Cataclysm-dda: butchery returns seem way off

Created on 1 Jan 2019  路  6Comments  路  Source: CleverRaven/Cataclysm-DDA

Describe the bug
Butchery results seem way off.
I got onto this when I realized that butchering wolves and coyotes always fails to produce a pelt for me.
(Also Butchering a zombie yields no tainted hide, which I find strange since butchering an NPC gives you a skin but this may be totally unrelated to this).

I played around with debug mode for a bit and found out that bears give you a pelt.
Wolves never give you a pelt as far as I can tell (N=25)
So I am thinking this may have to do with animal size.

To Reproduce
I have spawned 25 wolves.
All were killed by debug command so there should be no damage to the corpse from excess violence.
I then hauled them onto a butchering rack with an adjacent table.
Then I performed full butchery on all of them.
Character has 20 in all skills, a butchers knife, a tool box, a butchering rack and a table next to the rack.
Attached below you find the results of butchering 25 wolves.

Expected behavior
Wolves should give you something to tan.
I suspect this has something to do with animal size and butchery returns as a black bear does yield a pelt.
But if I look at the screenshot there are more returns that seem way of.
For example only one kidney out of 25 wolves for a 20 survival character with essentially best conditions as far as i understand?

Even if the character fails to harvest an intact wolf pelt I think you should get at least a partial hide.
Realistically even rather small animals like rabbits should give you a small hide that you can tan for a leather patch.
Maybe needs introduction of "small hide" and "small fur" items that way small animals can give some hide returns and for big animals the game could downgrade a big hide to several small hides when the retrieving the hide fails.

Screenshots
If applicable, add screenshots to help explain your problem.

Versions and configuration(please complete the following information):

Additional context
Butchery yields from 25 wolves:
screenshot from 2019-01-01 14-59-04
screenshot from 2019-01-01 15-08-59

PS: Changing the raw_pelt entry in mammal_fur from 0.02 to 0.202 resulted in 198 raw pelts from 25 wolves. This makes me believe the ratios for medium sized animals are just way off.

Items / Item Actions / Item Qualities Monsters Spawn

Most helpful comment

I think it would be more suitable to adjust the weight (and quantity) of the yielded items. If butchering a wolf results in no raw fur 100% of the time due to the constraint of the fur item's minimum mass, then everything smaller than a wolf will also never result in a raw fur; adjusting our model of a wolf fixes only one case.

Making the yielded items more granular in mass (and adjusting recipes to match) is a cleaner solution to the problem introduced by moving from quantities to masses. This is a cutoff problem with harvesting yield, not a problem with how we've modeled wolves.

All 6 comments

I also was doing some testing, and it seems the problem also applies to coyotes, which when I debug tested butchering them with 8 skill in survival and medical (the max you can achieve in game easily). I never got specific items, like sweetbread, brains, etc, but I also didn't get pelts, like with wolves. I'm not sure if it affects other animals, but wolves/coyotes are the only animals I've noticed when doing some superficial testing.

i'll have to look into this...

What was the dexterity of the character you tested this with?

So my initial guess is correct: wolves are simply not large enough to drop raw pelts with the current mass_ratio and pelt weight. the current mass_ratio to wolf weight would yield 532.5 g of fur, while the fur item is 832 g. this would cause the fur item to never drop from this monster.

image
a quick google search suggests that the weight of the wolf monster can be adjusted to be more realistic.
I am unfortunately quite busy with other projects at the time, but this fix is entirely in JSON, and several fairly simple options exist, but this is my suggestion: adjust wolf weigh (and volume!) to be more realistic. maybe look at other monsters as well.

I think it would be more suitable to adjust the weight (and quantity) of the yielded items. If butchering a wolf results in no raw fur 100% of the time due to the constraint of the fur item's minimum mass, then everything smaller than a wolf will also never result in a raw fur; adjusting our model of a wolf fixes only one case.

Making the yielded items more granular in mass (and adjusting recipes to match) is a cleaner solution to the problem introduced by moving from quantities to masses. This is a cutoff problem with harvesting yield, not a problem with how we've modeled wolves.

Was this page helpful?
0 / 5 - 0 ratings