Work out how much meat a carcass gives for the animal, the tool and the wait
Skinning a deer with bare hands should be messier than with a good knife, a rabbit should not give as much as a boar, and a carcass left in the sun should be worth less every minute. All of this multiplies, and doing it in the wrong order or with decimals gives odd amounts.
Why this works
Several small effects, such as tool, skill and age, must act together the way they do in life: each one multiplies the rest. Counting in whole units and cutting off the fraction once, only at the end, stops small losses piling up at every step.
When not to use it
Skip it when butchering is a quick side action nobody should think about, or when the carcass is only a loot box. Use a simple fixed drop per animal there, and spend your effort on the parts players care about.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 26 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Work out how much meat a carcass gives for the animal, the tool and the wait" (read_entry butchering-yield-by-size-tool-and-time) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP