some reason when I go to select (in the selection menu) they do not appear in the list. Mod compat issue?

💬 Mothica, 3 days ago

just wondering, is the primitive butchering table supposed to go in the backpack slot? mine keeps going in there and I cant seem to put it down on the ground. 

💬 CaptainOats , 5 days ago (modified 5 days ago)

I have been ill for the past 2 month with a bad cough but I'm getting better so expect and update at some point.

 

SneakyDevil

I have no clue on that one, I don't touch base game rotting mechcanics.

CobaltTheProto

Need to use Strong Bones which occasionly drop from medium+ carcasses.

paulogabbi

While possible I want to keep it to buckets as it to me it feels more engaging to have to move buckets around to store blood.

Rimsire Mans_laughter

You most likely are suffering from bad rng and low animal weight as weight can lower drops up to 50%

Teax delphi

I have found the issue and will be fixed in the next update. Than you for the report.

Axebeard

It would require a bit of knowledge of JSON and how that works. It just needs time and patience.

DoctorRogue

Yes, traits work and apply to the drop rates along side the tables.

JohnyCy

I am working on that but have been ill for 2 months so haven't had time to work on it yet but will soon. (Maybe next update you might see some things for that)

Gabriel_Vk

I will double check it works and if so I will try to add it to the mod description.

Axebeard

Bears no longer give 4-6 hide but rather 1 that means it is highly likely not to drop when the bear has lower weight. Some one else by the name WolfricThorsson suggested below some other mods to help with that problem.

ironturnip

I will have to rewrite part of my code to fix that so it likely won't be changed for a while. Just be mindful when breaking hooks.

💬 ironturnip, 5 days ago

Had my worlds time paused and the forgot to unpause it, skinned a chicken, hung it, got confused as to why the timer wasnt progressing, broke the hook and got a chicken that was skinned but not bled. Now I have a chicken that i can't place back on a hook or do anything with. Is there a way to process it now, or do I just leave it to turn into rot?

💬 WolfricThorsson, Nov 27th at 11:14 AM

Axebeard I think that's working as intended. I haven't played since April, but I was having the same issues back then, and there's been several updates released since.. so assuming that's the way it's meant to be. Personally I recommend using the mods "R.Meat" and "R.Permanent Skin" by LordOri - they're compatible with this mod and guarantee that the hide drops, as well as improving the drops for meat and fat.

💬 Axebeard, Nov 26th at 9:55 PM

Having the same issue as some other people, skinning a bear on a primitive hook is giving me no hide or whatever, and 1 fat. Butchering on the primitive table gives 6 bushmeat. Is it supposed to be that little?

💬 Gabriel_Vk, Nov 26th at 2:06 PM

Apparently theres a compatibility patch for machairodontinae in the mod compatibility folder but theres no mention here

💬 JohnyCy, Nov 26th at 7:46 AM

Is this mod compatible with the expanded Foods mod?
I would love to play both. :)

Greatings Jonathan

 

💬 DoctorRogue, Nov 26th at 2:29 AM (modified Nov 26th at 2:30 AM)

Question:

Is the animal drop rates from the Hooks/Butchering Table static or dynamic? For example I am playing with one of the class mods (I think the one I have is like, barkeeper or something?) but it adds a trait that grants an additional bonus to harvested creatures at the cost of making it take much longer (which adds up quite fast when butchering multiple creatures).

With that said, is the 20% bonus from the actual Butchering table static (as in if I harvest it I will only ever get the 20% bonus), does it stack (for a total of 70% because the class gets an extra 50% harvest, or would it just use the higher bonus of 50%?

 

TLDR/EDIT: Basically do Traits that give more harvests work with the table?

💬 Axebeard, Nov 25th at 6:01 PM

I noticed this works with MOST mods I have (using all the prehistoric animal mods) but not with Fauna of the Stone Age: Machairodontinae, or any of the Legacy of the Phanerozoic mods. How difficult is it to patch in compatability?

💬 Mans_laughter, Nov 23rd at 8:11 PM

I have the same problem as Rimsire. Skinning the creature on a hook gives me just 1 piece of fat and nothing else. Sometimes nothing at all.

 

💬 delphi, Nov 23rd at 3:53 AM

Same problem with not finding ivory

💬 Teax, Nov 21st at 3:42 PM

Greetings, thanks for this great addition to the base game. 

 

2 things i noticed.

First after skinning and butchering around 100+ Boars, i did get not even one ivory drop. 

The only mod that changes animals behaviour are detailed animals.

Tested it a few times in a new sp world mit only butchering enabled with the same result.

 

The second thing, i would love to deactivate the strong bones. Bone arrows are a really nice thing but getting those mid/late game all the way just fills the bonemeal crates 

 

Best regards

💬 Rimsire, Nov 19th at 5:10 AM

I'm not getting hides from things I skin on the hook, is it bad rng that im just getting the fat? 3 boars and 2 foxes and no hides

💬 DocDor, Nov 17th at 4:18 AM

CaptainOats thanks

 

💬 paulogabbi, Nov 16th at 10:52 PM

is it possible to make barrels colect blood just like buckets ? 

💬 CobaltTheProto, Nov 16th at 6:16 AM

I'm unabel to knap bones into anything even after setting it to true in the config, im on version 1.21.1 and using the mod version 1.10.6

💬 PureWinter, Nov 15th at 6:11 PM

Yay Senpai noticed me :D

💬 SneakyDevil, Nov 15th at 1:54 PM

Hey! Thanks for this mod. An odd behavior I noticed happening recently is blood in a barrel has an odd TTR - when in a bucket it's 70 days but when it's in a barrel it drops to 3 days.

💬 Oviraptor, Nov 15th at 12:38 PM

CaptainOats  thank you very much absolutely love this mod

💬 CaptainOats , Nov 15th at 10:29 AM

PureWinter

Thank you for continuing to play my mod aswell!

AbstrusiveChewi 

I am going to work on expanded foods compatibiltiy as they reach a more 'stable' version of that mod but I am in contact with the mod authors.

Daemonbot

In my development version I have combat overhaul now compatible so expect to see it in the future when I update the mod.

ahlwen DocDor

Mod works 100% with expanded foods just it currently doesn't use my meat in it's recipes but functions just fine (I will be working on that soon).

Tee_Executive

Yes but you would have to be able to read JSON fairly well. If you look at what's already within the mods files there you should be able to see how it all works.

Dishonored609

Ah that sounds like a vanilla issue that I might have to bring up as the backpacks use vanilla rendering.

Oviraptor

You are looking for the ModConfig folder within VintagestoryData which contains a file called ButcheringConfigV3.json

C:/Users/{YOURCOMPUTERUSERNAME}/AppData/Roaming/VintagestoryData/ModConfig is where I would find it on my pc

Open it up and change the false for BonePickaxeEnabled to true . Making sure to save the file and not be in your vintagestory world whle you change configs (won't break anything but won't apply either until reload).

If you are still struggling to find it you can press the "open mod folder" button within the vintage story client on the enabling mods screen. That should get you closer to the mod configs within your files.

💬 Oviraptor, Nov 14th at 11:57 AM

Im not very tech savvy, took me awhile to even find what might be the right file but how do i enable the bone pickaxe?

💬 DocDor, Nov 14th at 11:12 AM

Is this one compatible with Culinary Artillery and Expanded Foods? Really want to use both, when they update, but don't know if butchery will still work with them and really dont want to give it up

💬 Dishonored609, Nov 14th at 4:56 AM

Lovely mod. Minor visual bug to report:

Wearing "Plain glasses" while wearing the "leather butchering bag" causes the leather part of the bag to become transparent (like glass).

💬 Tee_Executive, Nov 13th at 4:25 PM

is there a way to manually add more creatures 'cause there's a mod aka Feverstone Wilds that i'm using that I kinda wanna add those creatures to be able to be butchered as well

💬 Fost, Nov 13th at 1:56 AM

ahlwen works for me pookie

💬 ahlwen, Nov 12th at 9:04 PM

is this mod compatible with expanded foods? i would just check my self but dont want to risk it on my server and mess with peoples content

💬 Daemonbot, Nov 10th at 4:38 PM

Really loving this mod. The in depth animal processing is a lot more immersive than vanilla and fits so well with the more in depth systems like metalworking.

Would it be possible to make the bone arrows compatible with Combat Overhaul?

💬 AbstrusiveChewi, Nov 10th at 4:06 AM

First of all, the sheer aura of you for updating this mod so quickly for 1.21 is just chefs kiss.

+1 for compatibility with Expanded Foods? The idea of smoking, then dry aging meat to have the ultimate steak dinner is a nightly dream of mine 🙏

💬 PureWinter, Nov 9th at 8:27 AM

Thanks for continuing to update this amazing mod. <3

💬 BrokenPanda64, Nov 7th at 6:40 AM (modified Nov 7th at 7:15 AM)

AncientWiserOne Thanks for that reply! worked like a charm! 
I'm hoping that wasn't clear from the documentation, and that it wasn't just me being an idiot haha! I wonder why it fills a backpack slot in the first place? why would i want to carry a table on my back haha

💬 Delts, Nov 7th at 2:10 AM (modified Nov 7th at 2:11 AM)

Hi, Aphaeleon it seems like it was an issue with one of the Floral Regions, I'd suggest downloading the newest update for them :) It started working after. I guess one of the tags for that mods conflicted with Butchering! 

 

Hope it helps!

💬 AncientWiserOne, Nov 6th at 9:38 PM

@BrokenPanda64 have you made space for the table in one of your backpack slots? You have to drop a backpack or basket and let that get replaced by the table. If that's what you're doing though, I'm not sure what's causing it. 

💬 Aphaeleon, Nov 6th at 4:05 PM

Also getting this issue Delts

Sausages etc all no longer working after some other mod updates last night; not sure if there's an incompatibility issue.

💬 Delts, Nov 6th at 3:42 PM

Hello!

For some weird reason I can't clean the offal in my barrels full of water. Anyone know a fix?

💬 BrokenPanda64, Nov 6th at 2:52 PM (modified Nov 6th at 2:59 PM)

Hey there!

 

Awesome mod CaptainOats!

I've Just discovered a nasty little bug where after staying up until 2am grinding for iron and crafting an advanced butcher table, the item won't add to my inventory, i dropped it onto the ground from the crafting menu, and it wont pick up from there either even though i have an empty inventory!

(also, anyone able to clue me in on how to spawn myself the item in the mean time? i didn't just spend 4 hours of my life on a thursday night for a ghost item on the floor LMAO)

hopefully this is an easy fix?
cheers mate!

💬 DudeBroManGuy, Nov 4th at 4:24 AM

I just updated to Butchering 1.10.10 and FotSA-Cervinae-v0.1.10 and it still doesn't let you butcher the Giant Deer. I haven't tested any other animals from the Cervinae mod.

💬 Sourdough_Lover, Nov 4th at 1:44 AM

@aMute018 well there's no point in using anything more than a primitive hook. just like in real life. games don't need me to work for anything for them to be fun. The vanilla game has very few things this unrealistic, and it tries to keep them to a minimum for a reason. There's a reason Tyron doesn't want to add a tier above steel.

💬 TheUSDoctor, Nov 4th at 1:02 AM

two questions, first one, does the butcher blade make any difference when chopping the animal after bleeding or is it identical to the knife; second question, is this compatible with level up like it is with X-skills

💬 aMute018, Nov 4th at 12:30 AM

Sourdough_Lover

You didn't suggest all that much. U just told the guy that his idea sucks and to fix it. "sorry if i come across as mean", right into "your system sucks, doesnt make any sense, i dont like it, get rid of it". Not much to really go off of. Plus, CaptainOats did answer your question, its a game, it needs things for you to work for. If you can get away with using a primitive hook all game whats the point in making anything higher than that. Just like not being able to smith bronze tools on a copper anvil, unrealistic, but the game forces you to progress and engage. Its not a system that's uncommon in Vintage Story, infact it fits right in. 

💬 Sourdough_Lover, Nov 3rd at 10:13 PM (modified Nov 3rd at 10:19 PM)

Coda_Vanistok what do you mean I didn't offer anything else. I offered a way to change the mechanic to be more realistic, and gave an explanation why the current way was bad, and it's really unrealistically punishing and needlessly complex rather than rewarding. He could also make that a toggle, when the toggle doesn't exist. What's your problem. I can't make a suggestion without people like you writing a million word essays? "I'm not mad" followed by "You're being disengenuous and it's grating" yeah whatever. Why do I have to conform to your reality. You're insanely grating to me actually. He moved the goalpost during our argument by saying "like I said it's a reward for reaching a milestone" when actually he never said that before that point. By definition that means he's moved the goal post. You can not refute that, otherwise you'd be denying our objective reality. Why is that so hard to understand.

💬 Criticalhat, Nov 3rd at 1:32 PM

CaptainOats Thank you! 

💬 Coda_Vanistok, Nov 3rd at 9:05 AM

Sourdough_Lover

I'm not mad man, but you are missing a big point where suggestions and personal grievences disguised as critique aren't the same. You're not providing a suggestion, you disagreed with a property of the mod, but didn't offer anything else. You've well and gone past useful feedback to just being reactive to the mod maker not agreeing with you, or worse, being upset that he hasn't jumped through hoops to come up with a whole new system on his own just to make you happy.

You're being disengenuous, and it's grating. If you don't like the methods in which the mod progresses, go make a new mod, or commission a mod developer to help you get your idea across. You could at least provide some alternative idea that the developer can chew on and consider, but you've not done that.

No, he hasn't moved the goalposts, because it's not the mod developer's job to play your game. To get nit-picky, goalposts imply there's an argument of two points with a logical conclusion that can be made. Even if we used the two things he told you, he's not changed his intention to explain to you why the mod's made the way it is. You've not given him a goal to meet, you've gone just short of saying "Nuh-uh" and have expected him to somehow correct himself.

So if you don't like that the mod uses material progression to reward players with higher yields for better material investment, which is a core part of many mechanics to be found in Vintage Story anyway. What is your suggestion to change it? Trust me, we've heard that you dislike it, but now that you've stirred the pot to stand your ground. Get to the part where you offer something constructive, please.

💬 Sir_Knight_Onyx, Nov 3rd at 3:01 AM

doesn't work with medieval expansion anymore

💬 Sheffrey, Nov 3rd at 2:08 AM

to parrot a couple others, yeah the bone arrows can't be used with CO bows, but since they can be made into crude arrows without the fletching, I've just been doing that as a workaround

 

That one gripe aside, absolutely love this mod, it's become one of my mandatory installs <3

From feeding my friends sausage and using the blood dough for pies to hiding a strung-up corpse in their basements, it's a real treat.

💬 Sourdough_Lover, Nov 3rd at 12:49 AM (modified Nov 3rd at 12:49 AM)

@aMute018 are we not allowed to give suggestions to modders anymore?

💬 aMute018, Nov 2nd at 11:42 PM

Sourdough_Lover 

 

Mate, u gotta understand this guy's doing this for free based on HIS vision. Hes doing us a service, he doesnt have to make his mod the way you want it. Like they say, just hop into config files and play around with it man. No big deal.

💬 Sourdough_Lover, Nov 2nd at 8:41 PM (modified Nov 2nd at 8:44 PM)

@Coda_Vanistok why are you so mad? I just pointed out that he moved the goalpost. I didn't insult him. I'm not gonna let myself be bothered by you. And that config file fix doesnt solve the core issue. I want to engage with the mod, but I want to engage with it logically.

💬 Coda_Vanistok, Nov 2nd at 7:17 PM

Sourdough_Lover

You know, I do kinda agree with you on the rates in which drops are affected, but I fixed it by just changing the config file so people who don't want to engage with the butchering mod for whatever reason still get vanilla rates.

Y'know, because I'm a mature adult that can understand what config files are for and can solve my own problems to have the best of both worlds, instead of questioning the mod itself in comments.

Also, Goalpost? Did you just get so upset you just setup a goalposts remark on the development of a mod you're not contributing to? Is this debate class? Is there a win condition for you? Yikes, maybe this mod's a little too mature for you to be using.

💬 Sourdough_Lover, Nov 2nd at 5:36 PM

You didn't say that, you just moved the goalpost

💬 CaptainOats , Nov 2nd at 3:27 PM (modified Nov 2nd at 3:27 PM)

Skiff1

Fixed in newest patch that I just put out

ShadowBinder

Should be fixed now

Sourdough_Lover

Like I said, it's more just a reward for reaching milestones within the game. You can see it as needless but many see it as a goal to work towards.

Nyxara

Fixed in new patch

Criticalhat

If you set the Butchering Reward section to 0's and also the Skinning Rewards then you would be getting as close to vanilla as you could get without also disableing blood etc

Best done through patch or if it's just personal use then modifing the files should get you the result you seek. Just don't upload a full version of the mod.

💬 Criticalhat, Nov 2nd at 4:17 AM

Love the butchering mechanics, though the extra food items conflict with what I'm trying to do with my current save. If I were to set the "butchering reward" section values to 0 would I need to make any other changes to get roughly vanilla outputs of meat/fat/hide?

💬 Nyxara, Nov 1st at 8:49 PM

For some reason I can't butcher the Rallidae Bird (don't remember exactly which one) from Fotsa:Dinornithiformes Plus. I put it on the hook and the knife makes the harvesting noise but nothing happens.

💬 ShadowBinder, Nov 1st at 4:46 PM

Alright found the issue with cervinae, the file references are wrong for mod ID which should be cervinae not cervidae and the reference to your own dead animal type should be butchering:deadcervini-*** not butchering:deadcervidae-***

💬 Sourdough_Lover, Nov 1st at 4:35 PM

that explanation doesnt make sense, people would still have to butcher throughout the game regardless of what age theyre in, this unrealism doesnt make people engage with it more, it just forces you to craft uneccessary stuff?

💬 ShadowBinder, Nov 1st at 4:29 PM

Cervinae still doesnt work with the current mods both being up to date

 

💬 Skiff1, Nov 1st at 1:25 PM (modified Nov 1st at 1:27 PM)

new problem with the moose getting me kicked from the server when butchering it on the table

edit; after reconecting the "leg" was still on the table but with the loot dropped on it 

Crash Report
1.11.2025 13:23:19 [Server Event] Player Skiff1 got removed. Reason: Threw an exception at the server
1.11.2025 13:23:19 [Server Error] Exception: Object reference not set to an instance of an object.
at Butchering.src.common.blockentity.BlockEntityButcherTable.processItem(IPlayer byPlayer, Int32 durabilitylossIn) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherTable.cs:line 81
at Butchering.src.common.blockentity.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 135
at Butchering.src.common.block.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 179
at Vintagestory.GameContent.BlockMultiblock.<>c__DisplayClass19_0.b__2(Block block) in VSEssentials\Block\BlockMultiblock.cs:line 271
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 113
at Vintagestory.GameContent.BlockMultiblock.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSEssentials\Block\BlockMultiblock.cs:line 266
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 520
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 263
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 280
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 934
💬 CaptainOats , Nov 1st at 11:28 AM

Zaeze

Not sure what was going on there as I couldn't find anything wrong in the files. Might of been some desync from server to client. If it happens again please do comment.

dUWUm

Should be fixed now.

Sourdough_Lover

It's not to everbodies taste, I do undestand but I have to 'gamify' the process a little to keep people motivated to engage with the mod over the progression of the game.

BleakBadly

Will try to work on that next update.

Fishi

Should be fixed now? If not send in another message.

Sydrinial Psyloh Skiff1 Setej

Should be fixed in new update. The breaking was due to the deer FOTSA mods updating to a new file structure (whch mirrors base game)

Azraile

I am now supporting the newer patch mod for the medieval expansion so you should be able to butcher them in the new update.

1stSlug

Most likely just me misstyping

Montcalm

The guide is out of date by now but it was more just referencing that cellars reduce spoil times (for newer players mostly).

ArmoredStone

 Most likely I won't do that as I would have to mess with ground storage code as you can place bowls in 4 parts of the block. Gets a bit more complex than a single bucket you see :P

xDant

Small animal rarely give hides base game anyway so I would hazard a guess you are just getting unlucky. Not much I can do about that.

Azraile

Puda deer give almost nothing base game. We are talking 1 meat 1 small hide and 0 fat base file numbers which are much lower in-game due to vanilla mechanics such as weight. 

💬 Setej, Nov 1st at 6:01 AM

I'm willing to bet that capreolinae things not working is because in the patch, the files it's pointing to are entities/land/[genus], when it should be entities/animal/mammal/hooved/[genus]

💬 Skiff1, Nov 1st at 2:27 AM (modified Nov 1st at 2:27 AM)

like other capreolinae isn't properly supported and skinning a mosse on a server cause the player to crash hopefully it can be resolve at some point mod is awesome tho 

💬 Psyloh, Nov 1st at 1:39 AM

I couldn't take a moose and a white-tail deer from FotSA :-/ Tried everything, but that's not working...

💬 Azraile, Oct 31st at 7:16 PM

keep butchering ether Pudu deer or pampas deer... one of the tiny p-word deers and I never get anything but blood from skinning and tinny bones from butchering.... something wrong here, got the latest version

💬 xDant, Oct 31st at 4:31 AM

Skinning small animals like foxes and racoons is giving me NO skins :(

Loved the mod btw!! 

💬 ArmoredStone, Oct 31st at 2:34 AM

I would appreciate it if you let us collect blood with other containers than a bucket, if possible :) a vessel or bowl at least

💬 Montcalm, Oct 30th at 4:22 AM

the mod guide in the handbook mentions butchering functions better in a cellar. Does this mean it affects yields? If so, by how much?

 

💬 1stSlug, Oct 30th at 12:58 AM (modified Oct 30th at 12:58 AM)

CaptainOats

I've just noticed that you've got 'Fauna of the Stone Age: Rhinocerotidae' mentioned twice in the Mod Compatibility section/tab above.

 

Was there another FotSA compatibility and you overwrote it by accident, or is that a double entry?

💬 Azraile, Oct 29th at 9:25 PM

yup something isn't working with midevil mod no cow butchering

💬 Sydrinial, Oct 29th at 1:25 AM

mod is super fun, but seems Fauna of the Stone Age: Capreolinae no longers works with butchering. can't pick up the corpses with or without backpack.

💬 Fishi, Oct 28th at 7:24 PM (modified Oct 28th at 7:25 PM)

CaptainOats I can confirm the problem @greatorder has with dead steppe lion (female) corpse not being able to be picked up, I just killed 2 of them and when they dropped dead they only have the normal knife butcher interaction and not the pick up prompt.

💬 BiggusDickus, Oct 28th at 11:35 AM

i cant seem to pickup bulls. im guessing thats a feature and not a bug?

💬 BleakBadly, Oct 28th at 8:37 AM

bone arrows can not be used with combat overhaul unfortunately

💬 Sourdough_Lover, Oct 27th at 10:01 PM

sorry if i come across as mean but i dont like how butchering hooks affect yield, unrealistic and unnecessary, not everything needs to follow materials progression, it just makes the system more convoluted and needlessly complicated

💬 dUWUm, Oct 27th at 5:54 AM

Hey so in the compatability patches, in the one for the Fauna of the Stoneage: pantherinae mod, you actually misspell "panthera" as "panthra", when trying to reference the entity json files in the FotSa mod, so that the tigers and such cant actually be picked up or butchered.

💬 Zaeze, Oct 27th at 12:22 AM

Having a problem with trying to skin a Dinornithidae carcass in the latest patch (specifically, a South Island Giant Moa). Trying to skin it on a hook just results in endlessly performing the skinning action as long as I hold down RMB, but never actually skins it or drops anything.

💬 CaptainOats , Oct 26th at 3:17 PM

Eione DramaticHotDog

Will change my patch for Aurochs to target the new patch mod for medieval expanded (as it was targeting the original mod)

Redbasho

This mod reduces loot you get from vanilla harvesting down to 50% but you can change the configs for a 'light mode' which is 80% (this is on par with the Primitive Butchering Table) but you won't get extra modded items from vanilla harvesting.

Tizzy

Yes the bonus/malus to animal harvesting from any classes is factored into the butchering process.

BullCityFats

I will look into this, do you know which mod the Greater Kudu is from?

IssKindred

Make sure you don't download througth the 1 click install and also when you backout of a world, close the game fully before going into another one as this game seems to not unload mods properly sometimes.

Tybaxel

That looks like a base game issue on your end as my mod only starts working once you pick up that creature into an empty backpack slot not before. What you are looking at is the vanilla dead creature.

💬 Tybaxel, Oct 26th at 5:36 AM

Hi! Did you ever fix the white moose issue? The moose in my game have a broken white texture. I looked it up and found someone with the same issue in this thread.

💬 StellarHarbour, Oct 25th at 9:16 PM

So it doesn't fix that most meats give less saturation that hand of berries, makes no sense, I can eat cooked chicken for 3 days IRL

💬 OlafGunnerson, Oct 25th at 3:59 PM

DramaticHotDog

If you are using MedievalExpansionPatch by Elocrypt (the continuation mod for ME), you'll need to make a small edit to pick up auroxen.

Go to your mods folder and finding the Butchering zip. Open it with 7zip.

Go to assets>butchering>patches>compatibility>medievalexpansion

There should be an aurochs.json in there. Open that up.

Everywhere it says "dependsOn": [ { "modid": "medievalexpansion" } ], change "medievalexpansion" to "medievalexpansionpatch".

Should be 7 entries overall. Happy butchering!

💬 DramaticHotDog, Oct 25th at 2:20 PM

Can't pick up Aurochs cow/bull, I have space in butcher bag and bag slot.

💬 IssKindred, Oct 24th at 10:26 PM (modified Oct 24th at 10:33 PM)

When I unload the mod, I have to reinstall the entire game to get skinned animal drops again. Even in Worlds created without the mod. Skinning works while the mod is loaded.

(tested with deers)(1.10.8)

💬 Kathrynerius, Oct 24th at 2:52 AM

MegaBroBuster We also can't use bone arrows with any bows when using combat overhaul. 

💬 BullCityFats, Oct 22nd at 3:46 AM (modified Oct 22nd at 3:52 AM)

I'm also having the game crash when I try to hand a dead female Greater Kudu on the hook.

Okay, after installing the latest patch the game doesn't crash, but when I hang the Kudu on the hook, I still have a Kudu in my inventory.

💬 Tizzy, Oct 22nd at 2:04 AM

Does the +10% animal loot from hunter apply to the butchered mobs?  I'm having trouble finding info regarding this.  

💬 LunaTheFox, Oct 21st at 9:25 PM

yep its fixed in the newest patch, thank you!

💬 Redbasho, Oct 21st at 6:35 PM

Does this mod remove the ability to harvest animals normally like in vanilla? Or does it just add the ability to butcher alongside that? 

💬 MANEL190, Oct 21st at 6:28 PM

Eione im having a similar problem, when i try to put any bovine carcass on the hanger my game crashes completely.

 

tbh u pretty lucky cuz also when the game crashes some chunks might disappear :(

💬 KohdiakK, Oct 21st at 3:38 PM (modified Oct 21st at 5:43 PM)

CaptainOats

 

I'm not sure if you have changed anything, but I just re-tested, exactly the way I did yesterday and it now works fine.

 

I went into creative, spawned live bears, killed them and then skinned them. Both today and yesterday I tested with just the two mods installed on a fresh game install. It works now, but it didn't yesterday.

💬 Eione, Oct 21st at 11:46 AM

i might have encountered a bug. but don't know if it's a conflict or actual bug. 

 

i can not pick up aurocks (from medieval expantion patch mod). Got empty slot for it. Also won't pick it up with a butchering bag.

