Butcher Spoiling First
This mod ensures your colonists always butcher the corpse that's closest to spoiling, minimizing waste of meat and leather.
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What does this mod do?
Vanilla RimWorld selects corpses for butchering based on proximity and other factors, often ignoring how soon they'll rot. This leads to waste as fresh corpses are butchered while older ones spoil.
[b]Butcher Spoiling First[/b] prioritizes corpses by their remaining time until rot, ensuring:
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[*] The corpse closest to spoiling is always butchered first
[*] Less meat and leather lost to decay
[*] Better resource management without micromanagement
[*] Works with your bill radius settings
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Features
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[*] [b]Automatic prioritization[/b] - Works seamlessly with your existing butcher bills
[*] [b]Smart algorithm[/b] - Considers temperature, rot stage, and spoilage time
[*] [b]Respects bill settings[/b] - Honors ingredient radius and filter restrictions
[*] [b]Vanilla-friendly[/b] - No changes to game mechanics, just smarter choices
[*] [b]Save-compatible[/b] - Can be added or removed anytime
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Compatibility
[b]Required:[/b]
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[*] RimWorld 1.6
[*] [url=https://steamcommunity.com/workshop/filedetails/?id=2009463077]Harmony[/url]
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[b]Load Order:[/b]
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[*] Harmony
[*] Butcher Spoiling First
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[b]Compatible with:[/b]
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[*] All mods (no known conflicts)
[*] Existing save games
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How it works
When a colonist starts a butchering job, this mod:
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[*] Checks all available corpses within the bill's radius
[*] Calculates remaining time until each corpse rots
[*] Selects the one closest to spoiling
[*] Colonist commits to that corpse for the entire job
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[i]The mod works silently in the background - no configuration needed[/i]
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FAQ
[b]Q: Does this work with refrigerated corpses?[/b]
A: Yes. The mod considers current temperature and calculates spoilage time accordingly.
[b]Q: What about corpses that don't rot (e.g., in deep freeze)?[/b]
A: These get lowest priority and are only butchered when nothing else is available.
[b]Q: Does it respect my bill radius setting?[/b]
A: Yes. Since version 1.1.1, the mod respects the ingredient search radius you configure on each bill.
[b]Q: Can I remove it from an existing save?[/b]
A: Yes. The mod is fully save-compatible.
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Version History
[b]1.1.1[/b] - Radius Respect Patch (November 12 2025)
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[*] Now respects bill ingredient search radius setting
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[b]1.1.0[/b] - Architecture Redesign (November 12 2025)
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[*] Simplified code architecture
[*] Colonists now stick to chosen corpse for entire job
[*] Improved performance
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[b]1.0.2[/b] - Freezing Pawns Patch (November 12 2025)
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[*] Fixed infinite loop when cached corpse becomes unavailable
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[b]1.0.1[/b] - Forbidden Corpse Patch (November 11 2025)
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[*] Fixed issue with forbidden corpses being selected
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[b]1.0.0[/b] - Initial Release (November 10 2025)
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[*] Core spoilage prioritization system
[*] RimWorld 1.6 support
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Credits
Created by [b]Dogard[/b]
Built with the help of Claude Code (Anthropic)
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Support & Feedback
Found a bug or have a suggestion? Please leave a comment below.
If you enjoy this mod, please rate and favorite - it helps other players find it.
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[i]Keep your colonists well-fed and your stockpile full[/i]