 

Wondering if anyone has encountered this before (my modlist got a tad large i'm afraid lol)

💬 CaptainOats , Oct 21st at 8:56 AM (modified Oct 21st at 8:56 AM)

LunaTheFox Plumeria plantcryptid Kwyl Sameal Rage4556 Akwuegbu

Applogies, it should be fixed in the new patch. Weekends are my busiest time and didn't get around to fixing it untill last night then fell asleep with the mod open ready to release the update :P

KohdiakK

Are you using bodies straight from the creative menu as you need to kill them in-world for the loot table to generate from their base files but if not I might have to check out CommonLib

Vexxev

This mod places a carcass on the table when you finish butchering a creature which can be manually broken for bones or place and butcher another carcass to have the bones break automaticly.

💬 LunaTheFox, Oct 21st at 7:05 AM

I am also having a game crash when attempting to put a horse (from Equus Horses) the onto a hook (in my case the advanced one)

Crash Report
Running on 64 bit Windows 10.0.19045.0 with 130928 MB RAM
Game Version: v1.21.5 (Stable)
10/20/2025 11:56:49 PM: Critical error occurred in the following mod: butchering@1.10.7
Loaded Mods: alefix@1.1.0, americanfrontiersman@1.8.4, artemysrustyspoils@1.0.0, backpackpackplusfg@1.4.0, bola@1.4.0, canoemode@1.0.4, cavesymphony@1.2.1, chiseltools@1.15.3, claymortar@1.0.1, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.2, copperandgrain@1.0.0, expandedmoldsbalanced@1.1.0, forestsymphony@1.0.6, geoaddons@1.4.4, hangingoillamps@1.0.5, blackguardheavyd@1.2.4, istchests@0.0.4, immersivechests@0.2.1, immersivelanterns@0.2.8, japanesearchitecture@0.9.4, jonasboat@1.0.3, longtermfood@0.4.0, manualquenching@1.0.8, millwright@1.2.9, crockenheimer@2.1.5, nosurfacemonsters@1.0.1, overhaullib@1.12.10, plainsandvalleys@1.0.12, playermodellib@1.1.4, primitivesurvival@3.9.9, rtrullywoods@0.1.24, redclaytoredceramic@1.1.0, ruderalis@1.0.2, saddleblanketbeds@0.0.4, shelfobsessed@1.8.3, skepdropplus@1.0.4, sluicecircuitspatch@1.0.0, soaplyeandbloom@1.3.6, sonitorecipepin@1.0.1, spyglass@0.5.2, temporalstormgear@1.0.1, temporalsymphony@2.2.2, temporalgearrestoration@1.0.0, translocatorengineeringredux@1.6.1, game@1.21.5, vsimgui@1.1.14, warmgambeson@1.0.0, wearablerenderlib@1.3.0, wlts@1.0.1, animalcages@4.0.1, apegrapes@1.3.1, attributerenderinglibrary@2.3.0, beararmorrepair@1.0.3, bedspawnv2@1.6.4, betterruins@0.5.0, bettertraders@0.1.0, blocksoverlay@4.5.4, bloodtrail@1.1.3, bushfat@1.0.1, butchering@1.10.7, canadianwinterclothes@1.2.0, charcoalreforged@1.1.4, commonlib@2.8.0, configlib@1.10.8, danatweaks@3.6.0, electricalprogressivecore@2.4.0, tackandequipment@1.0.0, extendedcreation@1.1.6, farmlanddropswithnutrients@1.2.2, fseraph@0.4.4, firewoodtosticks@1.0.0, foodshelves@2.3.2, fromgoldencombs@1.9.4, genelib@2.1.0, grassiergrass@1.0.0, greenhousebuff@1.2.0, humans@0.2.0, infinitumpickupmod@1.2.6, jaunt@2.1.1, kevinsfurniture@1.7.5, koboldrdx@1.0.26, makesalt@1.2.1, maltiezcrossbows@1.6.6, maltiezfirearms@1.3.5, meteoricexpansion@1.2.6, monsternuggetdrops@1.1.2, morefluxes@0.3.2, morepiles@2.2.0, naturalfertilizer@1.3.0, ndlwoodentorchholder@2.0.3, pencil@1.0.2, petai@4.0.1, plantbasedfat@1.0.2, postsandbeams@1.4.0, purposefulstorage@1.4.1, racialequality@0.1.24, realsmoke@1.1.9, reedbuff@1.2.1, riftworks@1.1.16, rivers@4.7.3, saltpeterproduction@1.1.0, scaffolding@1.2.3, skeletons@0.4.1, sluice@2.3.2, smithingplus@1.8.3, sonitojustgivemerope@1.0.1, steelanvil@1.0.0, stirlingmotor@2.0.0, stonebakeoven@1.2.0, tanningredux@1.0.2, tasshroombodyfat@0.0.16, th3dungeon@0.4.4, toolsmith@1.2.14, translocatordirectionindicator@1.0.0, vanillaarmory@1.9.1, viescraftmachines@2.4.3, vintagebirbs@0.2.0, vintagesymphony@1.0.4, creative@1.21.5, vsinstrumentsbase@2.0.4, survival@1.21.5, winterswallpaper@1.1.0, woodenfortifications@2.0.10, cokemakesense@1.0.1, electricalprogressivebasics@2.4.0, equus@1.2.0-rc.8, em@3.3.3, foxtaming@1.7.2, fueledwearablelights@1.1.0, glassmaking@1.4.4, obsidiancraft@1.5.3, quiversandsheaths@0.5.2, realisticresincrafting@1.1.0, reforgedtools@1.2.51, stonequarry@3.5.1, temporaltechnology@1.2.2, th3dungeontopentrance@0.4.1, vintagesymphonyassets@1.1.0, bottomsup@1.2.0, electricalprogressiveindustry@0.3.0, electricalprogressiveqol@2.4.0, electricalprogressiveequipment@2.3.5
System.Exception: Asset butchering:shapes/creatures/modded/generichuge/large-hanging.json could not be found
at Vintagestory.Common.AssetManager.Get(AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 290
at Vintagestory.Common.AssetManager.Get[T](AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 298
at Butchering.src.common.item.ItemButcherable.GetHangingShape(ICoreAPI api) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\item\ItemButcherable.cs:line 30
at Butchering.src.common.blockentity.BlockEntityButcherHook.getOrCreateMesh(ItemStack stack, Int32 index) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherHook.cs:line 179
at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 197
at Butchering.src.common.blockentity.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 205
at Butchering.src.common.blockentity.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 70
at Butchering.src.common.block.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 179
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 281
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 164
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 836
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 KohdiakK, Oct 20th at 7:47 PM (modified Oct 20th at 8:24 PM)

CaptainOats

 

I no longer get any tiems from skinning any animal. I have done a fresh install of the game and your mod, even running just the butchering mod on its own. No animal of any weight will drop skins, fat or sinew.

 

EDIT: CommonLib breaks the hook somehow, specifically for bears

 

 

💬 Plumeria, Oct 20th at 6:14 PM

Hiya Captain,

I've just crashed putting a dead horse on a copper hook 

💬 dr_fish_phd, Oct 20th at 7:40 AM

For people having the CTD, quick workaround until there's a patch is to go into the zip file with 7-zip, go down the directory tree into shapes/creatures/modded/generichuge and rename huge-hanging.json to large-hanging.json.

💬 plantcryptid, Oct 20th at 7:34 AM

hello! I just crashed from putting a dead deer on the primitive skinning hook, thought you should know:) !

 

Crash Report
System.Exception: Asset butchering:shapes/creatures/modded/generichuge/large-hanging.json could not be found
at Vintagestory.Common.AssetManager.Get(AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 290
at Vintagestory.Common.AssetManager.Get[T](AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 298
at Butchering.src.common.item.ItemButcherable.GetHangingShape(ICoreAPI api) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\item\ItemButcherable.cs:line 30
at Butchering.src.common.blockentity.BlockEntityButcherHook.getOrCreateMesh(ItemStack stack, Int32 index) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherHook.cs:line 179
at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 197
at Butchering.src.common.blockentity.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 205
at Butchering.src.common.blockentity.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 70
at Butchering.src.common.block.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 179
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 281
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 164
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 859
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 751
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 AriesLR, Oct 19th at 7:57 PM

Just confirming what everyone else is saying, it seems like any animal at random can cause a crash. I just had someone on my server crash from a vanilla goat so I suspect the issue isn't just because of the compatibility added on the most recent update. 

💬 Kwyl, Oct 19th at 7:54 PM

Looks like all large animals are immediately crashing it

Spoiler!
Asset butchering:shapes/creatures/modded/generichuge/large-hanging.json could not be found
💬 Meiko, Oct 19th at 4:16 PM (modified Oct 19th at 9:29 PM)

CaptainOats

Crash from time to time without forgetting the bug still present of the table which does not allow to select or install it otherwise very good mod that I love, it offers a lot of realism exactly what I am looking for but as long as the bug preventing having a butcher's table is present it will remain to be rated.

Edit (23h:26) :

I take the liberty of republishing my comment, by doing a creative part to test more the bugs of the mod. The butcher's table doesn't seem to be buggy, for people who can't place the butcher's table or even get it back (I'm thinking especially of people new to the game). 😅

You couldn't get the table back if you didn't have a free bag slot and I mean a bag no inventory.

Thank you CaptainOats for that patience with our bu who are not necessarily 😘

💬 Sameal, Oct 19th at 1:59 AM (modified Oct 19th at 2:00 AM)

CaptainOats crashes when hanging short horned buffalo 

💬 Vexxev, Oct 19th at 1:10 AM

Heyo, is there any way to get regular bones? With Expanded foods, bone broths kinda super important

💬 Rage4556, Oct 18th at 11:14 PM

Hey, so I'm using Equus Horses and just tried to put the dead "horse" on the wall hook, and got an immediate CTD. Any insight would be greatly appreciated. Really appreciate your work on this mod, it's so much more fun to get meat this way!

 

Crash Report
Running on 64 bit Windows 10.0.26100.0 with 32684 MB RAM
Game Version: v1.21.5 (Stable)
10/18/2025 7:12:05 PM: Critical error occurred in the following mod: butchering@1.10.7
Loaded Mods: ancientarmory@1.1.8, barkbeetle@1.0.4, catchledge@0.5.8, cavesymphony@1.2.0, clickuptorches@1.1.1, crawlanddive@0.2.1, dodgemaster@1.2.3, fallingtree@0.4.6, freelook@1.0.3, handtohand@1.0.5, immersivelanterns@0.2.8, immersivemining@0.2.17, immersiveorecrush@2.2.4, jonasboat@1.0.3, manualdough@1.1.6, manualquenching@1.0.8, manualscraping@1.3.0, moreiconscs@1.1.1, overhaullib@1.12.10, packyourshovel@1.0.8, plumpkins@1.1.3, primitivesurvival@3.9.9, shelfobsessed@1.8.3, slowwalkmod@1.2.5, sonitorecipepin@1.0.1, tankardsandgoblets@1.3.2, temporalsymphony@2.2.2, vaultandroll@0.1.1, game@1.21.5, vsimgui@1.1.14, altmapiconrenderercontinued@1.5.0, arrowbarrels@1.2.1, attributerenderinglibrary@2.3.0, bandageanimation@1.0.0, betterfirepitexploitfit@1.1.6, betterruins@0.5.0, bettertraders@0.1.0, bloodtrail@1.1.3, butchering@1.10.7, butterflycases@1.0.2, carryon@1.12.1, cartwrightscaravan@1.7.3, combatoverhaul@0.10.8, commonlib@2.8.0, configlib@1.10.6, danatweaks@3.6.0, enhancedhandbook@1.7.0, farseer@1.3.2, foodshelves@2.3.1, footprints@1.0.1, freedomunits@1.1.4, genelib@2.1.0, itempickupnotifier@1.9.0, jaunt@2.1.1, JustTrapdoors@1.0.2, kevinsfurniture@1.7.5, levelup@2.0.8, maltiezcrossbows@1.6.6, maltiezfirearms@1.3.5, moreanimals@1.6.3, naturalfertilizer@1.3.0, nbcartographer@2.2.1, petai@4.0.1, playerlist@2.1.5, realsmoke@1.1.9, rubberbandaid@1.0.0, schematica@1.0.2, simplefootstepsredux@1.0.4, smithingplus@1.8.3, substrate@1.1.3, tackandequipment@1.0.0, thecritterpack@1.3.4, toolsmith@1.2.14, truethirdperson@0.0.3, valrossensmapfilterscontinued@1.21.1, vintagescarecrow@0.0.8, visorhelmets@1.1.4, creative@1.21.5, vsinstrumentsbase@2.0.4, survival@1.21.5, woodenshuttersandmore@1.2.31, armory@1.4.0, combat-overhaul-reanimated@1.0.0, detailedanimals@0.6.2, equus@1.2.0-rc.8, fueledwearablelights@1.1.0, playercorpse@1.12.0, quiversandsheaths@0.5.2, snowshoes@2.1.3, vsinstruments_quackpack@1.0.2, xinvtweaks@1.8.1, combatoverhaulidlereanimation@1.0.0
System.Exception: Asset butchering:shapes/creatures/modded/generichuge/large-hanging.json could not be found
at Vintagestory.Common.AssetManager.Get(AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 290
at Vintagestory.Common.AssetManager.Get[T](AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 298
at Butchering.src.common.item.ItemButcherable.GetHangingShape(ICoreAPI api) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\item\ItemButcherable.cs:line 30
at Butchering.src.common.blockentity.BlockEntityButcherHook.getOrCreateMesh(ItemStack stack, Int32 index) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherHook.cs:line 179
at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 197
at Butchering.src.common.blockentity.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 205
at Butchering.src.common.blockentity.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 70
at Butchering.src.common.block.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 179
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 281
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 164
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 836
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 Dusty_Ghost, Oct 18th at 7:55 PM

Thank you for adding more compatibility with FotSA, you're awesome.

💬 Akwuegbu, Oct 18th at 6:47 PM

Crash to desktop while attempting to put a Feverstone Wilds horse on a hook

 

Crash Report
Running on 64 bit Windows 10.0.22631.0 with 32638 MB RAM
Game Version: v1.21.4 (Stable)
10/18/2025 1:47:11 PM: Critical error occurred in the following mod: butchering@1.10.7
Loaded Mods: aculinaryartillerypatch@1.2.6-pre.9, bushmeatstew@1.0.0, canoemodcircuitspatch@2.0.0, cbr@1.0.0, chiseltools@1.14.22, landformoverhaul@1.0.2, cpxem@1.0.1, extrachests@1.10.0, floralzonescaperegion@1.0.24, floralzonescaribbeanregion@1.0.19, floralzonescentralaustralianregion@1.0.16, floralzonescosmopolitanregion@1.0.6, floralzoneseastasiaticregion@1.0.14, floralzonesneozeylandicregion@1.0.15, fadynasties@1.1.1, fagothic@1.2.1, fagreenwich@1.3.2, fahussar@1.0.0, falandsknecht@1.2.1, fatemplar@1.3.2, bovinae@0.3.1, caninae@1.0.34, cervinae@0.1.8, elephantidae@1.0.15, felinae@0.2.11, iniidae@0.1.4, geoaddons@1.4.4, mbr@1.0.0, millwright@1.2.9, overhaullib@1.12.7, particlesplus@2.3.1, pipeleaf@2.3.0, primitivesurvival@3.9.7, shelfobsessed@1.7.7, soaplyeandbloom@1.3.6, vintageengineering@0.4.0, game@1.21.4, airthermomod@0.3.0, alchemy@1.7.18, animalcages@4.0.1, apegrapes@1.3.1, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, backpackpackplusexpanded@1.2.5, bedspawnv2@1.6.4, betterfirepit@1.2.0, betterruins@0.5.0, butchering@1.10.7, canoemodbannta@1.1.1, carryon@1.10.9, cartwrightscaravan@1.7.2, charcoalreforged@1.1.4, commonlib@2.8.0, cratebulkinput@1.0.0, danatweaks@3.6.0, expandedfoodspatch@1.7.6-pre.107, feverstonehorses@2.0.2, fieldsofsalt@1.2.4, firepitsheatovens@1.0.0, flowerfarming@1.1.1, fromgoldencombs@1.9.4, hudclockpatch@1.1.2, jaunt@2.1.0, longburningfirewood@1.0.0, maketeaforked@0.7.1, maltiezcrossbows@1.6.6, maltiezfirearms@1.3.5, mannequinstand@1.0.7, moldsplus@1.0.2, moreanimals@1.6.3, nbcartographer@2.2.1, noholdfruitpress@0.1.1, pencil@1.0.2, portalsmodified@1.0.1, purposefulstorage@1.4.1, rivers@4.7.3, sluice@2.3.2, spearsplus@1.2.1, speedyboats@1.0.1, stonebakeoven@1.2.0, terraprety@7.0.8, thecritterpack@1.3.4, creative@1.21.4, survival@1.21.4, xlib@0.9.0-pre.2, draconis@1.1.2, em@3.3.1, stonequarry@3.5.1, xskills@0.9.0-pre.2, bricklayers@3.1.1
System.Exception: Asset butchering:shapes/creatures/modded/generichuge/large-hanging.json could not be found
at Vintagestory.Common.AssetManager.Get(AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 290
at Vintagestory.Common.AssetManager.Get[T](AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 298
at Butchering.src.common.item.ItemButcherable.GetHangingShape(ICoreAPI api) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\item\ItemButcherable.cs:line 30
at Butchering.src.common.blockentity.BlockEntityButcherHook.getOrCreateMesh(ItemStack stack, Int32 index) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherHook.cs:line 179
at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 197
at Butchering.src.common.blockentity.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 205
at Butchering.src.common.blockentity.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 70
at Butchering.src.common.block.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 179
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 281
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 164
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 859
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 751
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 SillyFox, Oct 18th at 6:28 PM

CaptainOats I see. My perception must have been skewed by just getting lucky in vanilla 1.21 before I started modding it.

 

Anyway, thanks for adding compatibility for more FOTSA animals. I know integrations like these are a lot of extra work, so I really appreciate it. 

💬 CaptainOats , Oct 18th at 3:59 PM

Raven0V Elijahgrimm Histrit SillyFox flakeinator

Bear no longer drop 3-5 Huge hide but rather 1 Hide this means add in animal weight which can lower drops by up to 50% (vanilla mechanic) the chance of it droping hide is a lot lower in this version of the game but has nothing to do with anything on Butchering's end.

As SillyFox found out bears only give a low amount of fat in vanilla anyway so that might be why you are perceiving lower amounts

I promise that I DO NOT set any vanilla values manually and what you get from butchering is about as close to vanilla (using copper table and hooks) as you can get code wise. Sometimes you will get nothing 5 times in a row but that is pure random chance for you.

I will try to lay out some info/maths on the mod page when I get chance that will try to show what I mean.

ToR_

This is most likely a combat overhaul compatibility issue that I will have to sort out.

Shuvi

It goes in a backpack slot as is written on the tool tip. Ctrl 1-4 to select then place with normal mouse button (This is the same as the vanilla skep).

Captin_Krunch

Sounds like another mod or the game has broken fat, I don't touch the item within the code at all so I highly doubt Butchering has effected it.

Qaimaq

That thought has come up but I would need to research how storage works on a ship/elk

💬 Keishi, Oct 18th at 2:41 PM

Thank you for the compatibility update with FOTSA mods & Equus!

 

💬 flakeinator, Oct 17th at 10:26 AM

CaptainOats I just noticed the same issue as SillyFox with bears and hides last night when playing. I killed two bears and didn't get a single hide from them. I thought it was just me.

 

I do agree that 1-2 fat from a bear seems a bit low since we are talking about a bear. Maybe if it is winter I can see only 1-2 fat but it should be more for the other seasons.

💬 Qaimaq, Oct 17th at 4:27 AM

Thank you for this amazing mod. 

Do you have plans to add some kind of a storage chest for the animal bodies? I often like to travel with the sailboat and want to bring back some meat back home

💬 Captin_Krunch, Oct 16th at 7:50 PM

I can't seem to get fat to drop from butchered animals. it was working a few days ago but now fat isn't searchable in the guide book and I can't click on it from other entries(like clicking into it from prime meat).

💬 Keishi, Oct 16th at 4:29 PM

@Shuvi do you have full backpack slots? I think the table use a backpack slot, at least I remember having this issue back then.

💬 Shuvi, Oct 15th at 4:45 PM (modified Oct 15th at 4:47 PM)

 

hey, i have a problem, i can't lift or put down the butcher table only even on creative.
I tried reinstalling the game and the mod...
 
list of mods I play on 1.21.0:
Aged
animal cages
Attribute Rendering Library
Better Firepit
Better Ruins
Carry ON
Cats
Chiseltools
Compost Tweak
Common Lib
configlib
DanaTweak
earlychiseling
foodshelves
gimmeoneseedplz
HeatRetention
Hud Clock
jopainting
Just Trapdoors
Ladder
lichen
MorePiles
More Torch Holders
Opdoorpack
Patcher Butchering Compat
petai
pottery wheel
primitive survival
Prospect Together
Red Dye From Berries
scarecrow
shelfish
shelfobsessed
Stone Quarry
TankardsandGoblets
Terra Prety
Visible Resin Particles
vsimgui
windchimes
wolftaming
workbench expension
zoombutton

 
💬 Hoffmiester, Oct 13th at 11:50 AM

cant pick up any of the medieval mod aurochs

💬 SillyFox, Oct 12th at 4:20 PM (modified Oct 13th at 3:16 PM)

Also noticed that bears and boars, but the rest of the animals as well, have low drop rates for hides and fat. Bears for example drop only 1-2 fat, which is way too little*. They also dont drop their hides half of the time. Hares didnt drop their hides at all for me. All of this despite using the advanced hooks, which give 120% drop rate.

Checked for mod coflict just in case, but this problem persists even if Butchering is the only mod thats loaded

*tested vanilla and apparently bears do only drop 1-2 fat (at least freshly spawned ones). My mistake

💬 Graydient05, Oct 12th at 9:00 AM (modified Oct 12th at 9:01 AM)

I would kill for a version of this that just made the mod content give you increased drops instead of reducing the drops from the vanilla method of butchering. seeing as the amount of mats you get from the vanilla method is already weirdly low from large animals.

💬 Lonades, Oct 10th at 6:45 PM

Hi, trying this mod for the first time and really enjoying it.

 

Wild pigs  also don't drop hides

💬 Histrit, Oct 10th at 3:29 PM

Hello! Awesome mod!

 

But i have same problem as  Elijahgrimm and Raven0V: Bears dont drop hides and fat

 

Is it problem with Wool mod? Or its just a bug?

💬 Origin_Alpha_43, Oct 8th at 12:08 AM (modified Oct 8th at 1:04 AM)

quick unbalanced thing i found
the pampas deer, Good Weight is not giving more than the Low Weight
in both skinning and butchering

currently making admin shops on my server to build the economy
and noticed this detail while trying to see how much the dead corpses would sell for

edit: i noticed the same for the dead whitetail deers
(butchered 6 low and just now 3 Good weight, no pelt no fat compared to Low weight)
could it be that they are all switched rn? (Good>Low)
confirmed: bighorns as well

💬 Agamand, Oct 7th at 8:58 AM (modified Oct 7th at 9:01 AM)

Hello, just to report a minor bug, in the Meat stew one of extra meat is in the wrong category (due to new egg slot in 1.21.x i suppose)

 

Screenshot from handbook (1.21.1 using Butchering 1.10.6)
image
💬 MegaBroBuster, Oct 7th at 2:15 AM

ToR_ im using combat overhaul, and i also find that i cannot use bone arrows. MIGHT be related to that, might be a baseless conjecture, heres hoping this helps. 

💬 ToR_, Oct 6th at 11:54 PM

Hi there!
We have this mod on a server and are experiencing issues with the bone arrows. For some reason, the bow types are not registering it as an acceptable source of ammo. I've tried testing with the following: Crude Bow, Longbow, Recurve Bow, & Simple Bow. Is there a configuration that I missed? Players can knap the bone arrowheads and craft the arrows just fine, but the problem stems from usage with bows. 

Any help is appreciated, ty! <3 

💬 Elijahgrimm, Oct 6th at 7:15 PM

Bears don't seem to be dropping much in the way of fat, which is a bit nuts, and absolutely no hides. I'm using the copper skinning hook. I've noticed this for pigs as well they do not drop much, if any, fat compared to simply butchering them on the spot. If I'm not mistaken I'm supposed to get more rather than less?

💬 Raven0V, Oct 6th at 10:07 AM

hello, i have a problem

 

so, i have killed a few bears, put them on an advanced hook, but when i skin them they don't drop the hides

 

is this a bug? because it is really annoying that brown bears don't give the hides when you skin them

💬 siffrinw, Oct 5th at 10:18 PM

would it be possible for you to add support for using meteoric iron as a replacement for normal iron when making hooks or the advanced butchering table? 

💬 AncientWiserOne, Oct 5th at 5:01 PM

Hi Captain Oats! I watched to reach out because the mods I have right now, there seems to be a conflict that is keeping the knife cutting animation from playing in Version 1.20.12 of the game. This happens when harvesting the skinned and deskinned variants of mobs. I think the modlist could be causing some issues, so I wanted to reach out and see what you thought.

Spoiler
mod@aculinaryartillery-1.2.5.zip, mod@bettertraders-0.0.10.zip, mod@canoemod-1.0.2.zip, mod@cavesymphony-1.1.3.zip, mod@chiseltools-1.14.22.zip, mod@darcesdriftersredone-1.2.4-pre.1.zip, mod@hangingoillamps-1.0.3.zip, mod@landformoverhaul-1.0.1.zip, mod@millwright-1.2.7.zip, mod@overhaullib-0.2.18.zip, mod@plainsandvalleys-1.0.11.zip, mod@primitivesurvival-3.8.0.zip, mod@prospecttogether-2.0.7.zip, mod@sticksfromfirewoodmallow-1.0.0.zip, mod@temporalsymphony-2.1.1.zip, mod@vsimgui-1.1.8.zip, mod@animalcages-3.2.2.zip, mod@apegrapes-1.2.6.zip, mod@bedspawnv2-1.4.0.zip, mod@betterchisel-1.0.0-rc.4.zip, mod@betterruins-0.4.15.zip, mod@bloodtrail-1.1.0.zip, mod@butchering-1.9.2.zip, mod@carryon-1.9.10.zip, mod@cartwrightscaravan-1.6.0.zip, mod@combatoverhaul-0.3.10.zip, mod@continentalworld-1.1.0.zip, mod@danatweaks-3.4.5.zip, mod@egocaribautomapmarkers-4.0.2.zip, mod@envelopes-1.5.1.zip, mod@expandedfoods-1.7.4.zip, mod@extrainfo-1.9.10.zip, mod@farseer-1.3.1.zip, mod@foodshelves-2.2.1.zip, mod@fromgoldencombs-1.8.13.zip, mod@joyofsailing-1.4.0.zip, mod@maltiezcrossbows-1.2.0.zip, mod@maltiezfirearms-0.14.2.zip, mod@moreanimals-1.4.2.zip, mod@morepiles-2.1.12.zip, mod@oneroof-1.11.0.zip, mod@pelaguswinds-1.2.2.zip, mod@petai-3.4.3.zip, mod@purposefulstorage-1.3.0.zip, mod@realsmoke-0.8.1.zip, mod@rpvoicechat-2.3.19.zip, mod@saltandsands-1.1.2.zip, mod@th3dungeon-0.4.3.zip, mod@trailmodcupdate-1.2.1.zip, mod@wildfarmingrevival-1.3.8.zip, mod@armory-0.2.4.zip, mod@cats-3.2.0.zip, mod@combat-overhaul-reanimated-1.0.0.zip, mod@cookie12000stickbeam-1.2.0.zip, mod@cookingtweaks-1.2.1.zip, mod@darkerspawns-1.0.0.zip, mod@epxandedbloodbread-1.0.6.zip, mod@playercorpse-1.11.1.zip, mod@stonequarry-3.4.3.zip, mod@wolftaming-3.0.8.zip

 

💬 CaptainOats , Oct 5th at 4:29 PM

Mulchbutler

Sadly when you have removed a animal from the hook before it's bled out completely it can't be put back on (will probably work on a fix in the future but not super high priority)

FulgurDeus

You do get the bonues from hunters and other classes if you butcher on the tables and hooks.

Dezdemona

Thank you and that should be fixed now as I removed that bit of code.

MrMelonMonkey

I have no clue what could be the issue please reinstall the mods and perhaps game?

Lucian_Fallen

I have put out a fix for this issue and will work on more compatibility in the future.

💬 Lucian_Fallen, Oct 4th at 10:03 PM (modified Oct 4th at 10:08 PM)

I've been having comp issue with Fauna of the Stone Age: Caninae, I keep getting infinite carcasses from dead caninaes and when I put them on a hook I gain nothing and I can't pick them up after they dired.

Maybe all Fauna of the Stone Age mods have this issue, maybe someone can help to fix this issue?

Also can someone make all animal Fauna of the Stone Age mods, Feverstone's Horses and Equus: Wild Horses compatible?

💬 MrMelonMonkey, Oct 3rd at 10:17 PM

Rabbits drop charcoal when skinned on the hook instead of hide?
dont know if others are affected, foxes and deer seem fine so far.
maybe its to do with the wool mod but foxes drop the hide as well as the fleece.

💬 Dezdemona, Oct 3rd at 9:41 AM

I adore this mod, and frankly can't imagine the game without it. But, I've been having an issue that, admittedly, might just be me losing my mind, but whenever I butcher a creature specifically at the butcher table, my character will be stuck in the 'cutting' animation until I reload the game. Not entirely sure what is causing it, but butchering things outside of the bench doesn't seem to have this issue. If there is anything I can do to help track down the issue, please let me know. Modding is a bit of a foreign world to me, but I'd be a a hypocrite not to at least try to help.

💬 FulgurDeus, Oct 1st at 9:50 PM

Hello, I'm just wondering if the hunter class gathering bonus is compatible with the bonus from the tables and such?

💬 CannelleYT, Oct 1st at 5:33 PM

I wait a french translation for this mods before try it.

💬 Taragashi, Oct 1st at 10:52 AM

Great mod! This is exactly what the vanilla game was missing. Thanks a ton for putting in the work!

💬 Tewolf31, Oct 1st at 7:05 AM (modified Oct 1st at 7:05 AM)

Add blood wine, I need to make my friends think I'm a pycopath.

💬 VonGott, Sep 29th at 7:34 PM (modified Sep 29th at 7:35 PM)

Can confirm "Fauna of the Stone Age: Bovinae" is INCOMPATIBLE. I understand it is not listed as compatible, but I wanted to mention it for anyone wondering. You can still butcher them like in vanilla.

💬 Mulchbutler, Sep 29th at 3:41 PM

It looks like someone on my server somehow managed to pick up a partially bled pig from a butchering hook. Not sure how!

Afterwards, we were unable to put the pig back on the hook or on the butchering table. Is this a known issue with a workaround? We were stuck with a skinned pig with no use.

💬 CaptainOats , Sep 29th at 3:31 PM

Yelb Dolearon

I have a list of compatible mods on this mod page.

delphi

I will look into this. Thank you for your patience.

Ouran_OS

Sadly I would have to render more items (more computing power on your end) to make that level of distinction. This would heavly bloat out the mod.

rampage_

Sadly I recieve many complaints that people couldn't place normal bones on the ground (due to knapping) and no body seemed to come out in support of other options so that was my solution.

💬 rampage_, Sep 29th at 11:23 AM

Loving the mod, cannot play without it.

 

However, I'm not sure if the addition of strong bones is necessary. While additions and small details are very appreciated, it creates a soft conflict with various mods, like Toolsmith (using base bones as handles) or various food expanders (bone broths, gelatins). In current state it has a lot of wasted potential, bordering on useless item.

💬 Dolearon, Sep 28th at 3:12 AM

the FOTSA animals do not appear compatible, no animal i have got will go into a butchering bag, and the meat haunches from the Caninae mod will go on a hook they break the hook and will not come off

💬 Ouran_OS, Sep 27th at 10:24 PM

Thank you for adding FOTSA animals! I can pick up many dogs, cats, and birds, but they all occupy the backpack slot despite many of them being quite small. I'll see if I can personally tweak it in the config/patch files but I feel like one should go over some of the animals to make sure the slots they occupy are appropriate

💬 delphi, Sep 27th at 5:09 PM

hay loving this mod on my solo run but the FOTSA canids  can be "picked up" over and over while leaving the corpse and the meat after the first piece is bugged so as to never finish bleeding out

💬 Yelb, Sep 27th at 3:31 PM

Hello,

 

Almost all animals from FOTSA are not compatible, it seems.

I can pick some of them, some birds, a bear too, but the aurochs, tanuky, wolves and many others, not.

💬 CaptainOats , Sep 27th at 2:50 PM

Coda_Vanistok

Will add it in next update if I am going to do so.

Zayrok

Are you right clicking with an open inventory slot or bag slot if it's a medium or bigger creature? You can use a butchering bag if you want to carry more in one bag slot.

Lhosson

Thank you very much! I will try to get the rest of them in at some point.

Mawcii

image Working fine for me, make sure you are on the lastest version.

Integrate

That's already been fixed, please update your version to the lastest.

💬 Integrate, Sep 27th at 12:45 PM

Hi theres an issue with trying to place bones on the ground in a pile. Your keybind for knapping bone tools overwrites this and you are entirely unable to place bones on the ground in pile like you would with rocks.

💬 Mawcii, Sep 27th at 10:07 AM

Do you NEED to use copper nails to make metal skinning hooks? Im trying to use tin bronze nails, but it doesnt work 

image

💬 Lhosson, Sep 26th at 7:07 PM

CaptainOats You sir, are a legend! Thank you for updating this for FOTSA  👍

💬 Zayrok, Sep 26th at 9:29 AM

 

Spoiler
Hi, I have no option to pick up an animal corpse on the ground in survival mode (C+click) but in creative mode yes, I don't understand why, I just don't have the option...
 
 
💬 Coda_Vanistok, Sep 26th at 6:19 AM

CaptainOats

It's not an issue, there's just a recipe attribute for using nuggets in the forging recipe that needs to be added into the metal hook's anvil recipe, as well as the recycling recipe if you'd mind adding that the next time you push an update. It'll really help with Xskills forcing you to waste 16 bits of metal for 4 hooks.

https://github.com/jayugg/SmithingPlus/wiki/Compatibility-info-for-modders

💬 CaptainOats , Sep 26th at 12:46 AM

Damage_Zedd

I only was able to get back what I had gotten compatibility with previuously so Bovine isn't on that list. I will work on that in the future.

JonN19

Thanks it took a bit of work but I'm glad to of gotten it out.

💬 Damage_Zedd, Sep 25th at 11:55 PM

thanks for the update to have compat with FOTSA but ive noticed some are not working, bovine for instance is one that i have found so far.

💬 JonN19, Sep 25th at 11:16 PM

Brilliant brilliant brilliant. Thanks for the massive amount of work with the update.

💬 CaptainOats , Sep 25th at 10:48 PM

greatorder Mynxae B0bb0 MechaMaria64

I have made changes to the bones so you can now place them.

DonaldRTS Ortlife Lhosson

I have updated the mod with compatibility with FOTSA

Vargur

I sadly don't support the 1.20 version anymore. If the issue persists on the newest mod version then please get into contact again.

KeiroFyre

Not a bad idea but will have to think on it.

MrJewsbury

I most likely won't add mold for hooks

Roushk IncubusS

I don't touch the drops other than add my own to the list so you might be experinceing low weight animals or poor luck.

RJSlip

Bears now drop 1 or less pelts so you are most likely just getting unlucky

Cthugha

Will have a think about it but for game balance I will most likely keep it the same for now. Plus the game also requires metal for storage creation too so I don't feel too bad.

SkidInc

Most likely something on their end as I don't touch that mod with compatibility yet.

greatorder

Sounds like a small desync with the client and server. Are you sure what dropped stayed and wasn't a 'fake' item?

alberto_ascani

Might I ask what you mean by new skins?

Coda_Vanistok

I didn't know there was a issue?

💬 Coda_Vanistok, Sep 25th at 8:27 AM

CaptainOats 

Hey hey, can we please get a compatibilty patch built in for Smithing plus to allow us to smith the hooks? I'm working on one myself, but this feature is something that would be amazing and easy to add with a single Json file.

💬 alberto_ascani, Sep 24th at 6:26 PM

I really like this mod, also for the aesthetics it adds but the new skins are terrible hahahahha

💬 B0bb0, Sep 23rd at 10:17 PM (modified Sep 23rd at 10:27 PM)

Hi, Thanks for the great mod.  Latest version.  I cannot put bones on the ground.

💬 greatorder, Sep 23rd at 9:18 PM

Found a bug, I removed a deer carcass that hadn't finished exsanguinating from a hook and replaced it, and it regained its skin. Basically infinite hides/fat for knife durability.

💬 SkidInc, Sep 23rd at 9:33 AM (modified Sep 23rd at 9:34 AM)

I don't know which side is the issue here so I'm reporting it to both, but there some cross compatibility issue with Butchering and More Animals (More Animals claims compatibility with 1.21 Butchering), it's not causing any crashes or gameplay problems but it is flooding the client-main.log file on client start and server connect. The issue I'm more pointing out is there are 1000 log entries each time the mods load when there only need be 1 per animal that is missing an assist, see: https://pastebin.com/UPb8BBPq

💬 KalmiaLatifolia, Sep 22nd at 7:39 PM

Missed oppertunity to not have the classic roasted pig with an apple in its mouth.

💬 Cthugha, Sep 22nd at 7:24 PM

Any chance of adding an earlier method for cleaning offal? I love most things about this mod but "in order to wash intestines, you must first invent metallurgy" is a bit silly. And even still, 24 hours seems like an awfully long soak time.

💬 DonaldRTS, Sep 22nd at 6:04 PM

Roushk Mynxae RJSlip I just looked through the files, it seems like CaptainOats made it to where Butchering has unique rewards for using it's systems. The vanilla Drops are left alone, so Animals may still not drop any pelts when skinned. If you would like to boost the chances of getting items, the Config does have a Loot Multiplier option. I personally set mine to 1.5 and set Feild Harvesting to Light mode.

💬 RJSlip, Sep 22nd at 5:53 PM

Im not getting any bear pelts. I get pelts from every other animal when skinning though.  Any one else?

💬 IncubusS, Sep 22nd at 2:18 PM (modified Sep 22nd at 2:18 PM)

Seconding what Roushk reported. Doesn't look like we are getting skins on the skinning hooks. Or is this user error and I missed something in the instructions. 

Thanks for the hardwork on this mod, its awesome!!

💬 Mynxae, Sep 22nd at 5:14 AM

Is there any chance of a hotkey option being added so I can actually place bone piles? Was hoping to do so for the new Alpine Boneknapper dragons for Draconis (as they eat bones along with meat, and I have like 10 stacks of bones from this mod) and I can't 'cause it wants to knap them.. When in reality, I so rarely need to knap bones. :( Maybe a toggle in the config to turn off bone-knapping? 

💬 DonaldRTS, Sep 21st at 11:18 PM

CaptainOats Since the Fauna of the Stone Age is finally being updated to 1.21, can you please re-add support for them?

💬 Roushk, Sep 20th at 10:09 PM

Just skinned a deer and a fox using a copper knife on bronze hooks, got no hide for either. Is this a bug or is this expected?

💬 greatorder, Sep 20th at 3:14 PM (modified Sep 20th at 10:18 PM)

I'm trying to pick up a dead steppe lion from Fauna of the Stone Age: Patherinae, and meeting no success. Bag slot 4 is open, with me purposely removing the bag so I could pick it up, and no button or combination thereof seems to let me pick it up.

EDIT: Also the new bone stacks can't be made because shift-right clicking with a bone brings up the needle/arrowhead menu instead.

💬 Sir_Blepington, Sep 20th at 2:34 PM

Not sure what's up with crafting the first metal butchery stuff with only copper materials (Plates for the table and copper nails for the hooks) and being able to make the rest out of other materials, I don't know if this is intentional but it's pretty annoying that I have to have copper laying about when I'm turning everything into bronze

💬 Tahvohck, Sep 20th at 1:36 PM

Would appreciate it if sausages could be put on shelves in a future update. It's a bit odd that they can't be. I would also say that it feels like they go bad a little quickly, but that's a preference thing rather than any actual balance comment.

💬 HMB_JackylTTV, Sep 20th at 6:56 AM

Gank

Thanks i figured it out. I wasn't complaining either fuck nuckle. I was asking for help because there are dozens upon dozens of comments to go through and I value my fking time so I asked for help and gave you a screenshot to make helping me easier.

Appreciate the help but don't be a bitch.

💬 MrJewsbury, Sep 19th at 10:31 AM

Any chance we can get a hook mold for smithing copper hooks quicker?

💬 KeiroFyre, Sep 19th at 4:25 AM

I had an idea for salted offal (Comes from Red Dead Redemption 2) Alongside other various smoked cuts. Like if you leave the smoked meat on long enough it turns into dried meat, or if we can add the cleaned offal to meals like haggis

💬 Lhosson, Sep 18th at 5:47 PM

CaptainOats I realize you are busy with this mod, so hope this doesn't come across in an irritating way - but I was wondering if you will be adding compatibility to the Fauna of the Stone Age modules once the team have finished updating them all for v1.21? The updates from that team are starting to flow now.

You mentioned to @Orflife that compatibility was currently out of the window due to the new changes. Is that going to significantly slow things down for butchering compatibility? Or is it semi-permanent?

I am only interested because your mod, and theirs, are incredibly important to my playthrough (similar to an essential Skyrim mod 😁). I'd class them as the top of the list for immersion in VS.

Thanks for all your effort and time! 👍

💬 Vargur, Sep 18th at 5:31 PM

Seems I have a mod conflict that is preventing crafting the sausages. I can harvest offal and clean it, but when I go to craft sausage I can't get any output. I'm still playing on 1.20.12 - not seeing any mods I'm using mentioned here as incompatible.

💬 Ortlife, Sep 18th at 1:40 PM

Is that the type of compatibility issue that is resolved naturally by bringing it inline with the new standard or the kind that would require deliberate effort?

💬 MechaMaria64, Sep 18th at 1:40 PM

CaptainOatsThats unfortunate, maybe I can find a fix to allow a dedicated keybind to just place a pile

💬 CaptainOats , Sep 18th at 5:26 AM

Ortlife

1.21 Changed how animals work so the author of Fauna of the Stone Age also refactored their mods to be inline with the new standard (or rather is going to) so all that compatibility is currently out of the window.

MechaMaria64

I am unable to code a solution easily as I am using the base game's knapping system and not a custom one. Probbaly will have to make a new item for boneknapping.

Tjoms

If you could send me a message on discord with your mod list or post it in a spoiler here in the comments I would appreciate it as I can't know what's causing that without knowing more.

DeathClawz

Will have a look to see how doable adding small bodies to your inventory would be instead of your hotbar.

💬 DeathClawz, Sep 17th at 2:34 AM

Just a QOL idea if it's possible, idk anything about the game's code. Config settings to have small bodies picked up be added into your inventory instead of your hotbar, and another to add them to a butchering bag first or normal inventory slot first.

💬 Tjoms, Sep 16th at 3:45 PM

Cant seem to pick up any animals i kill, tried with baby pigs and foxes, which should fit in a backpack slot, but it wont work. Running current stable 1.21.1 and newest version of Butchering. Everything else shows up in the mod.

💬 MechaMaria64, Sep 16th at 3:44 AM

Minor complaint but bone knapping is conflicting with bone piles, making displaying piles of bones around your base currently impossible with the mod installed (also impacts early game a decent bit as the piles helped cut down on storage space usage a lot)

Also a suggestion, but changing the bone arrowheads to the new bone arrows for more compatibility with other mods that modify arrows and also as an alternative for crude/featherless arrows early game which is when you'd most likely be wanting to use bone arrows. 

💬 Ortlife, Sep 15th at 6:04 PM

I can't seem to pick up any Fauna of The Stone Age creatures to put into my backpack slots. I'm 90% sure it's an issue with Fauna relating to the recent version update, but I wanted to report on the off chance it's useful.

💬 CaptainOats , Sep 15th at 7:44 AM

portalguy

It is safe to add midgame but as with all mods, backup your worlds before adding new mods.

BigBoy_pants

Do have any mods that alter deer in anyway?

Sianks

I have been contacted by the author and will try to set up compatibility.

Agzil

You no longer get several hides from bears but rather just 1 with a variance of 0 which means you most likely will get around 0.6 - 0.7 hides. Thus you quite litterally could get 0 many times over.

💬 Agzil, Sep 14th at 9:26 PM

say ive butcherd a few bears now with this mod, and i have noticed im not getting the bear hides i get when i cut it up normally. Is this something thats missing or am i just unlucky?

Using hooks and table that give 100% drops, last bear butcherd had good weight, in case its relevant

💬 Sianks, Sep 14th at 5:52 PM

Fauna Mod with Cat Predators is OUT, take a look CaptainOats

https://news.kalataka.ru/show/mod/5788

But im sure you know about it already, if anything the Author can send u required info (according to his recent comment where he said he will happily send u files u need for patch)

💬 BigBoy_pants, Sep 14th at 3:37 PM

it seems deer have stopped dropping any hides when skinned on the hook. might be a mod compat issue, not sure

 

💬 portalguy, Sep 14th at 1:17 PM

is this safe to add midgame?

💬 CaptainOats , Sep 14th at 11:37 AM

Vanra

Will add some varients of Bronze Nails and Strips to those recipes

Hackettbear

You don't need to worry as the animals on pickup are removed form the entity count (for spawning purposes) and made into blocks so won't stop animals from coming back. The way VS spawns animals is very random so that might be what you are experiencing.

arcionek

If this is the case, I will have to check this out.

LesbianAdmin

The tables go on your back for a transport because I wanted the butchery setup not to be as easily transported to make you come back to base to process animals. You place them like a populated skep with Ctrl 1-4 or scrollwheel

💬 LesbianAdmin, Sep 14th at 5:19 AM (modified Sep 14th at 6:44 AM)

Howdy, so forgive my confusion, but are the butchering tables only supposed to go on your back? Or, are you supposed to place them down to use them? The reason I ask is because in the screenshots it shows that you have them placed down in the world and I just can't figure out how to do it.

💬 arcionek, Sep 13th at 9:22 PM (modified Sep 14th at 9:50 AM)

No idea why, but for some reason all the recipies related to the mod are missing in my handbook.

 

EDIT: Found the issue, apparently Primitive Survival causes the recipies to go missing.

💬 Hackettbear, Sep 13th at 6:12 PM

Hi CaptainOats. Love this mod!

 

I am on a multiplayer server with this mod and many others. I am part of a group of cultists and we have been collecting rotten dead bodies from this mod for decorative purposes. However, I have noticed that the animals around us don't seem to be respawning as much. This could be due to server settings (I know the host lowered the animal spawn rate quite a bit). But, we are curious if we are the cause of this. Is there any possibility that not allowing the rotted bodies to despawn is causing the animals not to respawn? 

💬 Vanra, Sep 13th at 2:29 PM

Suggestion for crafting recepeas: can we have NOT strict plate/screws recepies? 

Yesterday I was struggling making middle tier hooks, because of extreme luck we were able to skill copper almost entierly and jumped to bronze.. and were not able to make hooks that required specifically copper nails, and didnt accepted anything above 😖

💬 CaptainOats , Sep 13th at 12:03 PM

Oweyan

Any drop rate bonus added through classes will affect the butchering tables and hooks.

💬 Oweyan, Sep 13th at 7:21 AM

If you are the hunter class and you use the butchering table do you get your class bonus added to the drop rate?

💬 CaptainOats , Sep 13th at 7:11 AM

Gelan

It is compatible with Primitive Survial and the smoking mechanics of both will be seperate.

AnniPicto

They changed the code for horns awhile ago so I need to go back in and remake that code, will work on it soon. Thank you for the reminder.

Nalier

Thanks, I appreciate that!

TotallyNotKleb

I don't buy babbies.

Mynxae

Sounds like an oversight on my part, will fix soon unless I did it for another reason but I doubt it.

flakeinator

I will add that next update as I have seen a few requests for it and do think it's a good idea.

Oweyan

That warms ones heart. Thank you!

Crystalline_Fox

I know they were having issues with that but I am confident they can work out something. Hopefully.

💬 Crystalline_Fox, Sep 12th at 5:23 AM

This is just a minor thing but I noticed even the original vanilla meat doesn't work with the Food Shelves mod with Butchering installed, is there potential to add compatability between the two? 

 

💬 Oweyan, Sep 12th at 1:16 AM

This mod is honestly so great it should be in the vanilla game. It adds a really good immersive system for butchering animals that feels like it belongs.

💬 flakeinator, Sep 11th at 3:52 PM

Are there any plans for Chicken (Poultry) sausage options too? I use More Animals and The Critters Pack so there are a lot of extra birds in my game.

💬 Mynxae, Sep 11th at 8:43 AM

Question - I noticed that the smoked meat and smoked prime meat can both be put into meals, but can't be put into pies for some reason? Is that intended? 

💬 TotallyNotKleb, Sep 10th at 6:52 PM

Do you buy babbies?

 

💬 Nalier, Sep 10th at 12:41 PM

Blood Sausage and Black Pudding - if my Mom played VS, she would LOVE this mod xddd

💬 AnniPicto, Sep 10th at 2:30 AM

We noticed today that we stopped getting horns. We started playing without the butchering mod and collected a lot of different goats. All this time, when we butchered the males with a knife on the ground. all of them dropped horns (sometimes very small ones, but this was constant!). Now, when we hang the goats on hooks, the horns stopped appearing at all. I tried butchering the goat on the ground again and got horns again. This leaves us with an unpleasant choice. Perhaps there is a solution to this problem?

💬 Gelan, Sep 9th at 3:17 AM

Is this compatible with Primitive Survival? I ask because it has a craftable smoke house, and I notice your mod has smoking capability. This made me wonder if there was going to be a conflict if I had both. 

💬 CaptainOats , Sep 8th at 7:26 AM

Thranduil61

I use vanilla knapping which has a predefined button press which conflicts with the placing of bone. I'm not going to rewrite the vanilla system so people can place bone on the ground. This mods knapping currently can't be disabled. Thank you for your understanding.

AnniPicto

Any mod that adds block functionality probably would do the same as that's how the game is coded. But thank you for your feedback on poultry, I will most likely allow it to be made into sausge or think about something to do with it.

zartax35

Might be mod issue with Shelf Obesessed, if you have that mod try updating it. If you are using a empty hand and right clicking without shift or ctrl (with empty backpack slot) then you are doing it correctly.

Lhosson

Like Anabella has posted it's a vanilla issue with 1.21.0 but doesn't break anything other than spam the console. I will look into compatibility with Combat Overhaul.

Xavier_

Thank you, I do appreaciate the complement!

TrippyTheO

I will look into compatibility with Combat Overhaul.

ScorchedAce

I have no clue why this happens, it's why I put the description in. Probably a vanilla issue of some kind.

💬 Doobsdawg, Sep 8th at 2:33 AM

I do not know if this comment has been made before, but I am not going to waste time and effort searching for it.

CaptainOats and G3rste, the mod is too punishing for primitive survival players and the initial premise that led to this mod was flimsy.

initial complaint - punishing primitives too hard:

from getting zero (may just be me having bad rng pulls) meat drops or hide drops (SHOULD NOT BE RNG-based) from field harvests where they fell (so no pickup), to reducing yields from primitive meat hooks and tables, this has heavily hit my current run's meat and hide production. Mind you that I am currently trying to get to more copper, but for now, I have none to spare for hooks and plates

Meat hooks in any capacity, are for easing the butchering process. Keyword, easing, as in they are not required for a successful harvest. Hell, the table isn't, you can skin, bleed, and gut a rabbit on a chicken wire fence with only twine to secure the legs (feature idea: Blood and dirty offal can be used for chicken feed, the small omnivores will definitely eat it up and it's good nutrients for them. They'll try to get to the blood while it's on the fence). Either way, reducing drops is no way to encourage using the mod's features the same way that nerfing a weapon is no way to end a meta.

Overall, the gains should outweigh the tedium of getting things set up for butchering (resin gathering pain in the ass when away from pine and acacia, knapping/smithing hooks (and for smithing the nails and hinges needed) including the extra material gathering for them). Currently, I would say this is not the case and has not improved my gameplay. I initially thought that 80% yield was fair, until I had to contend with it myself. It may be scarce game making that sting worse, but ONLY single pieces of meat per animal is rough either way.



Miscellanious complaints/suggestions (will be marked with C or S):

C/S - smoking meat being locked to metal hooks/a specialized block requiring more than two hooks when you can do it (quite possibly more efficiently without something like a smokehouse structure being possible) with three long branches and some smaller sticks tied to them to hang the meat off of. Foliage and paracord in following picture could be replaced by dry grass and rope. For simplicity, I will include a proposed crafting recipe for the smoking structure. Didn't have grass on hand so flint is replacing grass in this instance. Feel free to adust the recipe if you do take the idea. If a smokehouse becomes possible, maybe tying meat could be done with/without hooks. Could be more efficient but more expensive with flax twine getting two hangs (3 meat pieces secured together?) tied.

Cooking tripodimage

 

C/S (A lot of these are more complaint/suggestion than just complaint or suggestion) - Cleaning offal, 24 hours in a barrel soak not only is way too long but also just seems silly. Suggestion I have may be a longshot, but maybe a cleanliness rating like temperature for forged items would be better? so tossing them into water might be better. That, or maybe putting them in the crafting table with a water container like how you make bread dough.

 

S - Eggs and skin for larger fish after the added fish have come out? fattiest parts of salmon, mostly thought of that because bears tend not to eat the whole fish but just the eggs and skin. Would be interesting to see skinned fish as a sign that a bear was near a body of water.

C/S - Low weight animals seem to yield nothing but bones on the table, could just be rng, but would be nice to still get some meat, instance where single meat drop makes sense.

S - cheaper hooks for smaller game? maybe holding racoons at most but being one less hook in cost along with some other bits.

C/S - never made sense that only skinning it is enough to bleed the body, and bleeding a body in the first place is supposed to add to shelflife, maybe getting the offal at this stage could be an additional step taken. Maybe yields more blood but dirtier offal?

💬 ScorchedAce, Sep 8th at 12:58 AM

Not sure if this has been noted yet, but the description and the actual crafting of raw blood sausage cost .2L of blood, however the Handbook crafting recipe shows the buckets having .8 in them instead of .2.

 

💬 TrippyTheO, Sep 7th at 3:22 AM

Howdy CaptainOats! I'm having a similar issue to Lhosson. I was trying to use bone arrows with a longbow but could not fire them. I tried to select my ammo and could not select bone arrows. I am using Combat Overhaul. If this is a CO issue, lemme know and I'll go bother Maltiez about it, ahahaha. 

Thank you for the mod. I enjoy the extra complexity this mod brings. It's great that I'm not forced to butcher, but am rewarded for it when I do so. The balance so far feels great.

💬 Xavier_, Sep 7th at 1:12 AM

I pretty much consider your mod a must have, very good job.

💬 Anabella, Sep 6th at 9:13 PM

I heard back from the Food Shelves mod author.  They said "There's currently an issue with 1.21.0 - the new recipe system has a bug, it's fixed in 1.21.1-rc.1. Don't worry, it will not break anything at all, it's just spamming the console and that's it."  So I am going to go ahead and run both mods. Just putting the info here since I had reported it here too as I wasn't sure where the problem was at.  

💬 Lhosson, Sep 6th at 5:58 PM (modified Sep 7th at 11:54 AM)

Bone arrows are not selectable as ammunition with the Longbow and Recurve Bow. I'm also using Bullseye, so not sure if that's a thing to consider.

I'm also getting the same errors as Anabella with food shelves, which I have uninstalled for now.

 

Fantastic mod though. I can't live without it now :)

💬 Anabella, Sep 6th at 4:03 PM

When I have the Butchering mod installed it causes errors to happen with Food Shelves mod.  I am going to post this to both mods. I am hoping that this can be fixed to where both mods are compatible as I would love to run both of them.  Errors from the server-main.log listed below.  This was from a new test game with default settings and only these two mods installed.

 

Spoiler
6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-primitive in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-primitive-east contains an ingredient that cannot be resolved: Block code game:table-primitive6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-simple in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-simple-east contains an ingredient that cannot be resolved: Block code game:table-simple6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-advanced in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-advanced-east contains an ingredient that cannot be resolved: Block code game:table-advanced6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-primitive in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-primitive-east contains an ingredient that cannot be resolved: Block code game:table-primitive6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-simple in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-simple-east contains an ingredient that cannot be resolved: Block code game:table-simple6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-advanced in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-advanced-east contains an ingredient that cannot be resolved: Block code game:table-advanced6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-primitive in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-primitive-east contains an ingredient that cannot be resolved: Block code game:table-primitive6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-simple in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-simple-east contains an ingredient that cannot be resolved: Block code game:table-simple6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-advanced in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-advanced-east contains an ingredient that cannot be resolved: Block code game:table-advanced6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-primitive in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-primitive-east contains an ingredient that cannot be resolved: Block code game:table-primitive6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-simple in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-simple-east contains an ingredient that cannot be resolved: Block code game:table-simple6.9.2025 11:55:04 [Warning] Failed resolving crafting recipe ingredient with code game:table-advanced in Grid recipe6.9.2025 11:55:04 [Error] Grid Recipe with output Block code foodshelves:tablewshelf-advanced-east contains an ingredient that cannot be resolved: Block code game:table-advanced6.9.2025 11:55:04 [Event] 1081 crafting recipes loaded from 297 files
💬 zartax35, Sep 6th at 2:14 AM (modified Sep 6th at 2:22 AM)

How do you pickup animal bodies? It's a fox and I've got an empty backpack slot but it also says that it should fit in an inventory slot, can't seem to get it work even when hold shift or ctrl or alt

 

edit: After having read the guide again, I'm following the instructions exactly but right clicking the animal does nothing. Is the mod not working with the latest stable build?

💬 AnniPicto, Sep 5th at 6:57 PM

This is our first time playing with your mod. We tested it on a test world first. We found a weird thing (maybe it's useful to add it to the description). If you disable the mod, continue the game, exit it and enable it again, the hooks won't work. They need to be broken and reinstalled.

We also have a question: why can't chicken meat be smoked or added to sausage? It would be great to smoke a whole chicken, but it seems more complicated than adding to a sausage recipe.

💬 Thranduil61, Sep 5th at 1:12 PM

Bone knapping and new 1.21 bone pile are conflicting. How can I disable bone knapping?

💬 CaptainOats , Sep 4th at 11:44 AM

Le_Chapellier

Make sure you have the correct mod version installed plus updated all other mods to maks sure there isn't a mod issue. Also have you cleaned out your mods folder to make sure there are no copies of Butchering (even if disabled they can be a problem). Also make sure the mod is enabled in the ingame mod list.

Sianks

Yes it is true

Deveerox

I use the vanilla knapping system so I can't really change the keybinding without changing all knapping keybinds.

Wladyth

I will look into that as soon as I can. Thank you for the info and report.

VoidwalkerViolet

As long as who ever made the unoffical patch doesn't change anything major with the animal husbandry code then I can assume it still works.

undeadfish66 CupOfMoths KibbyTom Chyiome

Baby Gazzelles now should be fixed and no longer crash you

AzzAzf

Since this mod uses vanilla's values and drops you can just alter the base games animal drops. I don't touch those value apart from when Field harvesting. Plus you can already alter the drop rate with the configs but it applys to all animals.

💬 AzzAzf, Sep 4th at 10:40 AM

Awesome Mod!

Is there the possibility of a future config to tweak things like the drop yield per carcass? etc.

💬 Chyiome, Sep 4th at 8:01 AM

Hi, 

 

Two people of my server get a crash after killing a baby gazelle. I withdraw the mod but they can't log in the server and keep crash for the same reason.

 

ANy idea to fix it?

💬 KibbyTom, Sep 3rd at 5:34 PM

Baby gazelle indeed still crashes the game, thanks to comments below for helping me narrow it down.

Crash Report
Running on 64 bit Windows 10.0.26100.0 with 32692 MB RAMGame Version: v1.21.0 (Stable)03/09/2025 18:31:45: Critical error occurred in the following mod: butchering@1.10.0Loaded Mods: buzzwords@1.8.0, particlesplus@2.3.1, primitivesurvival@3.9.5, game@1.21.0, zoombuttonreborn@2.0.0, egocaribautomapmarkers@4.0.3, butchering@1.10.0, carryon@1.10.4, chestorganizer@1.2.3, danatweaks@3.5.2, extrainfo@1.10.0, handytweaks@1.2.2, hydrateordiedrate@2.2.9, knapster@2.14.6, mobsradar@2.1.9, projectiletracker@1.0.5, saltpeterproduction@1.0.2, spearsplus@1.2.1, tanningredux@1.0.2, toolsmith@1.2.7, creative@1.21.0, survival@1.21.0, xlib@0.8.17, shearlib@1.2.0, xinvtweaks@1.8.1, xskills@0.8.20, wool@1.7.0System.NullReferenceException: Object reference not set to an instance of an object.   at Butchering.ItemButcherable.GetHangingShape(ICoreAPI api) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\item\ItemButcherable.cs:line 23   at Butchering.BlockEntityButcherHook.getOrCreateMesh(ItemStack stack, Int32 index) in C:\Users\daifi\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\blockentity\BlockEntityButcherHook.cs:line 178   at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 197   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 173   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 60   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 174   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 281   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 164   at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 829   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113   at OpenTK.Windowing.Desktop.GameWindow.Run()   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
 
 
💬 CupOfMoths, Sep 3rd at 6:04 AM

Can confirm that adult Gazelle is fixed, but the baby gazelle still crashes the game.
So far, between three people:
1 crashes when trying to look at dead baby Gazelle
2 crash when trying to put baby Gazelles onto the skinning hook.

💬 undeadfish66, Sep 2nd at 11:21 PM

howdy wanted to let you know baby gazelle crash the game after you pick them up and try to move it at all 

💬 ComradeTum, Sep 2nd at 1:14 PM

Thanks @Jhoulana I didn't realise, I must have overwritten tge config when updating.

 

💬 Jhoulana, Sep 2nd at 1:00 PM

ComradeTum the bone pickaxes are deactivated by default, you need too activate them in the configs

💬 ComradeTum, Sep 2nd at 6:50 AM

Hiya, I recently updated to your last 1.20.12 release, v1.9.2, and the bone pickaxes and recipies for such seem to have vanished. Has anyone else expeerienced this?


💬 VoidwalkerViolet, Sep 1st at 11:27 PM (modified Sep 1st at 11:27 PM)

 

I see under Q&A that this mod works with XSkills, but just wanted to double check before updating my server, does it work with the unofficial patch made by rabite for 1.21? https://news.kalataka.ru/xskillsrabite#tab-description

 

💬 Wladyth, Sep 1st at 11:18 PM

A player on a server I'm playing on was reporting that his penalized movespeed from carrying creatures in a butchering bag was still applying to him after he died and dropped his stuff, I have ran a few tests with just the butchering mod running on the latest release with latest release of the mod and can confirm that the movespeed penalty keeps applying to your character after death, until you pick up a bag in the slot the butchering bag was in before death or you recover the butchering bag and put it down or toss the carcasses out.

Heres a quick Imgur gallery with a few pictures showing the Bug in question.

Imgur Gallery: https://imgur.com/a/i1Zpn6q

💬 Jerry315, Sep 1st at 9:45 PM (modified Sep 1st at 9:46 PM)

@Le_Chapellier I had that problem but once I updated primitive survival it fixed it. So if you also use that mod try that

💬 Liwosz, Sep 1st at 12:40 PM

Hello! Can You maybe think about new mod? Ive got an idea, what do you think? 

Spoiler

I'd like to propose a mod idea that aims to deepen the connection between animal husbandry and farming, adding a new layer of realism and creating a rewarding new gameplay loop. The core concept is simple: your animals produce manure, which you can then process into valuable fertilizer to boost your crop yields.

 

This system is designed to feel like a natural extension of the game's core principles of realism and complex crafting chains.

 

---

 

### **Core Features Breakdown**

 

#### **Part 1: Manure Production & Accumulation**

 

*   **How it works:** Livestock (cattle, pigs, sheep, goats) kept in an enclosed area will randomly produce manure.

*   **A Layered Block:** Instead of an item, manure would appear as a new, **layered block**, similar to snow. It would slowly accumulate over time in the animal pen.

*   **The "Problem" Mechanic:** This accumulation should be more than just cosmetic.

    *   **Movement Penalty:** As the manure layer gets deeper, animals inside the pen are slowed down, as if wading through thick mud. This provides a clear visual and gameplay cue that the pen needs cleaning.

    *   **Maximum Height:** The manure layer can stack up to a certain height (e.g., just below a full block).

    *   **No Escaping:** Crucially, the collision box of the manure layer should **not** allow animals to use it as a step to jump over fences. This is essential for game balance.

*   **Player Motivation:** This system creates a genuine need for the player to manage their animal pens, turning a passive activity (raising animals) into an interactive one.

 

#### **Part 2: Collection & Transport**

 

*   **The Tool:** The primary tool for this job would be the **Shovel**.

*   **The Action:** Using a shovel on a manure block would "scoop" it up, removing the layer and giving the player an item: **"Fresh Manure"**. One full block of manure could yield, for example, 4-8 units of the item.

*   **The Purpose:** "Fresh Manure" itself cannot be used as a fertilizer. It's too "hot" (high in nitrogen) and would damage crops. It must be composted first.

 

#### **Part 3: The Composting Process (Two-Tier System)**

 

This system offers two methods of composting, providing a natural technological progression for the player.

 

**Tier 1: The Open-Air Compost Pile (Early-Game)**

 

*   **Building it:** The player places "Fresh Manure" items on the ground, creating a small pile (a new custom block).

*   **Starting the Process:** To begin composting, the player must add a "brown" material. This is done by **right-clicking the pile with Hay or Dry Grass** in hand. This adds a visible straw/hay texture to the pile and converts it into an active **"Compost Pile"** block.

*   **The Transformation:** The "Compost Pile" block will slowly change its texture over a long period (e.g., 15-20 days), becoming darker, more uniform, and "earthier" as it decays.

*   **Environmental Factors:** To enhance realism, the process could be influenced by the environment. **Rain should significantly speed up the composting process.**

*   **The Result:** Once fully composted, breaking the block with a shovel yields **"Immature Fertilizer"**.

 

**Tier 2: The Sealed Barrel (Mid-Game)**

 

*   **How it works:** This method utilizes the existing barrel mechanic, making it intuitive for players.

*   **The Recipe:** The player places "Fresh Manure," Hay/Dry Grass, and a **Bucket of Water** into a barrel.

*   **The Process:** After sealing the barrel, the contents will ferment over a shorter, fixed period (e.g., 7 days). This anaerobic process is more efficient and controlled.

*   **The Result:** Upon completion, the player can retrieve a higher quality **"Mature Fertilizer"**.

 

#### **Part 4: Fertilizer Application & Effects**

 

*   **Application:** The player applies fertilizer by right-clicking on tilled farmland (before or after planting). This could change the soil's texture to be slightly darker and richer, providing clear visual feedback.

*   **The Effects:**

    *   **Immature Fertilizer:** Provides a modest boost, e.g., **+10% crop yield**.

    *   **Mature Fertilizer:** Provides a significant boost, e.g., **+20% crop yield**.

*   **Duration:** The fertilizer's effect lasts for a single harvest. After the crop is harvested, the soil returns to its normal state, requiring re-fertilization for the next planting.

 

---

 

### **Why This Would Be a Great Mod**

 

*   **Creates a New Gameplay Loop:** It perfectly bridges the gap between animal husbandry and agriculture, making both systems more meaningful and interconnected.

*   **Adds Value to Animals:** Beyond food and resources, livestock become a vital, ongoing source of farm improvement.

*   **Promotes Immersion and Realism:** The mechanics are grounded in real-world processes, which fits the spirit of Vintage Story perfectly.

*   **Offers Natural Progression:** The two-tier composting system gives players something to work towards, rewarding technological advancement with greater efficiency.

 

### **A Note on Feasibility (My Humble Opinion)**

 

Many of the core mechanics required for this mod already exist in the base game in some form (e.g., layered blocks like snow, barrel crafting, block texture changes over time), which hopefully would make implementation more straightforward for a skilled modder.

 

### **Possible Future Expansions**

 

*   **Different Manure Types:** Poultry could produce a different, more potent type of manure requiring different compost ratios.

*   **Soil Depletion:** As a balancing feature, farmland could slowly lose nutrients over multiple harvests, making fertilizer not just a "boost" but a long-term necessity.

*   **New Tools:** A wheelbarrow could be introduced to transport larger quantities of manure at once.

💬 Greg85, Aug 31st at 11:51 PM

Sianks

------------- THESE DO NOT WORK ON GAME VERSION 1.21 BUT DO ON 1.20 ---------------

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

💬 Greg85, Aug 31st at 11:50 PM

Deveerox I belive when that happens you hit ctrl shit right click or shift alt right click one of those combinations

 

💬 Deveerox, Aug 31st at 10:55 PM

Would it be possible to add a modifier to 'knapping' bones or make it like stones? I can't seem to pile bones due to "ctrl+Right Mouse" bieng bound for knapping AND ground storing

💬 Sianks, Aug 31st at 9:08 PM

"THESE DO NOT WORK ON GAME VERSION 1.21 BUT DO ON 1.20" 

Is this true? Or outdated info? Im about to add this amazing mod to my mod list and dont know if Fauna animals wont work

💬 Le_Chapellier, Aug 31st at 7:54 PM

CaptainOats That's the problem in the book I can't find the crafters they don't show up :/

 

💬 CaptainOats , Aug 31st at 5:50 PM

Marucjo

The 1.21 bear only drops 1 special hide so 1 divided by 80% (hook) then divided 60-80% for animal weight gets your awnser.

Fat can be 1-3 at base value then divided by 80% (hook) then divided 60-80% for animal weight.

0w0

Will look into that in 1.21 .

Thanks!

💬 0w0, Aug 31st at 5:20 PM

I'm still using the 1.20 release and noticed that the bone arrows won't show up as a usable arrow for the Bullseye mod.

 

btw, great mod! I've got "Beast of Men" mod and it's funny seeing my tiny mouse bringing and tending to game that's way bigger than her XD

💬 Marucjo, Aug 31st at 3:37 PM

Just skinned a Bear (brown one) and got 1 lump of fat on primitive hook using stone knife. Is that normal? Wiki says ther should be 2.5 fat and huge hides... is there some math multi-rounding that got me screwed or something? Fresh save with 1.21 with reinstalled mod.

10 Bush meat so 0.8x0.8=0.64 of original seems to hold. But that would be at least on huge hide...

💬 CaptainOats , Aug 31st at 2:43 PM (modified Aug 31st at 2:43 PM)

Anabella

Make sure you aren't using bodies taken from the creative menu as they don't contain data from the killed animal (I've had a few people do that and wonder why it's not working) but also what you are getting from the animal with the copper hook and bench is should be exactly what you would get normally because I do not touch the drops manually. Keep in mind animals can be staving aka low weight and that can effect drop rates quite significatily which is a vanilla mechanic.

BoredEngineer

Thank you for the info.

NeroTheDemonKin KillerJam25 HMB_JackylTTV

The Butchering Table goes into a backpack slot for balancing reasons as stated in the item description and Q&A on this page

Kastoruz Aceldama Kanakotka

Just about to put up a fix for that, thank you for letting me know.

Masca

Just about to put up a 1.21 release

Le_Chapellier

If you look in the ingame handbook by pressing H and type Butchering Table/Butchering Hook you will find the recipes you will need.

💬 Kanakotka, Aug 31st at 1:02 PM

Will repeat the experiense: Gazelle corpses, specifically looking at them cause a crash.

💬 Entaris, Aug 31st at 3:56 AM

In case anyone doesn't know:

 

"Backpack slot " is where you baskets go to expand inventory.

 

They are NOT the inventory slots themslves.

 

Take a basket/bag out of one of those slots in the bottom right (CTRL +1,2,3 or 4) and the butchering table will fill it.

💬 Gank, Aug 31st at 3:43 AM

HMB_JackylTTV

 

Hey, you need to open up a backpack slot and it will automatically go there. You then use control to move the cusor over to place it. I explained this three posts down. Read before complaining.

💬 HMB_JackylTTV, Aug 31st at 3:29 AM

I can't pick up my butchering table. It wouldn't go into a slot and I dropped it, and now it's just sitting on the ground. What a waste of materials

💬 Le_Chapellier, Aug 30th at 6:33 PM
Hello, I don't know where to find the crafting recipes for different items like the butcher's table :/
💬 Masca, Aug 29th at 3:16 PM (modified Aug 29th at 3:19 PM)

This wonderfull mod will work in 1.21 in future?

💬 KillerJam25, Aug 29th at 1:36 PM

I can also make it like NeroTheDemonKin but I can't put it into an empty inventory. I made 2 different times and even went into creative world and still having the same issue

💬 TinyGanon, Aug 29th at 12:48 PM

@NeroTheDemonKin You Need A EMPTY BACKPACK SLOT To Pick Up A Butchering Table

💬 Gank, Aug 29th at 1:58 AM

NeroTheDemonKin It has to go into a basket/backpack slot. You can use control to scroll over to it and put it down then.

💬 Aceldama, Aug 28th at 9:36 PM

just crashed from the same thing as Kastoruz, but just from looking at the gazelle carcass -- it was dead already when i came up to it

💬 Kastoruz, Aug 28th at 5:05 PM

Doesn't work for me with the new 1.21.0 update.

Something with the gazelle corpse. I just killed one and it simply crashed.

Looking forward to stable release ! :)

💬 BoredEngineer, Aug 28th at 4:47 PM

CaptainOats the issue with hooks is fixed in the SmithingPlus 1.7.1

💬 NeroTheDemonKin, Aug 28th at 4:32 PM (modified Aug 28th at 8:14 PM)

I'm currently having an issue with the Butchering table. I can craft it, but it won't go into an empty slot, so I can put it down. I even tried in creative, still doesn't work. Is this a known bug or is it just me? CaptainOats

💬 Damage_Zedd, Aug 28th at 9:13 AM

the fauna of the stone age mods are no longer working

💬 Anabella, Aug 28th at 12:22 AM

Entaris copper knife.  Which is what makes sense for skinning as a cleaver is more for chopping up parts.  I can look at the configs but I thought copper got me 100%.  Was strange skinning them and getting nothing at all on the skinning.  I got stuff on the butchering of the body on the table from all of them. Used the copper knife on that part too as I have to make a new cleaver since making the table used the one I had.

💬 Entaris, Aug 27th at 11:51 PM (modified Aug 27th at 11:53 PM)

Anabella knife or cleaver?

 

Also, something something configs, something option to boost the drops back up

 

CaptainOats Well, when we start seeing microblock carving going mainstream, you'll remember this.

💬 Anabella, Aug 27th at 11:10 PM (modified Aug 27th at 11:11 PM)

Not getting hides all the time even when using copper knife.  These are animals on a copper hook.  I skinned several wolves and only 2 gaves hides. Since I am new to the mod I am not sure if that is intended or a bug.  I will check back on this mod because I like the idea but will have to stop using it right now as I really need those hides.

💬 CaptainOats , Aug 27th at 11:08 PM

animatiV

I will fix that soon.

Entaris

While a cool concept it would be a lot of work for only a small feature of the mod to add.

GriffinOConner

Not a bad idea, I will write it down in my list of potential things to add I have.

Morphine2321

The bone pickaxe needs to be enabled within the configs. You can find them in ...appdata/roaming/vintagestorydata/modconfig.

Spiridon

I didn't make compatibiltiy for that mod on my end so I will have to look into that.

BoredEngineer

Going to have to ask Jayu to revert that change within SmithingPlus because I have been asked that multiple times now.

Giordy492

Sadly that is a current limitation of what I have set out so far in the mod.

Yelb

Probably a mod conflict, also I will fix the white moose soon.

Sianks

SoonTM

TinyGanon

Make sure the old version of the mod isn't turned off in your files and try a fresh install plus make sure to activate the mod in the mod list.

💬 TinyGanon, Aug 27th at 10:14 PM (modified Aug 29th at 12:55 PM)

Uhhh... Well... I wanted to use the daymares cup mod but i needed 1.21.0 VS version cuz of clay mechanics and after redownloading all mods to their new version i cant seem to pick up any corpses from the ground after being killed shloud i uninstall and reinstall? or is it a new bug i tryied picking the corpse into a empty space and reed bag both of being empty and i still cloudnt pick it up. For further identification of bug type i can say that the corpse was A Pig Generation:1 Weight:good and she wasnt prepared to be pregnant like 3 days or smth until she was prepared 

Edit: And also when i start up any world there is like A recipie Sunflower blooddough uses a unknown ingredient "bowl_fired" and pretty much it doesnt do anything but i cant make blood dought with a BOWL of blood it has to be bucket

Also you cloud add that you can make blood recipies with ceramic bottles and i have the newest version 1.21.0 rcs "1.10.0 rcs"

💬 BoredEngineer, Aug 27th at 4:28 PM

Dev of the SmithingPlus mod says that a single hook recipe, that can be made with bits, comes from his mod. I'm using only few mods, should be easy to check if conflict is between these two.

💬 Sianks, Aug 27th at 4:10 PM

Waiting for 1.21... Stable

💬 Yelb, Aug 27th at 1:26 PM

Oh i managed to get one animal. A deer. Not sure why, last time(s), it didn't work. Maybe it mess with some other mods i have installed.

💬 Yelb, Aug 27th at 10:52 AM

Eranderil Yes, empty hand, empty bag slot, opened inventory, knife, butcher bag, shitf, sneak, nothing, both, etc, i tried i think all combo.

💬 Eranderil, Aug 26th at 4:34 PM

Yelb Empty hand? (with open bag slot or butcher bag on you)

 

 

💬 Yelb, Aug 26th at 1:51 PM (modified Aug 26th at 1:51 PM)

$Hi ! V1.21 Linux, here.

 

I'm missing something i guess, i cannot pick any corpse i kill, only the classic knife action. I tried with an empty bag slot, a butcher bag, different slot, mouse buttons, shitf, sneak etc.

I have several fauna mods, dino, stone age, critters, but even vanilla animals i cannot "butcher-mod", only classic butcher. The mod is active, i have the butcher table, some hooks etc.

(I also have the white moose)

 

Help ?

💬 BoredEngineer, Aug 26th at 12:34 PM (modified Aug 26th at 12:49 PM)

Found a small bug with Butchering (1.21.0-rc.7) and SmithingPlus (1.6.8-rc.7 and 1.7.0) in VS 1.21.0 release. The hook doesn't appear in selection of smithing workitems, if you use an ingot.
But if you use bits of metal then hook can be selected. In 1.20.x with appropriate mod versions, it worked as expected.

💬 Entaris, Aug 26th at 5:32 AM (modified Aug 26th at 5:33 AM)

Giordy492 From the Q&A section just above us:

 

"Will [CptOats] 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."

💬 Giordy492, Aug 25th at 10:48 PM

as of now if you pickup an animal to put it on a hook you cannot skin it "the traditional way" anymore, making it impossible to eat prey that you accidentally pick up when exploring far from home, can it be fixed? thanks

 

💬 BoredEngineer, Aug 25th at 10:46 PM

Wonder if that is just me or others have similar issue. In 1.21.0 release, hooks disapeared from smithing grid, can't select them as work item.

💬 Spiridon, Aug 25th at 12:45 PM

not compatible with https://news.kalataka.ru/moreanimals....used to be but now i cnt skin animals from that mod...i can only hook them

💬 Morphine2321, Aug 24th at 7:59 PM

how do I enable the bone pick?

 

 

💬 GriffinOConner, Aug 24th at 1:23 AM

Would it be possible to add a recipe to turn the blood in to bloodmeal fertilizer?

💬 Entaris, Aug 23rd at 12:55 AM

Is there a plan for a scrimshaw update, with us being able to get ivory and all?

💬 maxsteele, Aug 22nd at 8:57 PM

CaptainOats Thanks for the reply!  I will say that the meat was only invisible the first 'batch' I smoked.  Subsequent batches have not been invisible.  Appreciate your time!

💬 animatiV, Aug 22nd at 8:51 PM (modified Aug 22nd at 9:44 PM)

CaptainOats Only the texture of the dead moose is white :)

💬 Sianks, Aug 22nd at 8:44 PM

Alright, thank you

💬 CaptainOats , Aug 22nd at 8:26 PM

animatiV

At somepoint perhaps but this game update wiped all my compatibility with animal mods so I am starting at square one again.

Thank you for the report, should be fixed now.

💬 animatiV, Aug 22nd at 8:02 PM (modified Aug 22nd at 8:03 PM)

I encountered a game crash while trying to skin a moose. 

Now when loading the world an error appears:

Crash Report
Running on 64 bit Windows 10.0.19045.0 with 32549 MB RAM
Game Version: v1.21.0-rc.7 (Unstable)
22.08.2025 21:43:43: Critical error occurred in the following mod: butchering@1.10.0-rc.1
Loaded Mods: bettertraders@0.0.10, bettertranslations@0.0.28, buzzybees@1.1.4, hangingoillamps@1.0.5, immersiveorecrush@2.2.2, m00ngrass@1.0.6, nacatfish@2.0.2, nosurfaceshivers@1.0.0, overhaullib@0.8.21, plumpkins@1.0.9, primitivesurvival@3.9.4, game@1.21.0-rc.7, vsimgui@1.1.11, wildfarmingrevival@1.4.0, zoombuttonreborn@2.0.0, abcsredux@2.0.3, alchemy@1.7.11, betterruins@0.5.0-rc.1, bullseyecontinued@3.4.1, butchering@1.10.0-rc.1, carryon@1.10.0-rc.2, configlib@1.10.1, danatweaks@3.5.1, extrainfo@1.10.0, fromgoldencombs@1.9.1, hudclockpatch@1.1.1, itempickupnotifier@1.7.3, jebsinventorytweaks@1.1.0, kevinsfurniture@1.7.3, maltiezcrossbows@1.5.1, maltiezfirearms@1.1.4, moreanimals@1.5.0, morepiles@2.2.0, nemi@1.1.0, pelaguswinds@1.2.0, purposefulstorage@1.4.1, th3dungeon@0.4.4, thecritterpack@1.1.1-rc.3, togglemousecontrol@1.3.0, togglesneak@1.1.0, toolsanimations@1.2.2, creative@1.21.0-rc.7, survival@1.21.0-rc.7, wildgrass@1.3.4, bettersmelting@0.2.1
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\Documents\GitHub\Vintage-Story-Modding\VS-Mods-NET7\Mods-Butchering\Butchering\Butchering\src\common\entitybehavior\BehaviorButcherable.cs:line 143
at Vintagestory.API.Common.Entities.Entity.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) in VintagestoryApi\Common\Entity\Entity.cs:line 1521
at Vintagestory.Client.NoObf.HudElementInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 282
at Vintagestory.Client.NoObf.HudElementInteractionHelp.EntityInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 394
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 829
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Luckily, this was my mod testing world.

💬 animatiV, Aug 22nd at 6:42 PM (modified Aug 22nd at 11:57 PM)

Yay! Finally an update to 1.21! Thanks :D

Will compatibility be added for these mods?: - The Critters Pack, - Primitive Survival, - More Animals

 
 

 

 

💬 CaptainOats , Aug 22nd at 6:02 PM

Fateo

Do you have any other mods installed which effect drops such as Faster Breeding?

CeramicRobot

That is a cool idea, might look into this.

BloodW0lf

1.21 Wiped all creature compatibility because they changed how animal files work so I will have to see what gets updated first and what I need to work on to get that compatibility back.

Sianks

I don't have intergration with Expanded Foods yet but will look into it in 1.21

I will look at how Combat Overhaul does arrows in 1.21 to see if I can fix that

You can make a Primitive Butchering Hook before the Copper one and you can't Field Harvest a creature once picked up, that is a limitation yes.

maxsteele

It seems to only happen on servers as in my test world it works fine. Might be a texture atlas issue, might not be. Gonna reach out in 1.21 to see if I can fix that.

💬 Sianks, Aug 22nd at 5:01 PM

Alright, Am I DOING something wrong or is this just a feature of this mod? I collected animal into by Backpack slot and went home to discover I cant butcher it in butchering tables cause i need to skin it, cool, u cant do that without copper, cool so I guess i just need to do it the vanilla way, place it on ground and harvest it, NOPE you cant. In fact you CANT do anything with animals once u picked it up besides programmed Butchering process. 

Am I missing something or is this the mods limitation??

💬 maxsteele, Aug 22nd at 6:09 AM

Thank you for the amazing mod!  I'm having an issue with the copper hook smoking rack.   I'm smoking bush meat using peat bricks.  When the smoking finishes, all of the bush meat on the rack disappears, but it's still there and I can pick it all up into my inventory.

I haven't tried smoking with wood yet to see if the same issue happens.

I am also having the same issue that Sianks said - bone arrows do not work with bows right now.

💬 Sianks, Aug 20th at 5:55 PM

Sadly,  this mod is NOT working with Combat Overhaul. To be more specific Bone Arrows dont work with Bows anymore.

💬 Sianks, Aug 18th at 8:52 PM

SO, it this AMAZING mod wokring with EXPANDED FOODS???? Ive been wondering for weeks now and no answer

💬 BloodW0lf, Aug 16th at 2:37 AM (modified Aug 16th at 2:42 AM)

any chance for compat for the critters pack, Untamed wilds Ursidae, and feverstones mods? gerat mod you made and a must imo!

💬 CeramicRobot, Aug 15th at 11:08 PM

It would be a kind of cool feature if you could produce saltpeter by burying full corpses. I'd try to mod that feature myself, but I have no modding experience :(

💬 Fateo, Aug 14th at 7:15 PM

I dont know why, but suddenly i cant get red or Bushmeat out of Animals. I have other mods installed, but it just stopped working. I get everything from Primed meat and other stuff, i just dont get meat. Any idea Why? Love the Mod btw

💬 CaptainOats , Aug 14th at 1:56 AM

FrankieYale

You can place down the Butchering Table on the floor like a block/skep to store it. Pressing Ctrl 1-4 will select it in your bag slots and the right click like the filled skep to place.

Sinemu

Two things: toolworksadditions isn't updated to 1.20 let alone 1.21 so I won't work on something that most people aren't going to use. But also that looks like they are patching my mod and it not longer works so I can't do anything on my end to stop that.

Narg

Look under your seat! You get a blood soup! and you get a blood soup! (It's already in the mod ;) probably need to add a few more descriptions to the mod page)

Merrloin

I am unsure how I would fix that as the base game animals all use a single texture and all I do is replace that texture with my own so I can't single it out on the texture side of things. I would have to somehow disable that element/cube but not sure vanilla allows that.

KranKyKroK

Working on the new update now but I will have to jump through some hoops to get to a finished state. I 'hope' to release when they drop stable 1 or 2 but thta depends how quickly that comes.

💬 KranKyKroK, Aug 14th at 1:26 AM

Just wanted to say thanks for making the mod. You really struck gold here. I can't imagine playing VS without it. Good luck working on 1.21 update! I'll be patiently waiting for this mod before I dive into it.

💬 Merrloin, Aug 13th at 8:44 PM

CaptainOats Not sure how vital this is, but when I skin a rooster the texture preserves the tail feathers as skin/meat. Just thought I'd point it out as a minor texture fix!

💬 Narg, Aug 13th at 2:55 PM

CaptainOats hey, got the idea from variations on a meal, whats your thoughts on adding blood as a broth equivalent soup base to replace the water?

💬 Sinemu, Aug 13th at 7:21 AM (modified Aug 13th at 7:22 AM)

mod conflicts with toolworksadditions

Spoiler!
Crash Report

Running on 64 bit Windows 10.0.19045.0 with 8117 MB RAM
Game Version: v1.20.12 (Stable)
13.08.2025 10:02:14: Critical error occurred in the following mods: toolworks@1.8.1, butchering@1.9.0
Loaded Mods: rtrullywoods@0.1.2, morefuel@1.0.7, buriedhostility@1.0.3, fieldsofgold@2.1.6, fieldsandplateaus@1.0.8, plainsandvalleys@1.0.11, bettertraders@0.0.10, bettertranslations@0.0.25, compass2@3.0.0, bovinae@0.2.4, caninae@1.0.32, casuariidae@1.1.4, cervinae@0.1.6, chelonioidea@1.0.2, dinornithidae@1.0.17, elephantidae@1.0.13, felinae@0.2.10, iniidae@0.1.3, manidae@1.0.16, meiolaniidae@0.1.6, pantherinae@1.1.27, rhinocerotidae@1.0.20, sirenia@1.0.22, spheniscidae@1.0.11, viverridae@1.0.4, primitivesurvival@3.7.8, game@1.20.12, vsimgui@1.1.8, jacksgrass@1.0.0, MoveLikeKaji@0.0.7, scatastrophe@1.1.2, plumpkins@1.0.9, bettersticks@1.2.0, mycodiversity@1.0.4, seasalt@1.0.0, shelfobsessed@1.3.0, hangingoillamps@1.0.3, manualscraping@1.2.1, manualdough@1.1.4, improvedsheep@1.0.1, goblinears@2.1.1, floralzonescaribbeanregion@1.0.17, farseer@1.3.1, coreofarts@1.0.0, levelup@1.3.5, hydrateordiedrate@2.1.2, vigor@0.4.1, betterruins@0.4.15, commonlib@2.6.1, configlib@1.5.3, genelib@1.1.7, herbarium@1.4.0, rivers@4.1.0, toolworks@1.8.1, creative@1.20.12, survival@1.20.12, moreanimals@1.4.2, waterfall@1.0.0, wildfarmingrevival@1.3.6, ancienttools@1.5.25, entangledinnature@1.0.6, immersivewoodchopping@0.8.1, thecritterpack@1.1.1, naturescall@1.2.1, immersivewoodsawing@0.2.8, cartwrightscaravan@1.6.0, kevinsfurniture@1.7.0, oneroof@1.11.0, togglemousecontrol@1.3.0, carryon@1.8.2, foodshelves@2.2.1, storageoptions@1.0.2, simplefootstepsredux@1.0.2, butchering@1.9.0, spearexpantion@0.3.3, abcsredux@1.0.9, physicalmap_tk@1.0.1, purposefulstorage@1.3.0, eggpiemod@0.1.0, artofcooking@1.0.0, artofgrowing@1.1.2, em@3.2.3, playercorpse@1.11.1, shearlib@1.1.2, toolworksadditions@1.3.2, wildcraftfruit@1.4.2, wildcrafttree@1.3.1, detailedanimals@0.5.6, tailorsdelight@1.9.8, wool@1.6.4
Involved Harmony IDs: toolworks-compatability-butchering
System.Reflection.TargetParameterCountException: Parameter count mismatch.
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
at Toolworks.Compatability.Butchering.Core.BlockEntityButcherWorkstation_OnInteract(BlockEntityButcherWorkstation __instance, IPlayer byPlayer, Single secondsUsed, Boolean& __result) in /home/jon/prg/vs-toolworks/toolworks/src/Compatability/Butchering/Core.cs:line 94
at Butchering.BlockEntityButcherWorkstation.OnInteract_Patch2(BlockEntityButcherWorkstation this, IPlayer byPlayer, Single secondsUsed)
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 171
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 327
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 174
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

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 24.06.2025 15:37:24, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.20.12.0, метка времени: 0x66470000
Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad
Код исключения: 0x40000015
Смещение ошибки: 0x00000000000df046
Идентификатор сбойного процесса: 0xb3c
Время запуска сбойного приложения: 0x01dbe50309c116c5
Путь сбойного приложения: F:\Vintagestory\Vintagestory.exe
Путь сбойного модуля: F:\Vintagestory\Lib\openal32.dll
Идентификатор отчета: 1b8f5c82-be6c-4688-9bdc-3eb9aaf3a8b4
Полное имя сбойного пакета:
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💬 FrankieYale, Aug 12th at 7:02 PM

So if you don't want to/need to use the butchering table at the moment and instead want extra backpack space, your only option is to toss the butchering table on the ground since it can't be stored anywhere?

💬 Heavy_Mettaloid, Aug 12th at 6:14 PM

That tracks regarding uniqueness. In the interim it's offal pies for days!

💬 SoulReaperz, Aug 12th at 4:19 PM

CaptainOats
yea i may just be in an area with a different water type, one of the players on my server was able to get it to work, ill have to see what kind of water i have in my area of the map

💬 CaptainOats , Aug 12th at 5:36 AM (modified Aug 12th at 5:36 AM)

LongPenis Staek

I do plan on having more compatibility with Expanded Foods, I have spoked to the mod author L33tman who has been very busy but has expressed wanting compatibiltiy also. He said that he wanted to do part of it on his end for Primemeat but I know he is exeptionally busy on life and Expanded Foods so I might hit him up and see if I can help him speed it up. I will say probbaly not 1.20 but 1.21 would be where it happens.

Heavy_Mettaloid

It's not a bad idea but for gameplay purposes I wanted to make sure bushmeat animals had something 'unique' that they dropped. My goal is to make all animals worth hunting for something big or small and predator or prey.

SylviaGrim

The mod isn't updated for 1.21 yet, thank you for your patience.

M4TIx

In the configs which is in ...Appdata/Roaming/VintagestoryData/ModConfig you will find ButcheringV3 which has some setting for stuff like the Bone Pickaxe

SoulReaperz

Should be plain old fresh water (not salted from a ocean because I think there is a distiniction in the crafting) in a barrel then place the Bloody Offal inside like you would hides. 1L of water per 1 Offal should work.

If you are using a mod that changes basegame water then please message again and I will try to work out a patch for 1.21 (because I have already begun the change in my files and I can't easily go back)

💬 SoulReaperz, Aug 11th at 4:24 PM

you have to go into the configs and enable bone pickaxe. It's set to false by default M4TIx

💬 SoulReaperz, Aug 11th at 4:21 PM (modified Aug 11th at 4:26 PM)

Anyone know how exactly to clean offals?

I've put 1L of water as it says and it doesn't work

ive tried crafting grid with 1L in a bucket and still nothing 

barrel and bucket of 1L to 1 offal does nothing

 

game version 1.20.12

mod version 1.9.1

💬 M4TIx, Aug 11th at 12:29 PM

I cant craft the bone pickaxe :c is removed?

💬 Staek, Aug 9th at 10:27 PM

Will there be compatibility with Expanded Foods?

💬 Entaris, Aug 9th at 7:31 PM

SylviaGrim We have it in rc1, as well. mayonnaise Found something about the file paths being slightly different, so VS is simply not finding the Butchering entities anymore.

💬 SylviaGrim, Aug 9th at 7:02 PM

I am on 1.21-rc2 at the moment, and I am not sure if it is a mod conflict as I am rather modded, so I am hesitant to comment on it, but while the mod loads fine and I can build everything, I cannot pick up any animals into my backpack slots or a butchery bag after some testing and not sure what could cause it

💬 Heavy_Mettaloid, Aug 9th at 4:30 PM

Any thoughts on being able to turn clean offal into sinew? Something like 3 clean offal + knife/shears = 1 sinew.

 

Catgut comes from offal but basically has the same uses as sinew so I figure it'd be simpler to just have it produce sinew to avoid more items.

💬 Redumulis, Aug 9th at 5:31 AM

CaptainOats I expect it to be some kind of Conflict then. I am of course not one-click installing I am using the manual install.

 

💬 LongPenis, Aug 8th at 3:58 PM (modified Aug 8th at 4:00 PM)

  CaptainOats Is this compatible with expanded foods yet? i saw you said you were working on that but I don't see anything since then, and it doesn't say it's incompatible. I would LOVE to use this in conjunction with my other cooking/food mods as I'm building a manor house that's going to have a very elaborate kitchen, cold cellar, and wine cellar. would be amazing to be able to add a butchery.

💬 weronil, Aug 8th at 1:39 PM

MorsMorbid

It fits into the empty slot of the backpack and basket.

💬 MorsMorbid, Aug 8th at 9:50 AM

Ive made two primitive butcher tables and it won't let me place it on the floor or in my inventory I dropped it and I was unable to pick it up or interact with it

💬 CaptainOats , Aug 8th at 9:44 AM

Redumulis

I seem to not be able to replicate the issue on my end. Please make sure you don't have a copy of the mod within your mods folder or modsbyserver folder (if your playing on a server) even if it's turned off that can cause issues with things. Also make sure you are manually downloading mods and not using the 1 click install as that can be buggy. If the probelm persists then more info would be appreciated.

💬 Madalovin, Aug 8th at 7:44 AM

CaptainOats
Thank you for the reply, sorry for the repeat question. 🙂

💬 Redumulis, Aug 7th at 3:47 AM

CaptainOats I was trying to pick up Wolves, 1.9.1 of the mod, and 1.20.12 version of the game.

💬 B0YAR, Aug 7th at 2:03 AM

Thank you for update!

💬 CaptainOats , Aug 6th at 10:27 PM

Redumulis

What animal are you trying to pick up, version of the mod and game version?

Entaris

It seems to be working for me on my end, did you make sure to use ButcheringV3 config correct?

Madalovin

This has been asked before and I sadly have to say no to that but thank you taking time to comment.

B0YAR Prawn

I posted a small patch to fix the bird issue.

Lagranger

You can harvest on the ground for 50% or turn on 'light' field harvesting mode in the configs to up that to 80% which I might recommend for a challaging run like the arctic

Puxido

I will most likely be only doing the popular ones as there is a lot of them.

💬 Puxido, Aug 6th at 7:10 AM

Are you intending to make compatibility updates for all the Fauna of the stone age mods?  I only ask because you've done so many so far.

💬 Lagranger, Aug 6th at 1:02 AM

As a suggestion, would it be possible to add a butchering tier below the flint hook and butchering table? I am playing an arctic game and the only source of food in the early game is meat, so if you don't manage to find flint (or some of the other resources) on day 1, it feels a bit dumb to starve to death next to a lit campfire and an inventory full of small animals. 😁

💬 Prawn, Aug 5th at 7:35 PM

B0YAR Same issue I posted - author said they fixed it, will be uploaded with next stable release of Vintage Story :)

We live without that tiny bird for now, unfortunately. Fortunately, it doesn't break anything else except that one specific small bird species won't spawn. So keep gaming!

💬 B0YAR, Aug 5th at 12:31 AM

Game version: 1.20.12
Mod version: 1.9.1

We
are using compatible mods from the list, but we are experiencing errors:
This mod list:

Spoiler!

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

 

Errors:

Spoiler!
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-male-dead:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-male-dead, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-female-dead:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-female-dead, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-baby-dead:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-baby-dead, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-male-skinned:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-male-skinned, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-female-skinned:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-female-skinned, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-baby-skinned:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-baby-skinned, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-male-bledout:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-male-bledout, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-female-bledout:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-female-bledout, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-baby-bledout:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-baby-bledout, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-male-rotten:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-male-rotten, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-female-rotten:
5.8.2025 03:25:53 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-female-rotten, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248
5.8.2025 03:25:53 [Error] Failed registering item butchering:deadrallidae-baby-rotten:
5.8.2025 03:25:54 [Error] Exception: Attempted to register Item with code butchering:deadrallidae-baby-rotten, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1901
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 248

 

💬 Madalovin, Aug 4th at 5:58 PM

Heyya there, could a full bucket of blood be able to be dumped to make a pool of liquid 'still blood'? c:

💬 Entaris, Aug 2nd at 9:24 PM

CaptainOats Yeah, I've done that part. But Bone Pick Head comes up in  the Handbook without a recipe.

 

I've tried the knapping menu too, and it's not their either.

 

Do I need specifically bones from butchering or something?

💬 Redumulis, Aug 2nd at 8:57 PM

I'm not sure what changed, but picking up a butcher body that has been placed on the ground from the hotbar, and not from the bags bar, crashes my game.

💬 GalloViking, Aug 2nd at 9:50 AM

I've decided to drop Expanded Foods entirely for this mod. I love the immersion it brings. The only thing I'd like to see now is the ability to cook all forms of prime meats and keep the healing in the prepared dishes! 24+ hp Smoked Cured Healthy Primemeat Hefty Stew anyone?

💬 CaptainOats , Aug 1st at 10:03 PM

Entaris

The bone pickaxe needs to be enabled within the configs. You can find them in ...appdata/roaming/vintagestorydata/modconfig.

NEXDEATH

The reason behind the table being only held within the backpack slots like a skep is to reduce the chances of you running around in the wild with it and 8 hooks and slapping them down where the animals are rather than setting up an acutal butchering area.

Prawn

I have fixed it just now as I had made a few spelling mistakes but I most likely will not be releasing a update until next game stable update.

💬 Prawn, Aug 1st at 7:26 PM

Hello! I have the following issue:

Installing this mod results in an animal from the Fauna of the Stone Age: Casuariidae Plus to not spawn at all, even when trying to place in Creative mode. Speciffically the "Tasmanian nativehen / Tribonyx mortierii / Rallidae". I've uninstalled all mods, deleted configs and cache, reinstalled ONLY FoSA Casuariidae Plus - it works. Installed Butchering - it no longer works. This is the error I found in the server-main.log:

 

 

 

https://pastebin.com/pgKCpALi

 

💬 Asrael, Aug 1st at 12:09 PM

NEXDEATH you need a free back slot (the one you put the reed baskets in) and then press and hold control and scroll, then you'll need a 3x1 block space to place it.

💬 NEXDEATH, Aug 1st at 1:57 AM (modified Aug 1st at 2:02 AM)

when i make a primitive butchering table i cant pick it up, it just makes it and falls onto the ground. tried going into creative and that didnt work as well. it would be nice to be able to store it other than in the backpack slot

💬 Entaris, Jul 30th at 1:42 AM

mayonnaise Great.

 

Well anyway, anybody found the recipe for these bone pick heads?

💬 mayonnaise, Jul 30th at 12:09 AM

Entaris really it's just as simple as going into the patch files to correct what file path it's looking for. i offered to do it myself for CaptainOats on Discord but they said they prefer to do everything themself since this is their main hobby, so i'll just leave it to them i think :>

💬 Entaris, Jul 29th at 8:46 PM

mayonnaise Shiny, how do we fix it?

💬 mayonnaise, Jul 29th at 3:22 AM

Entaris yeah, it seems the patches to add the corpse functionality from Butchering to vanilla animals are not working because the patch is looking in the wrong places. this is because, apparently, they rearranged the entities folder in 1.21.

💬 CaptainOats , Jul 29th at 3:04 AM (modified Jul 29th at 3:04 AM)

Travisplo Heavy_Mettaloid Spikeball

There is a Butchering mod config within the (...appdata/roaming/vintagestorydata/modconfig/butcheringconfigv3) of your computer. This offers the following:

  1. The ability to change both the drop rates of the Butchering Table and Butchering Hooks
  2. The ability to turn on field harvesting 'light mode' for increased drops in the field
  3. Some extra options that you can turn off or on

 

Mynxae

That has been the plan for a little while now but I keep forgetting when it comes to actually adding it and i'm now taking a step back from development of this mod until stable drops for the next version. It may get added when I update to the new stable version.

💬 Mynxae, Jul 28th at 10:12 PM

Any chance we could lessen the time to bleed small animals, like hares or chickens? It just doesn't really make sense that a massive bear and a tiny hare (heh, fun rhyme) take the same amount of time to bleed. 

Along with that though, I also wouldn't mind it if the bigger animals took more time. 

💬 Entaris, Jul 28th at 7:06 PM

mayonnaise Oh, yknow what? I DO recall my server console complaining about not finding entities for a slew of stuff. Thought maybe it resolved it further on, since I was still seeing what I thought it was talking about.

 

I didn't realize they were looking for a SEPARATE set of entities

💬 Spikeball, Jul 28th at 12:57 PM

Travisplo I haven't tested it yet for compatability but I know R.Meat adds configuration for animal drops. (I was just looking for solutions for this myself but wasn't planning on testing anything until 1.21 stable)

My hope would be the knife harvest debuff is a percentage of the amount set by the R.Meat Config file.

I am hoping I can configure it so knife is still less then vanilla but buchering is more.

💬 mayonnaise, Jul 28th at 12:15 AM

on closer examination, it seems that for most animals, either the Butchering animal corpse item just doesn't exist, or only a rotten variant is available. most animals dont even seem to have a corpse item from Butchering. once again, using 1.21. hope you update for unstable but no pressure either way!

💬 Entaris, Jul 27th at 10:23 PM

mayonnaise same here

💬 mayonnaise, Jul 27th at 8:52 PM

i'm not sure what i'm doing wrong but i cant seem to pick up animal corpses in 1.21; can anyone else confirm or deny?

💬 Entaris, Jul 27th at 8:45 PM

Speaking of Config files, just realized today my new server has some non-standard configs, for whatever reason.

 

Where should I be looking for worldperms and the like? That might be where my pick-up restriction is coming from, because I have EVERYTHING else now.

💬 Heavy_Mettaloid, Jul 27th at 5:53 PM

Travisplo I've had the same idea for a while. More configuration would make this a lot more fun. I'd prefer to see this mod work as a reward system rather than a punishment system myself. 

💬 Travisplo, Jul 27th at 4:52 PM

Anyone have a good suggestion settings to make this system a buff instead of a debuff when harvesting the vanilla way? It looks really interesting, but I don't really see the point in debuffing the already ridiculously skimpy drops in game. For example- 10-16 meat from a full-grown Moose, which is ridiculous for something that in the real world can keep a person fed for three months.

So basically, anyone have good advice for how to set up the configs to make it so that the vanilla harvesting system is back to vanilla's already skimpy meat drops are the normal, but going through the actual proper butchery process is just a buff to get closer to realistic amounts of meat and other drops?

💬 Entaris, Jul 27th at 1:13 AM

CaptainOats I'll have to check it again, since the server was just rolled back to the stable ver.

 

However, it's about to be Winter, so who knows how long it's gonna be until I find another bear, hahaha.

💬 CaptainOats , Jul 27th at 12:14 AM

Entaris

I am able to pick up every bear type male or female without issue on the current version of the mod. Do you have the correct version of the mod installed? Which is 1.91 mod version and 1.20.12 game version? Also make sure you are using an empty hand.

ThePrawnSean

Glad you were able to work it out, happy butchering!

💬 ThePrawnSean, Jul 26th at 7:24 PM

I see I see. I just figured that out and came here to remove my comment. Sorry again <3

💬 Entaris, Jul 26th at 6:27 PM

ThePrawnSean it IS a physical table. You have to place it. It is just carried using a back slot, like animals in cages or Buthering carcasses

💬 ThePrawnSean, Jul 26th at 8:27 AM

Woops! Sorry brotato!!! :D Was really disappointed, will pop in again. I'm not sure I enjoy it taking a backpack slot, I really liked the vibe of having a physical butchery table. Maybe have an option in the config to place it if you don't really care about that balance? I can manually just decide not to go out and do that, and absolutely LOVE your butchery table model. (Especially since in your pictures you have the butchery table placed down with a physical model)

💬 Entaris, Jul 26th at 3:33 AM

the table goes into the slot, no problem. Installed it in place just fine.

 

took me a bear. can't pick him up. No prompt.

 

made a butchery bag and everything.

 

Do I need more than 3 dedicated slots or something?

💬 Teddric, Jul 26th at 12:24 AM

I found an issue where if I pick up the animals and then put them back on the ground to butcher them (because I can't find resin for a hook) then the game won't let me. I've tested a little bit and found I can butcher on the ground for reduced drops as long as I don't pick them up first.

💬 CaptainOats , Jul 25th at 9:00 AM

Crowflake LughC 

Will be working on compatibility with Expanded Foods hopefully next.

Drago78

Not sure which cows you are talking about but I either don't support them currently or it requires a empty hand.

Entaris

I'm unsure on that one, did you download through 1 click install and could you try doing a manual reinstall to see if that fixes it. 

Jhoulana

I won't be touching fish or fish-like entities with this mod most likely.

Flamestar

Yes it does but my custom item stuff currently doesn't get used in Expanded Foods recipes but the base game stuff/meat does as that remains untouched. It won't break anything if you do want to try it.

ThePrawnSean

The table goes into a backpack slot as said in the Q&A section of this mod page. The idea behind having the table take up a backpack slot is to stop people running around with them in the wild to butcher creatures in the field. Skeps use the same system. Try using the Ctrl + 1-4 keys or scrolling your mouse wheel to select the table in your bag slot, this is how you can place down bags like linen sacks or skeps also.

💬 LughC, Jul 25th at 4:02 AM

If this ever gets expanded foods compatibility it will become a mainstay on my sever. Great mod over all.

💬 ThePrawnSean, Jul 24th at 11:42 PM

I can't even put the butchering table in my inventory. When crafted, just pops out onto the ground and no one can pick it up. Is officially broken in 1.20

💬 Flamestar, Jul 24th at 11:03 PM

Does this mod work with Expanded Foods? I want to try them both, but I don't want to break anything.

💬 Heavy_Mettaloid, Jul 24th at 4:47 AM

Drago78 cows from Medieval expansion? You need a patch for the current stable version of the game.

💬 Jhoulana, Jul 23rd at 8:21 AM

can i request to add fish to be able to pick up and buchtered on the table ?

💬 Entaris, Jul 23rd at 4:20 AM

I'm getting returns saying the client can't find ANY textures to assign Buthering. from baby bunny to big ol bear

 

have i misplaced something?

💬 Drago78, Jul 21st at 12:13 PM

@CaptainOats Not sure if this has beed talked about. But I am having issues with the cows and getting them in the butcher bag. I have tried clicking all over, etc. but it just keeps giving the option of normal skin/carve with knife.

💬 FamiliarFeline, Jul 20th at 3:46 PM

CaptainOats that is unfortunate, it'd seem it's probably an issue with those mods rather than you, I thought it was immersive mouse mode so I turned it off, only to experience the same issue with picking up linen sacks. I'll be checking those mods to get a better idea of what's going on, thank you for the quick response!

On a different note, I agree with Crowflake, it would be nice to see blood, sausages, and prime meat become compatible with Expanded Foods' systems if it's installed, I'd love to use raw sausages as an ingredient in a stew for instance, rather than eating the sausages straight-up every time. I know that'd be a lot of work though, just expressing interest! ^^

💬 GalloViking, Jul 20th at 3:22 PM

Mod's amazing for immersion, but I wish you would be able to use blood for more than just its own recipes. Some compatibility with Expanded Foods to use it as a protein additive to dough would be really great!

💬 CaptainOats , Jul 20th at 7:20 AM

RoxieB

Sadly the horns use a diffrent system to the loot drop table that this mod pulls from so I would have to work out a solution to see if I can somehow take the horns into consideration when butchering a creature.

FamiliarFeline

I am unsure if those do cause incompatibility but if so then I fear I can't fix that.

berryland

This issue should be fixed when I update next.

RavenPearce

The idea behind having the table take up a backpack slot is to stop people running around with them in the wild to butcher creatures in the field. Skeps use the same system. Try using the Ctrl + 1-4 keys or scrolling your mouse wheel to select the table in your bag slot, this is how you can place down bags like linen sacks or skeps also.

💬 RavenPearce, Jul 20th at 2:05 AM

Firstly, why does a butchering table go in my bag slot? That's stupid. Tables in a bag slot? And it doesn't do anything while in my bag slot. Secondly, when primitive butchering table is crafted and dropped, it can't be picked back up. Lastly, it doesn't place in world. 

💬 berryland, Jul 18th at 7:17 PM

Just tested several isolated combinations of Butchering, Caninae, and the 4 available Butchering Compat mods (Patched, Expanded, etc). Can confirm that Caninae is currently bugged, you can't pick up any dead animals from the mod.

💬 FamiliarFeline, Jul 18th at 4:58 PM

I believe I'm experiencing the same bug that KitsuneWitch was experiencing, I do have Pickup Artist installed as well as Xandus Inventory Tweaks, I understand if you can't support fixing this bug given that it's likely due to a mod incompatibility, but if it's an easy fix it'd be nice!

💬 RoxieB, Jul 13th at 8:18 AM

Musk Ox is turning into a goat when picked up, meaning you can't get the Musk Ox horns unless you butcher on the ground.

💬 CaptainOats , Jul 10th at 1:28 PM

Mornedil

I will look into adding a way to turn off or on those class recipes for people playing singleplayer, I had just made them inline with base game content you see.

Exodiac

It just means cellars are best for storing corpses and meat. Nothing speical just base game recommendation.

Unhearted

Good idea, will do some research into this!

Alatyr

That is tempting as an idea but maybe best done in a furniture mod such as Food Shelves by the wonderful Sonzina (who I think already has knife storage in one of their mods)

blacksugart

I do want to add something more to the chicken/bird like creatures so maybe.

Zenny TaxMage 

I will have a look and update the mod soon with a patch if it's broken

Ducky_

Might be a texture atlas issue. Try asking on the discord mod section about uping it as I don't have the command to hand.

GamerCake

Gonna be honest I probably will remove that block as it causes more issues than it solves, it was a frankinstien of a monster in the code sense and I just can't seem to fix it at my current skill level.

akroeze

Sadly I can't accomidate your biblical disaster levels of wanting blood to flood the rivers of the world. It would be metal as hell but I won't be adding that feature.

💬 akroeze, Jul 9th at 3:23 PM

We are overrun with blood.

 

How likely is it that you could make it so we can pour the blood like a water block? I'm not saying we want to make a river of blood, but I'm not not saying it...

💬 TaxMage, Jul 9th at 2:42 AM

Is FOTSA Caninae working for others? I see that it is supposed to be patched in as of May, but I can't seem to pick up wolf, fox, etc corpses?

💬 GamerCake, Jul 7th at 7:59 PM

Currently experiences some major issues on version 1.20.12 stable.
This bug is happening on a multiplayer server, I am not sure exactly what caused it but the butchering box I've been using for about an in-game month suddenly broke, it was off and the fuel-timer didn't increase when you put in gears.
Worse yet, when you broke the butchering box (the fridge) it would drop another (fully working (?)) one while reappearing again shortly after, effectively giving you a broken and infinitely respawning butchering box.

💬 Ducky_, Jul 6th at 6:24 AM

The mod is working for me, but corpses are invisible on the hooks and butchering table. Does anyone know why that could be? Like a mod incompatibility? Although even vanilla animals don't show up...

💬 Zenny, Jul 4th at 5:26 AM

Anyone having compatibility problems with Fauna of the Stone Age mods:pantherinae listed on the description? Are they really compatible? I can't seem to be able to carry the dead animals from that mod at all.

💬 blacksugart, Jun 27th at 4:58 PM

Can we have roasted chickens in a stick (that would be cool and delicious to see)

💬 Alatyr, Jun 25th at 5:31 PM

I would like to have a slot to store a knife right on the cutting table. Similar to the tool shelf, just a click to put or take a knife or cleaver.

💬 Unhearted, Jun 24th at 7:51 AM

First your mod is great ! This all should be in the vanilla game.
We need to be able to make fiber from sinew man, that would be pretty realistic :P

💬 Exodiac, Jun 22nd at 3:32 PM

Hiya, loving your mod, i was looking through the guide and seen it says "butchering and smoking is best done in a cellar environment". What does this mean? Do we get better items/ rates if we do it in a cellar or is just for the spoilage reasons. 

💬 Mornedil, Jun 15th at 8:54 PM

Great mod!
Is there a way to turn off recipes that are class-exclusive in vanilla?

I saw that there was an option to turn off crude arrows from bone arrowheads, but I can't find an option to turn off sewing kit recipes.

💬 CaptainOats , Jun 13th at 2:48 PM

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.

💬 PinkShot, Jun 13th at 2:27 PM

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 or dinornithidae 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!

💬 CaptainOats , Jun 13th at 10:31 AM

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

💬 CaptainOats , Jun 13th at 10:25 AM

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.

💬 Smokefairydust, Jun 13th at 12:20 AM

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

 

💬 Smokefairydust, Jun 12th at 11:32 PM

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

💬 Arthopleura, Jun 7th at 4:14 PM

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 ?

💬 Secular12, Jun 4th at 3:30 AM

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.

💬 Mackeroni, May 31st at 12:39 PM

Ooo, this is a good update.

💬 1stSlug, May 31st at 12:19 PM

CaptainOats

Are there any plans for doing a compatibility patch for 'The Critters Pack' now that it's being updated?

💬 CaptainOats , May 31st at 10:40 AM

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.

💬 Maeyanie, May 31st at 2:10 AM

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?

💬 CaptainOats , May 29th at 7:26 PM

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.

💬 meatmobile, May 28th at 9:47 PM

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.

💬 meatmobile, May 27th at 1:11 PM

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.

💬 Tingcat, May 27th at 10:40 AM

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?

💬 westerplatter, May 26th at 10:50 AM

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.

💬 Grendelbiter, May 26th at 1:11 AM

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.

💬 CaptainOats , May 26th at 12:33 AM

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.

💬 CyanSoup, May 25th at 9:37 PM

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.

💬 Ninepppppp, May 25th at 7:37 PM

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 :)

💬 CaptainOats , May 23rd at 9:31 PM

Exletalis

(Missed your comment in the big batch) XSkills only gives Animal Husbandry exp for killing animals not harvesting or butchering them.

💬 CaptainOats , May 23rd at 9:28 PM

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.

💬 CyanSoup, May 22nd at 1:30 AM

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

💬 Vera101, May 21st at 1:55 AM

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.

💬 Elryn, May 20th at 10:00 PM

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!

💬 Sockstrangler, May 20th at 1:32 AM

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.

💬 BrotherMorse, May 16th at 12:14 AM

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.

 

💬 Exletalis, May 15th at 10:25 PM

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?

💬 Urologist, May 7th at 3:58 PM

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!

💬 thecloudking, May 6th at 9:37 PM

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 :(

💬 Lit_Kale_Chips, May 5th at 8:56 AM

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??

💬 AbaturTwujStary, May 3rd at 11:48 AM

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?

💬 Pandasdontfly, May 3rd at 5:33 AM

No longer seems to work on newer version with the FotSA Canines at least

💬 Darkwhip, May 3rd at 2:34 AM

Was the craft for Bone pickaxe head removed ? I can't knapp them for some reasons.

💬 CoffeeToffee, May 1st at 7:24 PM

For some reason smoked meats are off center, I assume it has to do with how they are hooked on the smoking rack

💬 Pear120, May 1st at 9:23 AM

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.

💬 KitsuneWitch, May 1st at 3:00 AM

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.

💬 Seventythird, Apr 30th at 7:45 PM

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.

💬 billyma6, Apr 27th at 4:04 AM

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?

💬 KennyNet, Apr 26th at 12:56 PM

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 :)

💬 CaptainOats , Apr 25th at 3:22 PM

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.

💬 Vari_Ares, Apr 24th at 10:21 PM

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... ^^

💬 Brodgebeck, Apr 24th at 9:48 PM

hiho i have a problem i cant pick up the tables in version 1.20.9

💬 coothy, Apr 24th at 5:16 PM

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.

💬 Vari_Ares, Apr 24th at 8:21 AM

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

💬 FeverDream, Apr 23rd at 11:56 PM

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)

💬 Vari_Ares, Apr 22nd at 11:07 AM

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

💬 HaraiseTenshi, Apr 21st at 2:03 PM

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

💬 Urologist, Apr 21st at 5:34 AM

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?

💬 RexChronicle, Apr 19th at 6:12 PM

IVolturiI Place it in a bag slot then CTRL 1,2,3,4 to place it

💬 IVolturiI, Apr 19th at 2:49 PM

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!

💬 Drakitty, Apr 18th at 6:36 PM

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!

💬 Thap, Apr 18th at 7:22 AM

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!

💬 InvaderPork, Apr 17th at 9:18 PM

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.

💬 Quixe, Apr 17th at 8:58 PM

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.

💬 AaronMZ, Apr 17th at 8:12 PM

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.

💬 SuperTeeJ, Apr 17th at 5:42 PM

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!

💬 kamilhneq, Apr 16th at 1:38 PM

cant put pig or boar on butchering table 

💬 SocialBlazer, Apr 16th at 9:31 AM

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.

💬 Corrmac, Apr 14th at 1:53 AM

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! 

💬 X41823T, Apr 13th at 11:57 PM

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.

💬 Shion, Apr 12th at 11:34 PM

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?

💬 GranDadJack, Apr 12th at 11:24 PM

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

💬 Dae_Blackheart, Apr 10th at 12:46 PM

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.

💬 Hyomoto, Apr 6th at 7:11 PM

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.

💬 WolfricThorsson, Apr 6th at 9:42 AM

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.

💬 Mollycoddle, Apr 6th at 12:13 AM

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.

💬 RiskyRage, Apr 5th at 11:34 AM

RazVonCoon I completely agree.

💬 DilanRona, Apr 3rd at 11:12 AM

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.

💬 CaptainOats , Apr 2nd at 11:06 AM

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.

💬 RazVonCoon, Apr 2nd at 12:15 AM

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...

💬 CatPlaysGames, Apr 1st at 6:40 PM

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:(

💬 FourEyedMutt, Apr 1st at 5:33 PM

Does anyone know if this mod is safe to install on existing save? 

 

Have a nice day yall!

💬 PinkMellow, Mar 27th at 9:04 PM

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 :( 

💬 Corrmac, Mar 27th at 3:27 AM

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 

💬 xCoiotex, Mar 26th at 8:16 PM

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

💬 Bleuzenn, Mar 26th at 9:12 AM

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.

💬 FourEyedMutt, Mar 24th at 5:56 PM

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!

💬 DilanRona, Mar 23rd at 5:41 PM

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.

💬 Portalgate, Mar 22nd at 9:49 PM

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. 

💬 DilanRona, Mar 22nd at 4:58 PM

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.

💬 Shiftshade, Mar 22nd at 8:28 AM

Just had the same issue with the cleaver on a low durability

💬 Spyke1021, Mar 21st at 6:33 PM

I've run into a bug. When butchering an animal, if doing so would use the last durability of your cleaver, the game crashes.

💬 PRinceMiilk, Mar 21st at 10:53 AM

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

💬 OsminogrTrue, Mar 21st at 7:01 AM

@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?

💬 DecaByte, Mar 21st at 1:32 AM

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.

💬 Bladestorm11133, Mar 20th at 5:27 PM

as of 3/20/2025   the wolf skins are invisable on butchery hooks it is wolfs only that this is an issue with 

💬 Corrmac, Mar 20th at 1:54 PM

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. 

💬 CaptainOats , Mar 20th at 11:09 AM

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.

💬 Corrmac, Mar 19th at 8:25 PM

Greatly Appreciate the compatibility. Also, More Animals was made to be compatible, as well! Cannot wait to make blood sausages!

💬 Narg, Mar 17th at 7:22 PM

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.

💬 AngliNex, Mar 17th at 7:37 AM

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.

💬 Roughgalaxy, Mar 17th at 12:02 AM

Hi, just wanted to take a quick moment to say I really like this mod. Cheers!

💬 Eragon2224, Mar 16th at 10:35 AM

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?

💬 PRinceMiilk, Mar 15th at 2:41 PM

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

💬 xCoiotex, Mar 14th at 5:00 PM

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!

💬 SalazarWindriver, Mar 14th at 12:05 AM

Any chance of a sturdy butchering bag?

💬 Jayro, Mar 12th at 10:25 PM

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?

💬 xCoiotex, Mar 11th at 8:27 PM

Hello everyone!

Here's how to patch bone pickaxe animations with combat overhaul mod

If you get confused, just look at this pastebin after doing step 2 look for the line 41, or wait till author of combat overhaul, updates the mod

 

    1. First you need to unzip combat overhaul
      then, you need to open the folder with a text editor, vscode is a nice and free choice.

    2. Then you have to open the file pickaxe.json, under assets/combatoverhaul/patches/tools/pickaxe.json.

    3. You'll see a array with two objects inside, one with merge action, and other with add action, at the end of the second one and before the end of the array, put a comma, like this:
      "value": "CombatOverhaul:Pickaxe"},

    4. Now what you have to do is just copy all the two objects above and paste bellow them

    5. After doing this, you will have to edit some stuff, the word "game" in "file": "game:itemtypes/tool/pickaxe", to butchering, like this "file": "butchering:itemtypes/tool/pickaxe", do the same to the second object.

    6. Now look for "DamageByType" prop inside your new object, and delete everything, and then add this:

            "DamageByType": {
              "bonepickaxe": {"DamageType": "PiercingAttack", "Strength": 1, "Damage": 1},
            },

Now your modification should look like mine, I just did these, and fixed it myself, I hope you too! Have a good one!

💬 CaptainOats , Mar 11th at 12:17 PM

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

💬 Malikyte, Mar 11th at 7:53 AM

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.

💬 Rigamaroo, Mar 10th at 7:48 PM

Any chance we could get a compatibility fix for Smoked Plain Meats to work with Expanded Cooking recipes?

💬 Straydog, Mar 10th at 7:32 PM

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?

💬 Noctisvah, Mar 8th at 10:49 AM

Hi, would you be willing to make and is it possible to make blood be colected directly into barrels, without the need for barrels?

💬 AngliNex, Mar 6th at 7:35 PM

Is there any chance the Prime meat will be made compatable with cooking recipies.  Like pie or stews?

💬 GrimGrom, Mar 6th at 5:52 PM

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.

💬 SpearAndFang, Mar 6th at 3:24 AM

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.

💬 CaptainOats , Mar 5th at 3:05 AM

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

💬 earwiq, Mar 4th at 5:56 AM

Neither the commands provided or changing config values fixed the all-white texture of my amaranth bloodbread when placed on shelves.

💬 FatRefrigerator, Mar 4th at 5:53 AM

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.

💬 Aszek572, Mar 2nd at 10:04 PM

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!

💬 AzuliBluespots, Mar 2nd at 8:18 PM

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?

💬 CaptainOats , Mar 1st at 4:35 PM

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

💬 FRAUD, Mar 1st at 2:55 PM

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)

💬 BlitzBat313, Mar 1st at 4:02 AM

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.

💬 earwiq, Mar 1st at 3:29 AM

Bloodbread texture appears all white when stored on shelves.

💬 Vintage2735, Mar 1st at 3:07 AM
  1. When in creative mode I open the inventory and go to the butchering tab, I grabed the butchering table but it won't let me put in to my hotbar, also when I toss it on the ground to pick it up it disapears. 
  2. When in survival mode it is still craftable but as soon as I pick up the output(butchering table) it disapears as well.
💬 CaptainOats , Mar 1st at 12:34 AM

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.

💬 Vintage2735, Feb 28th at 11:54 PM

The butchering table for v1.8.1 is bugged.

💬 Briccars, Feb 27th at 10:33 PM

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?

💬 DecaByte, Feb 27th at 7:35 PM

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.

💬 GrimGrom, Feb 27th at 6:40 PM

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.

💬 Razgriz, Feb 27th at 2:42 PM

Ok, all good, glad to know its a me issue!

💬 DarkThoughts, Feb 27th at 1:22 PM

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.

💬 CaptainOats , Feb 27th at 8:42 AM

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

💬 Razgriz, Feb 27th at 5:37 AM

Seems theres no texture for bloodbread when placing it in an oven or a shelf (its just a pure white, with the bread shape)

💬 Ryzen5900x, Feb 27th at 5:16 AM

Does this work with expanded foods?!

 

💬 DecaByte, Feb 27th at 1:15 AM

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.

💬 CaptainOats , Feb 27th at 12:25 AM

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.

💬 LBM0915, Feb 26th at 10:40 PM

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?

💬 sekelsta, Feb 26th at 6:16 PM

AzuliBluespots Translation strings for the pheasants are provided by the More Animals mod.

💬 DecaByte, Feb 26th at 10:12 AM

CaptainOats Will the 'Prepared Healthy Prime Meat' recipe be added to the handbook or is it there & I somehow missed it?

💬 CaptainOats , Feb 26th at 9:48 AM

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.

💬 Larrian, Feb 26th at 8:59 AM

CaptainOats That's fair! Still, might be good to scale it to animal size, but I understand if that's a pain.

💬 CoffeeBreak, Feb 26th at 8:13 AM

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!

💬 CaptainOats , Feb 26th at 6:52 AM

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!

💬 Larrian, Feb 26th at 4:19 AM

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).

💬 CaptainOats , Feb 26th at 3:24 AM

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.

💬 PerpetualGamer, Feb 26th at 1:43 AM

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?

💬 DecaByte, Feb 26th at 12:50 AM

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.

💬 AzuliBluespots, Feb 24th at 2:48 PM

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

💬 LumpyAcidFish, Feb 24th at 12:29 PM

oh okay, ill download and see how it plays 

💬 CaptainOats , Feb 24th at 9:53 AM

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.

💬 LumpyAcidFish, Feb 24th at 4:20 AM

instead of this being a straight nerf to harvesting how about getting more out of an animal because this takes way more time

💬 macoto_hino, Feb 24th at 1:49 AM

Why is “-partbaked” on the left side of line 177 in the language file “-parbaked” in v1.8.1?

💬 CaptainOats , Feb 24th at 1:34 AM

Hazeron

Not sure about potions (they should work). The Hunter's bonus does apply.

tomandoawa

Will update it today. Thank you.

💬 tomandoawa, Feb 23rd at 8:22 PM

hi! I completed the Spanish-Latin America translation in crowdin just now. Just to let people know. Great mod!

💬 Hazeron, Feb 23rd at 2:08 PM

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?

💬 CaptainOats , Feb 21st at 1:37 PM

Tollen  Pear120

If textures are invivisble/not showing up try:

  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,

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.

💬 Tollen, Feb 21st at 3:33 AM

(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.

💬 Shadoskill, Feb 21st at 2:22 AM

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.

💬 AzuliBluespots, Feb 20th at 11:23 AM

CLEAVER CAN BE USED IN BUTCHERING, FINALLY

DAVE BE PRAISED

💬 GrimGrom, Feb 20th at 9:59 AM

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.

💬 Pear120, Feb 20th at 1:59 AM

Anyone else missing textures for bloodbread?

💬 CaptainOats , Feb 20th at 12:15 AM

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.

💬 Pawelot, Feb 19th at 12:48 PM

CaptainOats Hi I added Polish translation on Crowdin 

💬 tomandoawa, Feb 19th at 3:05 AM

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.

💬 CaptainOats , Feb 19th at 2:18 AM

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.

💬 Ashalyne, Feb 19th at 1:56 AM

Does the config line "animalmassmultiplier" apply to vanilla butchering?  Or does it only apply to animals harvested on tables?

💬 CaptainOats , Feb 18th at 9:08 PM

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.

💬 Eldritch_Warrior, Feb 18th at 8:53 PM

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 

💬 GrimGrom, Feb 18th at 5:40 PM

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.

💬 CaptainOats , Feb 18th at 10:41 AM

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.

💬 Reegmeister, Feb 17th at 6:02 PM

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

💬 Reegmeister, Feb 17th at 5:59 PM
💬 Heavy_Mettaloid, Feb 17th at 5:41 PM

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.

💬 JerryTheCultist, Feb 17th at 4:39 AM

thats fair, really hope it does get an overhaul someday

💬 CaptainOats , Feb 17th at 12:49 AM

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).

💬 AdmiralStaal, Feb 16th at 11:44 PM

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

💬 Paeddy, Feb 16th at 12:17 PM

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

💬 JerryTheCultist, Feb 15th at 12:15 AM

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

💬 CaptainOats , Feb 14th at 5:50 PM

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)

💬 Zylvar, Feb 14th at 1:32 PM

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

💬 Maalus, Feb 13th at 9:22 PM

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.

💬 DarkThoughts, Feb 13th at 12:23 PM

CaptainOats

I definitely did not. I did not even try to craft them, I just saw that the Handbook showed no recipe for it.

💬 Pear120, Feb 13th at 8:21 AM

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?

💬 ThatGuyOrgoth, Feb 13th at 3:41 AM

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?

💬 CaptainOats , Feb 12th at 9:19 PM

DarkThoughts

It seems to work fine on my end, maybe you have turned them off in the config if you can't craft them

💬 DarkThoughts, Feb 12th at 8:56 PM

CaptainOats

It's singleplayer.

💬 CaptainOats , Feb 12th at 9:46 AM

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.

💬 DarkThoughts, Feb 11th at 1:31 PM

Would be nice if the bone arrowheads could be also used for the hunter's crude arrows.

💬 Pear120, Feb 9th at 11:14 PM

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.

💬 CaptainOats , Feb 7th at 3:24 PM

Tressym

Aqre you using the mod Fishing 2? as that breaks many mods and is an incompatibility with this one

💬 Ircillo, Feb 7th at 12:22 AM

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...

💬 Tressym, Feb 6th at 10:59 PM

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.

💬 CaptainOats , Feb 6th at 5:53 PM

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

💬 TagMail, Feb 3rd at 1:45 PM

up date ?

💬 AcidNight, Feb 2nd at 9:28 PM

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?

💬 Kakano, Feb 2nd at 6:27 PM

hello guys im having an issue idk why when i hang the animal corpse or place the hide on the ground they became invisble 

💬 Morphine2321, Feb 2nd at 4:56 AM

would this work with mods like primitive survival and it's fish

 

💬 ElusiveEnigma, Feb 1st at 10:37 PM

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://news.kalataka.ru/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.

💬 madcatandrew, Feb 1st at 8:27 PM

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

💬 nacnud, Feb 1st at 8:06 PM

DagothKurt hold down control to move over to your backpack slots, once you hold it press right click on a 1x3 area

💬 DagothKurt, Feb 1st at 6:58 PM

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!

💬 JukoErebi, Feb 1st at 3:16 AM

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...

💬 Coconutsales, Jan 31st at 3:25 AM

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.

💬 Coconutsales, Jan 31st at 3:23 AM

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.

💬 Lolomomo5000, Jan 29th at 10:34 PM

When is the 1.20 stable update?

💬 Solas_Flemeth, Jan 28th at 1:46 AM

Loving the mod. Do you think you could add support for Aurochses from Medieval expansion? https://news.kalataka.ru/show/mod/280

Do you have a github or download for the source? I would love to look in the code. 

💬 Praal, Jan 27th at 3:02 PM

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.

💬 Paeddy, Jan 26th at 7:54 PM

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"

💬 propaneko, Jan 26th at 8:42 AM

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

💬 SalazarWindriver, Jan 26th at 1:17 AM

So, strange suggestion.  Is there a way to make blood turn into a material besides rot that could bake into hematite nuggets?

💬 Velynicus, Jan 25th at 7:35 PM

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. 

💬 Sabastian, Jan 25th at 6:05 AM

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

💬 TagMail, Jan 24th at 12:37 PM

up date new for stable version 1.20.1 ?

 

💬 Lohakar, Jan 23rd at 9:45 AM

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

💬 IvorAmlug, Jan 21st at 11:33 PM

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.

💬 TheOpposite, Jan 21st at 8:03 PM

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.

💬 Cuttlebear, Jan 21st at 4:04 PM

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?

💬 jaqqu, Jan 21st at 12:59 PM

Jono56667

ur right I checked too and got the same result

CaptainOats

are these mods compatible with each other? 

💬 Rakshasa, Jan 21st at 3:12 AM

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?

💬 SpearAndFang, Jan 21st at 1:31 AM

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,

💬 KronkWithaGun, Jan 20th at 5:45 PM

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!

💬 Jono56667, Jan 20th at 11:17 AM

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.

💬 CaptainOats , Jan 20th at 11:03 AM

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.

💬 Dabnotic, Jan 19th at 9:32 PM

@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

💬 bringitonwimps, Jan 19th at 2:02 PM

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.

💬 bringitonwimps, Jan 19th at 1:57 PM

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.

💬 BDtetra, Jan 19th at 12:31 PM

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?

 

 

💬 Dabnotic, Jan 18th at 9:26 PM

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

 

💬 jaqqu, Jan 18th at 8:20 PM

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

💬 bringitonwimps, Jan 18th at 5:48 PM

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

💬 CaptainOats , Jan 18th at 5:38 PM

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.

💬 jaqqu, Jan 18th at 4:08 PM

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?

💬 Rabbie, Jan 18th at 12:17 PM

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

💬 Girdon, Jan 18th at 4:23 AM

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.

💬 CaptainOats , Jan 18th at 4:07 AM

Rabbie What other mods do you have installed and what version of the Butchering mod are you using?

💬 Rabbie, Jan 18th at 3:46 AM

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

💬 propaneko, Jan 17th at 7:23 PM

Would love to get Felinae and Elephantidae compat

💬 Fleece, Jan 16th at 7:10 PM

@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?

💬 Phaynipe, Jan 12th at 8:30 PM

Ty u! Im do this))

💬 CaptainOats , Jan 10th at 3:20 PM

Phaynipe

Scroll the mouse wheel or hold CTRL + 1 to 4  to select the table and place it like a block then.

💬 Silverfang, Jan 8th at 4:05 PM

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.

💬 Phaynipe, Jan 8th at 11:45 AM
When I took off my backpack, he moved here. How to put it on the ground?
When I took off my backpack, he moved here. How to put it on the ground?

 

💬 Phaynipe, Jan 8th at 11:41 AM

Bro, having special bags, I can't pick up a butcher's table. What is the reason for this, how to install it?

 

💬 AnOldGondola, Jan 7th at 3:03 AM

Thanks for going so hard at these fixes, your mod is genuinely amazing!

💬 PepperCat, Jan 7th at 12:26 AM

As of now, is the list of Fauna of the Stone Age compatibility updated?

💬 bringitonwimps, Jan 7th at 12:12 AM

Well good news so far, no errors yet.. about an hour of game time!

💬 SallyTasmin, Jan 6th at 9:39 PM

I had no idea you could do that. Thank you! Everything works great.

💬 Brady_The, Jan 6th at 9:21 PM

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).

💬 SallyTasmin, Jan 6th at 9:05 PM

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 :)

💬 TheRealFlynn, Jan 6th at 8:39 PM

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

💬 CaptainOats , Jan 6th at 6:54 PM

ProfCupcake

If you would like to contribute creature patches that's fine but you would have to contact me through Discord first.

💬 CaptainOats , Jan 6th at 6:38 PM

bringitonwimps

Aricus

t_Ghost_t

Xredrago

Going to look into the errors now and see what I can come up with

💬 Xredrago, Jan 6th at 2:20 PM

Getting the same error, got a world corrupted (doesn't even stay more than a second online)

💬 t_Ghost_t, Jan 6th at 10:41 AM

I'm getting the same errors " bringitonwimps" and "Aricus" are having.

💬 ProfCupcake, Jan 6th at 8:20 AM

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? 

💬 bringitonwimps, Jan 6th at 3:03 AM

so my server is doing this 

pastebin.com/N90LZt1g

💬 Aricus, Jan 5th at 11:24 PM

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

💬 Kalmorph, Jan 5th at 9:19 PM

Is this supposed to work on rc8? It says here it only works on rc1.

💬 bringitonwimps, Jan 5th at 3:37 PM

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

💬 GaymerMike, Jan 5th at 12:46 PM

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. 

💬 CaptainOats , Jan 5th at 12:07 PM

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

💬 GaymerMike, Jan 5th at 10:59 AM

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.

 

💬 bringitonwimps, Jan 5th at 7:56 AM

getting this in log

https://pastebin.com/VQGWx5SZ

💬 Ryoma, Jan 5th at 5:57 AM

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. 

💬 CaptainOats , Jan 5th at 1:30 AM

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.

💬 TRexTheHunter, Jan 4th at 6:39 PM

facing same error logs in new world generation for a single player map as bringitonwimps 

💬 CaptainOats , Jan 4th at 2:53 AM

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.

💬 bringitonwimps, Jan 4th at 2:11 AM

now when one of our players joined we got this log and now if they join they instant crash.

pastebin.com/b9rjk1Eq

💬 bringitonwimps, Jan 3rd at 11:54 PM

I get this error log while loading 

https://pastebin.com/Tpk5s28n

💬 ValkyrieBanshee, Jan 3rd at 10:51 PM

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.

💬 CaptainOats , Jan 3rd at 9:03 PM

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.

💬 Paradoxal, Jan 3rd at 5:57 PM

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://news.kalataka.ru/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.

💬 Xorberax, Jan 3rd at 5:39 AM

Great mod!

💬 DropSudden, Jan 2nd at 12:26 AM

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. 

💬 Reegmeister, Dec 29th 2024 at 11:20 PM

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.

💬 CaptainOats , Dec 29th 2024 at 1:01 AM

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.

💬 Psyborg, Dec 28th 2024 at 1:47 PM

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...

💬 CaptainOats , Dec 28th 2024 at 12:15 PM

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.

💬 Psyborg, Dec 27th 2024 at 9:11 AM

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...

💬 CaptainOats , Dec 24th 2024 at 6:19 AM

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.

💬 Psyborg, Dec 22nd 2024 at 9:53 PM

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. :)

💬 Gandzialf, Dec 22nd 2024 at 9:53 AM

des this mod is compatibile with mod xskills?

💬 CaptainOats , Dec 21st 2024 at 10:59 PM

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

💬 BraniyaKz, Dec 21st 2024 at 12:22 AM

CaptainOats - Okie dokie, will make patches and will not distribute your hard work. Love the mod!

💬 Loki2Lucky, Dec 20th 2024 at 3:22 PM

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

💬 CaptainOats , Dec 20th 2024 at 12:17 PM

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.

💬 Inflectus, Dec 20th 2024 at 11:09 AM

Does the extra animal loot bonuses of Hunter etc. apply when butchering corpses?

💬 Prxxy, Dec 20th 2024 at 10:49 AM

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 :( 

💬 TheRealFlynn, Dec 20th 2024 at 4:35 AM

Love this mod. Any plans to fix skinning hook hitboxes so they don't take up the whole block? 

💬 BraniyaKz, Dec 20th 2024 at 4:34 AM

@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)?

💬 DaftCanuck, Dec 19th 2024 at 11:35 PM

Hey is there a bug currently with the butchering bag? It doesnt do anything other than take up a slot in my game.

💬 Aramil, Dec 19th 2024 at 3:02 AM

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

💬 Aramil, Dec 18th 2024 at 3:28 PM

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.

💬 CaptainOats , Dec 17th 2024 at 10:13 PM

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.

💬 4uLL8lack, Dec 17th 2024 at 1:30 PM

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)

💬 Hatter, Dec 16th 2024 at 7:41 AM

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?

💬 Aramil, Dec 15th 2024 at 8:24 PM

@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

💬 Psyborg, Dec 15th 2024 at 10:05 AM

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. :)

💬 SalazarWindriver, Dec 15th 2024 at 1:03 AM

XRacnaro

a bucket should work

💬 XRacnaro, Dec 14th 2024 at 12:55 AM
CaptainOats
how do I store the blood for use?,
I put barrels under the hanging animals and nothing happens.
Thanks
💬 ShikiTochi, Dec 12th 2024 at 6:49 AM

In response to your questions
VintageStory 1.20RC
Butchering 1.7.3

💬 Paddington03, Dec 12th 2024 at 3:54 AM

CaptainOats

I did, it was 1.20.0-rc.1 and deleting the old mods fixed it

💬 CaptainOats , Dec 12th 2024 at 1:45 AM

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?

💬 Paddington03, Dec 11th 2024 at 9:06 PM

Edit: RESOLVED
fix: delete old versions of mods on server
the butchering bag does not add slots to the inventory, using 1.7.3

💬 ShikiTochi, Dec 11th 2024 at 8:02 PM

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 

💬 Fakegucci, Dec 11th 2024 at 7:57 PM

skinning doesnt seem to be working, no matter how long i wait it just doesnt skin, plays the audio but nothing happens

 

💬 TotRosenRot, Dec 11th 2024 at 6:42 PM

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.

💬 Aramil, Dec 11th 2024 at 3:24 PM

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.

💬 NOPper, Dec 11th 2024 at 3:19 AM

CaptainOats Yep, that totally fixed every issue! Thanks!

💬 CaptainOats , Dec 11th 2024 at 2:35 AM

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.

💬 NOPper, Dec 10th 2024 at 7:41 PM

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

💬 Psyborg, Dec 10th 2024 at 7:38 PM

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

💬 CaptainOats , Dec 10th 2024 at 5:15 PM

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

💬 Huw, Dec 10th 2024 at 8:33 AM

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

💬 Aramil, Dec 10th 2024 at 5:58 AM

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

💬 Psyborg, Dec 9th 2024 at 10:08 PM

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.

💬 CaptainOats , Dec 9th 2024 at 9:11 PM

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?

💬 Psyborg, Dec 9th 2024 at 7:43 PM

Trying to open the Temporal Butcher Box instantly crashes the game.

💬 Gamal, Dec 9th 2024 at 6:30 PM

If we wanted to change the harvesting amount, how do we do this?

💬 kickitray, Dec 9th 2024 at 7:19 AM

Thank you so much for the update :)))

💬 Zkinny, Dec 8th 2024 at 9:13 PM

Thanks for updating ! I cant live without this mod.

💬 JerryTheCultist, Dec 8th 2024 at 6:14 PM

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

💬 Vies, Nov 29th 2024 at 3:13 AM

Hi Oats!

💬 CaptainOats , Nov 28th 2024 at 10:09 PM

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.

💬 furia155, Nov 28th 2024 at 6:33 PM

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

💬 BearByte, Nov 26th 2024 at 9:18 AM

CaptainOats is there a way to increase the plet drop? vanilla have a chance of 2+, this one always return only one.

💬 AlebenTod, Nov 24th 2024 at 12:18 PM

A very atmospheric mod! I'm looking forward to compatibility with "Feverstone Wilds" and "Fantasy Creatures".

💬 Oryn_Starheart, Nov 23rd 2024 at 3:53 AM

update on not being able to pick up table:

you need a empty bag slot to pick it up

💬 Buder28, Nov 21st 2024 at 4:05 PM

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

 

💬 ShiaLaBunion5, Nov 19th 2024 at 5:04 AM

Would you be willing to make a guide to adding modded animals?

💬 safekeeper, Nov 6th 2024 at 5:13 AM

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. 

💬 Otterbutter, Oct 25th 2024 at 11:24 AM

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.

💬 9bug, Oct 22nd 2024 at 3:39 AM

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!

💬 Svela, Oct 21st 2024 at 6:32 AM

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.

💬 Gnusik2291, Oct 20th 2024 at 2:58 PM

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

 

💬 Linek, Oct 17th 2024 at 1:27 PM

Will compatibility with the Combat Overhaul mod be added in the future?

💬 Neitronus, Oct 14th 2024 at 1:17 PM

What about Creatures and Critters though? Great mod, but lots of animals to cover. Can I maybe help you with that?

💬 CaptainOats , Oct 12th 2024 at 1:24 PM

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

💬 Finwe, Oct 12th 2024 at 11:09 AM

How to use the bone needle kit? I doesn't seem to do anything.

💬 Yol, Oct 4th 2024 at 1:56 AM

(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

 

💬 Toasty69420, Oct 3rd 2024 at 7:04 AM

Apolo you need to have a free storage slot (where a backpack goes) or a butchering bag

💬 glitchero626, Oct 1st 2024 at 4:58 PM

I have the updated es-419 translation
How do I send it to you?

💬 Finwe, Sep 30th 2024 at 6:38 PM

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.

💬 Apolo, Sep 29th 2024 at 2:07 PM

Hello, I can't pick up a dead moose (I tried updating the mod). Is this animal not supported yet ? Thanks

💬 TheDude, Sep 26th 2024 at 12:47 PM

Hello, could you make your mod compatible with more animals and vanilla goats please ?

💬 AStonePiper, Sep 24th 2024 at 12:41 AM

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.

💬 Nander, Sep 21st 2024 at 11:42 AM

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.

💬 SargentoNem, Sep 18th 2024 at 4:47 AM
I can't put the butcher's table on the floor, I can only get it from the backpack slot
💬 Buzun, Sep 14th 2024 at 3:25 PM

CaptainOats

Polish translation completed.

💬 Otterbutter, Sep 14th 2024 at 7:24 AM

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.

💬 1stSlug, Sep 13th 2024 at 11:02 AM

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.

💬 CaptainOats , Sep 12th 2024 at 6:09 PM

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.

💬 AzuliBluespots, Sep 12th 2024 at 1:15 PM

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.

💬 Boyarde, Sep 9th 2024 at 12:08 PM

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.

💬 AriNemera, Sep 9th 2024 at 3:42 AM

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

💬 ISawThisComing, Sep 8th 2024 at 10:33 PM

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!

💬 Chuckles, Sep 8th 2024 at 9:54 PM

@shazza Thanks!

💬 Shazza, Sep 8th 2024 at 5:41 AM

@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.

💬 TumbleTrash, Sep 8th 2024 at 3:34 AM

Also, Valais goat don't seem to be affected as I can't pick them up.

💬 TumbleTrash, Sep 8th 2024 at 3:08 AM

I am having the same problem with offal, not sure how to clean.

💬 Chuckles, Sep 7th 2024 at 3:55 AM

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.

💬 September, Sep 6th 2024 at 8:30 PM

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.

 

💬 Walterino, Sep 4th 2024 at 6:06 AM

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

💬 Pislikeller, Sep 2nd 2024 at 4:05 PM

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.

💬 purple8cloud, Sep 1st 2024 at 10:45 AM

korean translation completed

💬 Shazza, Aug 29th 2024 at 2:19 PM

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!

💬 1stSlug, Aug 28th 2024 at 4:34 AM

Just wondering, but is there a reason as too why the butching knife doesn't work on a butching table?

💬 Moon_Dew, Aug 21st 2024 at 10:52 PM

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.

💬 CaptainOats , Aug 21st 2024 at 5:04 PM

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

💬 Proconticlo, Aug 19th 2024 at 5:09 AM

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.

💬 m1keeee, Aug 18th 2024 at 2:17 AM

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 

💬 Moon_Dew, Aug 18th 2024 at 12:48 AM

Is there a reason why, when place on a skinning hook, so many animals look more like hunks of meat instead of animals?

💬 Horse1Heart, Aug 10th 2024 at 4:19 AM

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.

💬 Fidge, Aug 6th 2024 at 9:28 PM

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)

💬 Kanahaku, Aug 5th 2024 at 1:55 PM

Hi! I`ve added compatibility of "Butchering" with my mod "(Not Only) Spear Expantion" 
(And thx for awesome mod!)

💬 CaptainOats , Jul 30th 2024 at 11:58 PM

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.

💬 SeniLiX, Jul 30th 2024 at 12:25 AM

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.

💬 YeetPatchy, Jul 29th 2024 at 7:29 PM

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.

💬 Sidfu, Jul 29th 2024 at 7:22 AM

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.

 

💬 Lavi, Jul 26th 2024 at 11:50 AM

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.

💬 ManaWei, Jul 26th 2024 at 6:02 AM

Have you considered being able to make skinning hooks of Meteoric iron too?, and the Table as well ? would be nice..

💬 Brendan053, Jul 19th 2024 at 6:19 PM

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?

 

💬 CaptainOats , Jul 18th 2024 at 5:14 PM

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 :)

💬 drakray, Jul 18th 2024 at 4:11 PM

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

💬 CaptainOats , Jul 18th 2024 at 9:03 AM

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.

💬 xXx_Ape_xXx, Jul 17th 2024 at 11:54 PM

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

💬 earwiq, Jul 17th 2024 at 10:08 PM

CaptainOats

Yes, I killed a male western roe deer from FotSA Capreolinae, as I was approaching it to harvest it crashed.

💬 CaptainOats , Jul 17th 2024 at 8:55 PM

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.

💬 earwiq, Jul 17th 2024 at 8:31 PM

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

💬 CaptainOats , Jul 17th 2024 at 3:45 PM

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)

💬 Papy_Mick, Jul 17th 2024 at 6:05 AM

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. ^^'

💬 GenericNamePlate, Jul 15th 2024 at 5:20 AM

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! 

💬 Grakulla, Jul 12th 2024 at 5:20 PM
💬 Grakulla, Jul 12th 2024 at 5:20 PM
💬 Azraile, Jul 10th 2024 at 12:51 AM

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?

💬 Azraile, Jul 9th 2024 at 11:24 PM

Sidonius translate that to the cooking mod: blood, clean groats, liquid lard, cooked red meat bits, cooked chopped veggies, salt (optional) mix in bowl

💬 Tobymaxgames, Jul 9th 2024 at 10:00 PM

can you add configuation to make bone items craftable with a knife? using More Piles prevents you from making them.

💬 Sidonius, Jul 7th 2024 at 5:41 PM

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:

  • 250 g large groats
  • 20 g butter or lard
  • 100 g fatty pork (belly) or raw lard
  • 50 g onion
  • 500 ml pork blood
  • salt
  • pepper

Instructions:

  1. Preparing the Groats:

    • Sort through the large groats and place them in a clean pot.
    • Cover with water, add salt, and a piece of butter or lard.
    • Cook the groats until they are tender.
  2. Preparing the Meat:

    • Cut the fatty pork (belly) or lard into small pieces.
    • Render the fat from the meat or lard in a pot.
  3. Preparing the Onion:

    • Add finely chopped onion to the rendered fat.
    • Sauté the onion until it turns golden brown.
  4. Adding the Blood:

    • Pour the pork blood into the pot with the onion and meat.
    • Stir constantly and simmer until the blood turns dark.
  5. Combining Groats and Blood:

    • Add the cooked groats to the blood mixture.
    • Mix everything thoroughly.
  6. Seasoning:

    • Season the mixture with salt and pepper to taste.
  7. Serving:

    • Serve with sauerkraut or cabbage.
💬 CaptainOats , Jul 6th 2024 at 3:09 PM

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.

💬 IAMspEeDex, Jul 6th 2024 at 11:39 AM

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" 

 

💬 InertFurry, Jul 6th 2024 at 3:38 AM

Do the butchering stations benefit from the Hunter class' bonus to skinning, or is that just vanilla skinning?

💬 DilanRona, Jul 5th 2024 at 7:46 PM

love what you did with your mod, and will definately add it to my server as well, CaptainOats

💬 CaptainOats , Jul 5th 2024 at 6:09 PM

DEV NOTE:

  • I am changing up the design of my mods modDB logo to be in-sync with one another so fear not if you see them change!
💬 CaptainOats , Jul 5th 2024 at 5:25 PM

Jenpai

The prime redmeat is currantly not compatable with expanded foods.

DilanRona

Will check that out at some point.

💬 DilanRona, Jul 5th 2024 at 2:59 PM

the cow and bull from medieval expansion is not rendering correctly on the hook and table. Thought I would let you know.

💬 Jenpai, Jun 26th 2024 at 5:11 PM

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!

💬 Skyeena_, Jun 24th 2024 at 9:29 PM

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!

💬 CaptainOats , Jun 24th 2024 at 9:16 AM

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.

💬 thespy24574, Jun 24th 2024 at 4:52 AM

Is this mod compatible with toolworks? given it damages the knife?

💬 Skyeena_, Jun 23rd 2024 at 9:13 PM

Is this compatible with The Critters Pack and More Animals?

💬 GVLT, Jun 23rd 2024 at 3:03 PM

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.

💬 GVLT, Jun 23rd 2024 at 2:54 PM

Hi, why does animal on your back always stated as starving?

💬 Grifthegnome, Jun 23rd 2024 at 2:14 AM

@CaptainOats

Got the following client crash trying to pick up a Grizzle Bear for butchering

23.6.2024 02:12:20 [Server Error] Exception: Object reference not set to an instance of an object.
   at Achievements.AchievementsPatches.CheckForGoliathAch(EntityAgent __instance, EnumDespawnReason reason, DamageSource damageSourceForDeath)
   at Vintagestory.API.Common.EntityAgent.Die_Patch1(EntityAgent this, EnumDespawnReason reason, DamageSource damageSourceForDeath)
   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 71
   at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 287
   at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(Packet_Client packet, ConnectedClient client)
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
💬 Nebux, Jun 22nd 2024 at 7:28 AM

can't download the 1.6.1 file size is 0 when downloaded

also moose don't have animations anymore

💬 CaptainOats , Jun 21st 2024 at 10:28 PM

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!

💬 CaptainOats , Jun 21st 2024 at 10:24 PM

The Upping Of Offal And Blood Quick Fix 1.6.1 (My test values slipped through the net and were way too low)

  • Added higher drop rates of Offal and Blood
  • Lowered Blood amount needed for Black Pudding
💬 Aerra, Jun 21st 2024 at 9:54 PM

The new update is amazing, all things that I was hoping to see some day. Thank you for this lovely mod!

💬 CaptainOats , Jun 21st 2024 at 8:22 PM

The Sausage, Animal Weight and Blood Update 1.6.0 (I was closer to the update finish line than I thought :0)

  • Added a creative "butchering" tab for easy access.
  • Updated guide with a few things about the new update plus clarification on how to put down butchery benchs.
  • Blood can be collected in buckets when placed under the bleeding out creature (only deposits Blood on the moment the creature bleeds out to reduce overhead).
  • Blood is tied to the creatures size as bigger creatures tend to have more blood.
  • Offal now drops from almost all Redmeat and Bushmeat creatures (creatures internal organs). It has to be washed/cleaned before use.
  • Blood Sausage and Black pudding can be made with Blood and Clean Offal.
  • Animals now 'weigh'/slow you down in varying amounts depending on the size of the creature (No more carring 20 bears around without breaking a sweat) FEEDBACK WANTED FOR VALUES. A config for the weight is also provided.
  • Moose and Deer should be able to be picked up and butchered now (Moose is 100% new but I am unsure whether deer were already butcherable) Goats soon!
  • Some minor texturing and file shuffling.
  • Fixed some rendering issues with the smoking rack.
💬 adres4t, Jun 19th 2024 at 10:29 PM

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?

💬 CaptainOats , Jun 18th 2024 at 6:25 PM

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!

 

💬 Bughaw, Jun 17th 2024 at 4:27 PM

Any plans to add goats, moose, and the rest of the new animals?

💬 The_Teller, Jun 16th 2024 at 4:42 AM

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.

💬 Origin_Alpha_43, Jun 15th 2024 at 11:07 PM

Same here. crafted the primitive Butchering table
it dropped straight from my inventory and cant pick it up

💬 Stroam, Jun 15th 2024 at 3:39 AM

What's the best way to add support for this mod if I want to add a custom animal?

💬 NemesisObscur, Jun 14th 2024 at 7:11 PM

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 🙂

💬 The_Teller, Jun 13th 2024 at 4:27 AM

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.

💬 ngoomie, Jun 12th 2024 at 9:19 PM

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.

💬 heh, Jun 8th 2024 at 12:01 PM

Would be nice if the butcher mods butchering system worked with the Fauna of the Stone Age mods.

💬 CaptainOats , Jun 1st 2024 at 10:31 PM

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!

💬 Marlim, Jun 1st 2024 at 1:38 AM

Are you looking to add support for Xskills? What about other animal mods like Lichen Continued and Feverstone Wilds?

CaptainOats

💬 Wveth, May 27th 2024 at 8:14 PM

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?

💬 DeansOnToast, May 20th 2024 at 9:37 PM

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

💬 IndigoRose, May 6th 2024 at 11:40 AM

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. 

💬 DireTheRed, May 3rd 2024 at 7:33 PM

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

💬 Azraile, Apr 26th 2024 at 5:34 AM

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.

💬 Aljistar, Apr 23rd 2024 at 9:27 PM

you modders are awesome. would love to see a compatabilty patch for feverstone wilds.

💬 unHallowed, Apr 23rd 2024 at 1:44 PM

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)?

💬 Azraile, Apr 19th 2024 at 8:53 PM

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?

💬 Maltiez, Apr 11th 2024 at 11:05 PM

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.

💬 badts, Apr 10th 2024 at 5:15 AM

Bonjour les tables de boucherie tombe au sol sans que lon puisse les plasse version 1.19.5

💬 Sert, Apr 8th 2024 at 7:03 PM

CaptainOats

Newest version of the mod on the newest version of the game. I Tried Foxes, Wolves, and a Rabbit before giving up

💬 CaptainOats , Apr 8th 2024 at 5:42 PM

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.

💬 EtheRR, Apr 8th 2024 at 3:26 PM

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.

💬 Azraile, Apr 7th 2024 at 8:34 AM

Can you add xskills compatability to using the mod gives skill points and the husbandry butchery skills apply to this mod?

💬 Sert, Apr 6th 2024 at 8:53 PM

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.

💬 Ket, Apr 5th 2024 at 3:21 PM

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.

💬 YourYandereGF, Apr 2nd 2024 at 2:05 AM

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

💬 Ket, Apr 1st 2024 at 4:09 PM

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? 

💬 CaptainOats , Apr 1st 2024 at 11:46 AM

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?

💬 Advancedgun3795, Mar 27th 2024 at 11:15 PM

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.

💬 BoogieBrando, Mar 26th 2024 at 11:48 AM

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.

💬 Sad_yst, Mar 25th 2024 at 4:17 PM

will you add support to more animals mod, feverstone wilds/horses and more birds mod? love the mod btw <3

 

💬 CaptainOats , Mar 25th 2024 at 1:38 AM

IndieAlch

Hopfully fixed in the new update!

💬 IndieAlch, Mar 24th 2024 at 12:06 PM

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?

💬 CaptainOats , Mar 18th 2024 at 12:11 AM

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

💬 Shirelagel, Mar 17th 2024 at 10:04 PM

Is this compatable with XSkills?

I tried testing it out, but I can't tell if it's working or just randomness

💬 ShrimFryRry, Mar 17th 2024 at 2:24 AM

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: }

💬 CaptainOats , Mar 13th 2024 at 12:00 AM

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

💬 ShrimFryRry, Mar 12th 2024 at 1:51 AM

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.

💬 CaptainOats , Mar 10th 2024 at 3:41 PM

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.

💬 Valencrad, Mar 5th 2024 at 3:35 AM

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

💬 Arroz126, Mar 3rd 2024 at 11:59 PM

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

 
 

 

 

💬 Dnd, Mar 3rd 2024 at 2:20 PM

Can confirm the bug of stepping on the primitive hook. May be all hooks.

Huzzah for invisible bug fix!

💬 Apolo, Mar 2nd 2024 at 10:49 PM

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 !

💬 GodKingOfSpace, Mar 1st 2024 at 1:49 AM

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!

💬 CaptainOats , Mar 1st 2024 at 1:28 AM

Invisible Fix 1.5.3:

  • After a few dozen hours and a few different modders minds tapped, finally a fix has been found for the invisible animals. Hurray!
  • This update removes the ability to craft the Temporal Butcher Box because it's very buggy as of right now.
  • Deer can be picked up and butchered now.
💬 Dagurmawth, Feb 29th 2024 at 8:35 PM

Boneknapping isn't working.  Even with placement mods disabled, it refuses to allow selection of a recipie.

💬 CaptainOats , Feb 28th 2024 at 4:33 AM

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.

💬 Josyph, Feb 27th 2024 at 3:56 PM

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.

💬 JonR, Feb 24th 2024 at 1:59 AM

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!

💬 beaneboy, Feb 24th 2024 at 12:24 AM

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

💬 TofuDelivery, Feb 22nd 2024 at 12:32 AM

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.

💬 bringitonwimps, Feb 21st 2024 at 12:36 AM

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

💬 Supramp, Feb 20th 2024 at 7:28 PM

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.

💬 Yuntrao, Feb 20th 2024 at 7:13 PM

Hi, i dont know why but i cant get raw hide :(

Thanks

💬 Muricht, Feb 19th 2024 at 4:58 PM

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?

💬 TennoHotaru, Feb 18th 2024 at 10:32 PM

@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).

💬 anyi, Feb 18th 2024 at 9:23 PM

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

💬 CaptainOats , Feb 18th 2024 at 9:08 PM

TennoHotaru

That sounds like a bug, what version of the game and mod are you running?

💬 TennoHotaru, Feb 18th 2024 at 3:44 PM

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?

💬 CaptainOats , Feb 18th 2024 at 2:18 AM

Foxes now should not crash you in the new update

💬 bachuxd, Feb 18th 2024 at 12:56 AM

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@3.4.6game@1.19.3ancienttools@1.5.12butchering@1.5.1carryon@1.7.4hudclock@3.4.0creative@1.19.3survival@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

💬 Whiteshadoh, Feb 17th 2024 at 11:14 PM

Had to remove this mod as when you look at the fox corpses it creates a crash for the player.

💬 Dnd, Feb 17th 2024 at 6:53 PM

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!

💬 Whiteshadoh, Feb 16th 2024 at 9:34 PM

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.

💬 CaptainOats , Feb 16th 2024 at 9:26 PM

Wizard76

I plan on haveing two more tiers of butchering bag, a pelt one (6 slots) and a leather one (8 Slots)

💬 CaptainOats , Feb 16th 2024 at 3:33 PM

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.

💬 WinstonWhitetail, Feb 15th 2024 at 11:05 AM

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

💬 Aristine, Feb 13th 2024 at 8:02 AM

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.

💬 Wizard76, Feb 13th 2024 at 2:09 AM

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?

💬 JD2, Feb 10th 2024 at 8:56 PM

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.

💬 Bughaw, Feb 9th 2024 at 9:05 PM

CaptainOats

Bodies vanish on the copper hook when done bleeding (1.4.4-latest).  Just a display issue, mod still works.

💬 DropSudden, Feb 9th 2024 at 12:15 AM

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. :)

💬 Kessem, Feb 9th 2024 at 12:14 AM

CaptainOats

Wonderful, will add it. Thank you.

💬 Wizard76, Feb 8th 2024 at 10:32 PM

CaptainOats Sounds good, cant wait to try it

💬 CaptainOats , Feb 8th 2024 at 9:56 PM

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)

💬 Dnd, Feb 6th 2024 at 4:22 PM

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.

💬 Lemontrash, Feb 6th 2024 at 7:55 AM

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. 

💬 Gonya, Feb 6th 2024 at 1:58 AM

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.

💬 Lemontrash, Feb 5th 2024 at 11:36 PM

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

💬 Gonya, Feb 5th 2024 at 11:21 PM

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. 

💬 Wizard76, Feb 5th 2024 at 5:06 AM

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.

 

💬 MagentaLizard, Feb 4th 2024 at 8:11 PM

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.

💬 Kessem, Feb 4th 2024 at 4:41 PM

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.

💬 bringitonwimps, Feb 4th 2024 at 3:06 AM

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!

💬 Tim2002, Feb 3rd 2024 at 11:52 PM

CaptainOats


Thanks for the help, it worked
💬 CaptainOats , Feb 3rd 2024 at 11:05 PM

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

💬 Lemontrash, Feb 3rd 2024 at 10:42 PM

Thanks for the update CaptainOats and please don't feel preasured in any way or form, mod's awesome as is 

💬 Tim2002, Feb 3rd 2024 at 10:16 PM

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

💬 CaptainOats , Feb 3rd 2024 at 3:30 PM

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. :)

💬 The_Rice_Fields, Feb 2nd 2024 at 10:41 PM

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?

💬 IndigoRose, Feb 2nd 2024 at 5:42 PM

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?

💬 Lemontrash, Feb 1st 2024 at 10:49 AM

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

💬 Bushranger, Feb 1st 2024 at 8:31 AM

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?

💬 CaptainOats , Feb 1st 2024 at 6:31 AM

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.

💬 Wizard76, Feb 1st 2024 at 6:14 AM

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?

💬 Germugulgon, Feb 1st 2024 at 12:20 AM

Awesome, thanks for fixing the starving issue. I enjoyed the process that this mod adds, looking forward to adding it back to my game.

💬 Mackeroni, Jan 31st 2024 at 1:47 PM

Perhaps the bone tools could be made into an addon mod instead of being part of the base mod with the butchering changes?

💬 CaptainOats , Jan 31st 2024 at 6:45 AM

Blaze_wraith

This mod doesn't effect drifter drops.

💬 CaptainOats , Jan 31st 2024 at 2:33 AM

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.

💬 Blaze_wraith, Jan 30th 2024 at 6:46 PM

also, does the mod effect drifter drops

💬 Blaze_wraith, Jan 30th 2024 at 6:06 PM

alright, im here now

Dov47

nevermind, read previous comments

fixed now, thx

💬 Dov47, Jan 30th 2024 at 1:54 PM

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

💬 Blaze_wraith, Jan 29th 2024 at 9:43 PM

Dov47

how do i find the "clientsettings.json" thing

i found something close, but i dont know if its the right one

💬 CaptainOats , Jan 29th 2024 at 7:07 PM

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

💬 Dov47, Jan 29th 2024 at 6:52 PM

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

💬 Blaze_wraith, Jan 29th 2024 at 4:20 PM

my mod list BTW

💬 Blaze_wraith, Jan 29th 2024 at 3:11 PM

installed latest update of the mod, and my table and hooks are gone, as well as all the crafting recipes 

💬 ChadStevens, Jan 29th 2024 at 12:52 PM

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

💬 The_Rice_Fields, Jan 29th 2024 at 5:31 AM

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?

💬 Novabella, Jan 29th 2024 at 3:16 AM

Other players can't see when a creature is placed on a butcher hook. 

💬 Hydromancerx, Jan 29th 2024 at 1:55 AM

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!

💬 VaelophisNyx, Jan 29th 2024 at 12:01 AM

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)

💬 CDragonDream, Jan 28th 2024 at 9:52 PM

@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

💬 Aksyl, Jan 28th 2024 at 5:30 PM

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.

💬 Germugulgon, Jan 28th 2024 at 1:33 AM

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.

💬 RanCipher, Jan 27th 2024 at 7:45 PM

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

💬 CaptainOats , Jan 27th 2024 at 7:31 PM

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! :)

💬 Hydromancerx, Jan 26th 2024 at 9:01 PM

Could you add Intestines to be used to make Sausages and Rennet (for cheese making)?
Thanks in advance!

💬 ShrimFryRry, Jan 26th 2024 at 7:32 PM

Thanks for the updoots

💬 CDragonDream, Jan 26th 2024 at 7:18 PM

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

 

💬 Sozzky, Jan 26th 2024 at 6:19 PM

Thanks :)

💬 CaptainOats , Jan 26th 2024 at 6:17 PM

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)

💬 CaptainOats , Jan 26th 2024 at 4:36 PM

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?

💬 Sozzky, Jan 26th 2024 at 4:12 PM

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.

💬 Blaze_wraith, Jan 26th 2024 at 1:06 PM

and moose too

💬 Blaze_wraith, Jan 26th 2024 at 12:28 PM

thanks

also, cant pick up the valais goat (which i believe is vanilla)

💬 CaptainOats , Jan 26th 2024 at 11:24 AM

Blaze_wraith

Prime meat when raw can be used in meals in the cooking pot.

💬 Blaze_wraith, Jan 26th 2024 at 10:34 AM

its working now, thx.

in other news, can primemeat be used in a cooking pot

💬 CaptainOats , Jan 26th 2024 at 7:30 AM

Blaze_wraith

You are running an old version of the mod, please update and if it happens again then send me a message.

💬 JD2, Jan 26th 2024 at 4:23 AM

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).

💬 Blaze_wraith, Jan 26th 2024 at 1:20 AM

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

💬 anyi, Jan 26th 2024 at 12:11 AM

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

💬 DarK_DO7, Jan 25th 2024 at 11:40 PM

the primitive butchering table won't go into my inventory after making it help pls

 

💬 CaptainOats , Jan 25th 2024 at 1:37 AM

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

💬 bringitonwimps, Jan 23rd 2024 at 12:26 AM

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

💬 Novalee, Jan 23rd 2024 at 12:13 AM

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.

💬 JD2, Jan 22nd 2024 at 10:51 PM

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.

💬 CaptainOats , Jan 22nd 2024 at 7:53 PM

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!

💬 MrFlame, Jan 22nd 2024 at 3:23 PM

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.

I recommend it to everyone who loves the atmosphere and mechanics of a Vintage Story. This mod complements it perfectly.



💬 YourLocalViking, Jan 22nd 2024 at 4:19 AM

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.

💬 Angellord, Jan 21st 2024 at 8:40 AM

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.

💬 JD2, Jan 20th 2024 at 1:23 AM

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)

💬 Aksyl, Jan 20th 2024 at 1:20 AM

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.

💬 HalfdeadKiller, Jan 20th 2024 at 12:50 AM

Shooting a Bone Arrow with a Crude Bow on 1.19.1 crashes the game with a Null Object Reference error.

💬 Spookydorf, Jan 20th 2024 at 12:46 AM

Found a bug, when i shoot a bone arrow with a crude bow it crashes my game

💬 Liiw, Jan 19th 2024 at 9:08 PM

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.

💬 Onre, Jan 19th 2024 at 7:17 PM

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)

 

💬 YourYandereGF, Jan 19th 2024 at 5:09 PM

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. 

💬 AguynamedEd, Jan 19th 2024 at 4:37 PM

Awesome! Thanks for the info and all your hard work keeping this mod running smoothly!

CaptainOats

💬 caliburn_, Jan 19th 2024 at 7:41 AM

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.

💬 CaptainOats , Jan 19th 2024 at 5:34 AM

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!

💬 Wolfineer, Jan 19th 2024 at 5:30 AM

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.

💬 AguynamedEd, Jan 19th 2024 at 3:30 AM

Love the mod! Great work! My only question is, how long does the drying rack take to smoke meat?

💬 JD2, Jan 19th 2024 at 1:47 AM

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.

💬 Javes, Jan 18th 2024 at 11:32 PM

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?

💬 DarkThoughts, Jan 18th 2024 at 7:27 PM

IndigoRose It's not updated for the 1.19 stable version yet so there might be issues related to that.

💬 Zoldurf, Jan 18th 2024 at 6:10 PM

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.

💬 IndigoRose, Jan 18th 2024 at 5:27 PM

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. 

💬 HalfdeadKiller, Jan 18th 2024 at 3:05 AM

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.

💬 Trug, Jan 17th 2024 at 12:40 PM

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!

💬 kitsushadow, Jan 17th 2024 at 4:28 AM

no worries and no rush. having modded before i know how it goes. appreciate you.

💬 CaptainOats , Jan 16th 2024 at 11:20 PM

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.

💬 kitsushadow, Jan 16th 2024 at 9:04 PM

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?

💬 CaptainOats , Jan 16th 2024 at 5:44 PM

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?

💬 kitsushadow, Jan 16th 2024 at 4:53 PM

@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.

💬 AzuliBluespots, Jan 16th 2024 at 3:33 PM

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.

💬 CaptainOats , Jan 16th 2024 at 3:59 AM

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).

💬 AzuliBluespots, Jan 16th 2024 at 1:09 AM

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.

💬 bringitonwimps, Jan 16th 2024 at 1:05 AM

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

💬 CaptainOats , Jan 15th 2024 at 11:48 PM

kitsushadow

The new update is out and should work with the config, if you have any trouble please do let me know.

💬 kitsushadow, Jan 15th 2024 at 8:14 PM

CaptainOats Ur the man. looking forward to it!

💬 CaptainOats , Jan 15th 2024 at 7:53 PM

kitsushadow

I will have a patch out in the next day or so with a config option for bone picks.

💬 kitsushadow, Jan 15th 2024 at 3:07 PM

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.

💬 AzuliBluespots, Jan 14th 2024 at 10:43 PM

Oh, my mistake, it's from PRIMITIVE TOOLS. I tend to use that with Primitive Survival and end up mixing both.

💬 CaptainOats , Jan 14th 2024 at 9:56 PM

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.

💬 ArtynGamin, Jan 13th 2024 at 9:29 PM

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

💬 AzuliBluespots, Jan 13th 2024 at 6:40 PM

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.

💬 Kjeldar, Jan 13th 2024 at 5:23 PM

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.

💬 Actor, Jan 13th 2024 at 12:47 AM

Also, bone arrows need to change their damage to 2 or even less, instead of -0.5.
Rn they just bounce back from creature

💬 CaptainOats , Jan 12th 2024 at 10:57 PM

AlexFenixVa

You scroll to the backpack slots with the mouse wheel as if your placing a skep then right click to place

💬 AlexFenixVa, Jan 12th 2024 at 7:48 PM

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?

💬 ArtynGamin, Jan 12th 2024 at 6:29 PM

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

💬 Actor, Jan 11th 2024 at 8:54 PM

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.

💬 kitsushadow, Jan 11th 2024 at 7:03 PM

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. 

💬 kitsushadow, Jan 11th 2024 at 7:01 PM
💬 CaptainOats , Jan 11th 2024 at 6:55 PM

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.

💬 kitsushadow, Jan 11th 2024 at 1:44 AM

Hey, can you add a hook to disable the bone tools. Specifically the bone pickaxe. It really breaks the tier progression.

💬 DahBakon, Jan 10th 2024 at 10:24 PM

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. 

💬 Dracorogue, Jan 10th 2024 at 9:36 PM

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.

💬 ArtynGamin, Jan 10th 2024 at 2:18 AM

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??

💬 Dagurmawth, Jan 10th 2024 at 1:58 AM

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.

💬 C1rn0n, Jan 9th 2024 at 7:32 PM

BentLizard you need a empty backpack slot to pick it up, then press LCTRL and scroll over to it so you can place it.

 

💬 RemyBullward, Jan 9th 2024 at 5:57 PM

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

💬 Trainquilizer, Jan 9th 2024 at 9:14 AM

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.

💬 JD2, Jan 9th 2024 at 12:44 AM

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

💬 Stroam, Jan 8th 2024 at 5:41 AM

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

💬 CaptainOats , Jan 7th 2024 at 8:19 PM

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.

💬 Stroam, Jan 7th 2024 at 9:25 AM

I'll second trying picking up a vanilla brown bear didn't go so well. Bone arrows with recurve bow also caused a crash.

💬 bringitonwimps, Jan 6th 2024 at 6:58 AM

It appears to be the brown bears, black bears are fine.  game crashes if we pick up brown bears specifically

💬 bringitonwimps, Jan 6th 2024 at 1:57 AM
  1. Can't seam to pick up aurochs in  Medieval Expansion mod( also think it would be neat if the cows and bears and things larger like moose need to be "quartered" to pick up
  2. bears crash game when picking up
  3. can't pick up horses from feverstone(idk if its supposed to work) also see Quartering idea above
  4. Should do something with fish(both base game and primitive mod) scaling then filet.  also after filleting maybe guts/entrels as fertilizer?
  5. and many more animal mods added in future obviously be really cool

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

💬 VaelophisNyx, Jan 5th 2024 at 10:18 PM

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

💬 JudgeRW, Jan 5th 2024 at 9:58 PM

Would be cool to add More Animals to the compat list:
More Animals v1.3.1 - Vintage Story Mod DB

💬 Lohakar, Jan 5th 2024 at 9:41 AM

ok

💬 CaptainOats , Jan 5th 2024 at 9:23 AM

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.

💬 Lohakar, Jan 5th 2024 at 9:18 AM

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

💬 Spookydorf, Jan 5th 2024 at 6:10 AM

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

💬 CaptainOats , Jan 4th 2024 at 10:20 PM

Spookydorf

This mod should not conflict with those mods.

💬 Spookydorf, Jan 4th 2024 at 8:59 PM

Does this mod conflict with A Culinary Artillery and Expanded Foods?

💬 CaptainOats , Jan 4th 2024 at 6:34 PM

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!

💬 ArtynGamin, Jan 4th 2024 at 6:19 PM

DaftCanuck Ohhh it never occurred to me to try that! Thanks, I'll give it another go :)

💬 VaelophisNyx, Jan 4th 2024 at 1:01 PM

would be neat to have compatibility with vanilla's fish, as well as fish from the Fishing mod and Primitive Survival

💬 TimSithis, Jan 1st 2024 at 10:56 AM

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.

💬 CaptainOats , Jan 1st 2024 at 7:33 AM

TimSithis

The table should go into one of the backpack slots which then you can scroll wheel to and place down.

💬 TimSithis, Dec 30th 2023 at 5:13 PM

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.

💬 YourYandereGF, Dec 30th 2023 at 2:54 AM

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. :)

💬 CaptainOats , Dec 28th 2023 at 4:51 PM

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).

💬 DaftCanuck, Dec 27th 2023 at 3:10 PM

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

💬 DaftCanuck, Dec 27th 2023 at 3:01 PM
💬 ArtynGamin, Dec 26th 2023 at 5:00 PM

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???

💬 Wveth, Dec 26th 2023 at 4:26 AM

@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.

💬 Venusgate, Dec 26th 2023 at 12:22 AM

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

💬 CaptainOats , Dec 25th 2023 at 2:37 AM

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.

💬 Venusgate, Dec 24th 2023 at 8:23 AM

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.

💬 EduardoPupucon, Dec 21st 2023 at 9:56 AM

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

💬 CaptainOats , Dec 20th 2023 at 11:47 AM

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.

💬 EduardoPupucon, Dec 20th 2023 at 8:28 AM

drifters don't drop anything with this mod

💬 CaptainOats , Dec 17th 2023 at 7:39 PM

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.

💬 Simori, Dec 17th 2023 at 4:13 PM

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.

💬 Nebux, Dec 17th 2023 at 5:38 AM

@DragonKingKyo they go in the bag slots

 

💬 DragonKingKyo, Dec 17th 2023 at 3:15 AM

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

💬 Cybrid999, Dec 14th 2023 at 3:12 AM

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

💬 DaftCanuck, Dec 13th 2023 at 1:00 PM

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?

💬 CaptainOats , Dec 13th 2023 at 10:13 AM

Exmortis

I've been unable to replicate the bug on my end but will keep an eye out for it in the future.

💬 SalazarWindriver, Dec 10th 2023 at 12:09 PM

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

💬 Exmortis, Dec 10th 2023 at 10:30 AM

@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.

💬 CaptainOats , Dec 10th 2023 at 6:26 AM

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.

💬 SalazarWindriver, Dec 10th 2023 at 3:00 AM

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.

💬 CaptainOats , Dec 9th 2023 at 12:27 AM

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.

💬 sandalsocks, Dec 8th 2023 at 6:05 PM

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.

💬 Exmortis, Dec 8th 2023 at 11:29 AM

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

💬 CaptainOats , Dec 5th 2023 at 5:44 AM

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.

💬 Tankwv, Dec 5th 2023 at 2:08 AM

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

💬 BraniyaKz, Dec 2nd 2023 at 5:38 PM

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

💬 Venusgate, Nov 30th 2023 at 8:28 AM

I love the new compatabilities.

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

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

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

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

💬 Dagurmawth, Nov 29th 2023 at 6:41 PM

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

💬 Bernd_Kocht, Nov 28th 2023 at 10:58 PM

CaptainOats

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

💬 CaptainOats , Nov 28th 2023 at 6:18 PM

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.

💬 Dagurmawth, Nov 28th 2023 at 6:52 AM

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

💬 Balmontus, Nov 28th 2023 at 2:36 AM

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

Am i doing something wrong?

 

Correction i can pick up bled bodies.

 

💬 Jonathonsky, Nov 28th 2023 at 2:20 AM

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

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

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.

💬 CaptainOats , Nov 27th 2023 at 10:20 PM

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.

💬 Bernd_Kocht, Nov 27th 2023 at 1:46 PM

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.

💬 CaptainOats , Nov 27th 2023 at 12:24 PM

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?

💬 Bernd_Kocht, Nov 27th 2023 at 10:17 AM

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

💬 CaptainOats , Nov 27th 2023 at 6:19 AM

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.

💬 Bernd_Kocht, Nov 26th 2023 at 7:20 PM

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

💬 BraniyaKz, Nov 26th 2023 at 2:35 PM

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

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

💬 Soumagnei, Nov 25th 2023 at 11:49 PM

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

💬 Jesfest, Nov 25th 2023 at 4:21 AM

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 :)

💬 Jesfest, Nov 25th 2023 at 4:05 AM

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.

💬 Jonathonsky, Nov 25th 2023 at 3:35 AM

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

💬 CaptainOats , Nov 25th 2023 at 3:06 AM

Jesfest

Well done, your a modder now! :P

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

💬 Jesfest, Nov 24th 2023 at 8:32 AM

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

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

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

Final edit?: I solved it, maybe? I changed the recipe code from
"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 😂

💬 Quartal, Nov 23rd 2023 at 9:29 PM

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.

💬 l33tmaan, Nov 23rd 2023 at 6:23 PM

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

💬 CaptainOats , Nov 23rd 2023 at 6:19 PM

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.

💬 BraniyaKz, Nov 23rd 2023 at 3:54 PM

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

💬 l33tmaan, Nov 23rd 2023 at 1:08 AM

Does this mod work well with Immersive Corpse Drop?

💬 Quartal, Nov 22nd 2023 at 9:13 PM

CaptainOats

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

 
💬 CaptainOats , Nov 22nd 2023 at 4:19 AM

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.

💬 Quartal, Nov 21st 2023 at 6:54 PM

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

💬 CaptainOats , Nov 21st 2023 at 3:56 PM

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.

💬 Geoff_, Nov 21st 2023 at 3:30 PM

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... ;)

💬 CaptainOats , Nov 20th 2023 at 9:01 PM

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.

💬 puffball, Nov 20th 2023 at 3:07 PM

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

💬 Kaelyn, Nov 20th 2023 at 12:02 PM

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

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

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

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

 

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

💬 Luksor, Nov 20th 2023 at 12:16 AM

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

💬 KenshiSaan, Nov 19th 2023 at 2:55 AM

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

💬 CaptainOats , Nov 18th 2023 at 6:03 PM

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

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

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

💬 MagicWand92FS, Nov 18th 2023 at 7:44 AM

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

💬 CaptainOats , Nov 18th 2023 at 7:32 AM

Word of warning -


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

💬 CaptainOats , Nov 18th 2023 at 7:07 AM

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.

💬 MagicWand92FS, Nov 18th 2023 at 5:36 AM

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

💬 CaptainOats , Nov 17th 2023 at 8:40 PM

The Background Overhaul 1.1.0

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

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


    It's been a long time coming and it may be a slight dissapointment in terms of content but I assure you that the foundations had to be broken and relayed for the mod to properly continue development. Hope you all like the direction so far - CaptainOats
💬 CaptainOats , Nov 15th 2023 at 9:27 PM

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.

💬 CaptainOats , Nov 15th 2023 at 9:14 PM

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

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

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

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

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

💬 Blaiyze, Nov 12th 2023 at 7:06 AM
💬 Blaiyze, Nov 12th 2023 at 7:06 AM
💬 Taska, Nov 11th 2023 at 7:27 PM

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

💬 Ragolution, Nov 9th 2023 at 8:41 PM

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

💬 Blaiyze, Nov 5th 2023 at 7:48 PM

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

💬 Chumber, Oct 27th 2023 at 6:07 PM

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

💬 Jimzawy, Oct 26th 2023 at 8:30 PM

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

💬 Telemachus, Oct 20th 2023 at 4:09 AM

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

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

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

Get well soon!

CaptainOats

💬 CaptainOats , Oct 19th 2023 at 4:47 PM

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

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

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

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

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

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.

💬 Telemachus, Oct 18th 2023 at 4:06 PM

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

💬 SpacemanSpliff, Oct 16th 2023 at 8:41 PM

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

keep up the good work!

💬 VaelophisNyx, Oct 2nd 2023 at 7:21 AM

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

 

Otherwise it's alright.

💬 Mogadis, Oct 2nd 2023 at 12:58 AM

Requesting https://news.kalataka.ru/show/mod/7545 to be patched-in so butchering can be used on all of the subfamily Caninae. Also, if possible, https://news.kalataka.ru/show/mod/6597 Capreolinae and https://news.kalataka.ru/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?!

💬 Wandour, Oct 1st 2023 at 6:52 PM

this mod could use a video guide in the preview 

💬 iHeroLix, Sep 27th 2023 at 1:11 AM

Hello,

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

💬 Gnusik2291, Sep 23rd 2023 at 2:21 PM

CaptainOats

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

💬 CaptainOats , Sep 23rd 2023 at 12:43 PM

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.

💬 Mogadis, Sep 23rd 2023 at 9:22 AM

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

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

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

 

(I commented to you and them)

💬 Gnusik2291, Sep 23rd 2023 at 8:16 AM

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: }

💬 Gnusik2291, Sep 22nd 2023 at 11:57 PM

CaptainOats

So what will it be like?

💬 Gnusik2291, Sep 20th 2023 at 10:47 AM

CaptainOats

The question is, will you release an update or another mod with this mod: https://news.kalataka.ru/feverstonewilds

 

I want to add the same mechanics as in this mod

💬 Gnusik2291, Sep 19th 2023 at 2:08 PM

CaptainOats

Polish version

Butchering 1.0.9

💬 Mogadis, Sep 18th 2023 at 7:24 AM

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

💬 Jimzawy, Sep 17th 2023 at 10:05 PM

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

💬 CaptainOats , Sep 16th 2023 at 12:22 PM

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.

💬 T_R_O_L_E, Sep 15th 2023 at 8:36 AM

Hi

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

💬 Michaloid , Sep 10th 2023 at 1:36 PM

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

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

💬 CaptainOats , Sep 10th 2023 at 4:58 AM

Michaloid

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

💬 Michaloid , Sep 10th 2023 at 12:51 AM

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

💬 Michaloid , Sep 8th 2023 at 2:14 AM

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

💬 CaptainOats , Sep 8th 2023 at 1:22 AM

narkoticici

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

💬 narkoticici, Sep 7th 2023 at 9:18 PM

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

💬 CaptainOats , Sep 7th 2023 at 6:39 PM

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).

💬 Calisto, Sep 7th 2023 at 2:20 PM

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

💬 CaptainOats , Sep 6th 2023 at 5:38 AM

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)

💬 RayTC, Sep 5th 2023 at 3:50 PM

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

💬 T_R_O_L_E, Sep 5th 2023 at 8:25 AM

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

💬 CaptainOats , Sep 5th 2023 at 6:55 AM

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.

💬 T_R_O_L_E, Sep 5th 2023 at 5:20 AM

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

💬 CaptainOats , Sep 5th 2023 at 12:25 AM

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)

💬 Ostross, Sep 4th 2023 at 11:10 PM

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

💬 Ostross, Sep 4th 2023 at 10:54 PM

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

 

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

💬 T_R_O_L_E, Sep 4th 2023 at 10:01 PM

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

💬 Jimzawy, Sep 4th 2023 at 2:53 PM

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

💬 CaptainOats , Sep 4th 2023 at 2:26 PM

Besilas

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

💬 Besilas, Sep 4th 2023 at 7:22 AM

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

💬 CaptainOats , Sep 4th 2023 at 7:09 AM

Spaz1705

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

💬 Spaz1705, Sep 3rd 2023 at 11:28 PM

New crash. Happened when trying to hang a racoon on a hook. https://pastebin.com/gzWCn6qZ forgot the crash log, my bad.

💬 CaptainOats , Sep 3rd 2023 at 10:28 PM

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

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

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

💬 T_R_O_L_E, Sep 3rd 2023 at 4:10 PM

Good day.

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

💬 Exmortis, Sep 3rd 2023 at 3:50 PM

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.

💬 CaptainOats , Sep 3rd 2023 at 2:15 AM

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.

💬 CaptainOats , Sep 3rd 2023 at 2:07 AM

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.

💬 CaptainOats , Sep 3rd 2023 at 2:03 AM

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

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

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

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

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

💬 Ostross, Sep 2nd 2023 at 6:59 PM

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

💬 Topminator, Sep 2nd 2023 at 6:13 PM

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

💬 Exmortis, Sep 2nd 2023 at 7:11 AM

Hey CaptainOats

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

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

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

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

💬 Teppich, Sep 2nd 2023 at 1:39 AM

Hell yes!

💬 Poompers, Sep 1st 2023 at 5:20 PM

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

💬 CaptainOats , Sep 1st 2023 at 3:32 PM

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)

💬 DemonBigj781, Sep 1st 2023 at 2:51 PM

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

💬 OldRedGrizzly, Sep 1st 2023 at 2:46 PM

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

💬 CaptainOats , Sep 1st 2023 at 11:18 AM

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.

💬 Spaz1705, Sep 1st 2023 at 9:21 AM

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

💬 CaptainOats , Sep 1st 2023 at 6:18 AM

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.

💬 Spaz1705, Sep 1st 2023 at 5:59 AM

Just got a crash upon looking at a bears corpse. https://pastebin.com/m17gvLgc

💬 CaptainOats , Sep 1st 2023 at 5:49 AM

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.

💬 DanaCraluminum, Sep 1st 2023 at 4:09 AM

Is it compatible with other animal mods?

💬 Retsof, Sep 1st 2023 at 3:39 AM

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

💬 Moon_Dew, Sep 1st 2023 at 1:23 AM

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

💬 Fjall, Aug 31st 2023 at 11:30 PM

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

💬 A_Tree, Aug 31st 2023 at 11:12 PM

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

 (edit comment delete)
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