Difference between revisions of "Human leather"

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{{Info|'''Human leather'''  is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers a [[human]] at a [[butcher table]]. It inflicts a [[mood]] penality on most pawns when worn as [[clothing]].}}
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{{Info|'''Human leather'''  is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers a [[human]] or [[gorehulk]]{{AnomalyIcon}} at a [[butcher table]]. It inflicts a [[mood]] penality on most pawns when worn as [[clothing]].}}
  
 
== Acquisition ==
 
== Acquisition ==

Revision as of 02:48, 29 April 2024

Human leather

Human leather

Tanned, dried, scraped human skin. Most people find this material horrifying. Some find it fascinating. While a decent leather, it neither protects nor insulates particularly well.

Base Stats

Type
TextileLeather
Stuff Categories
Leathery
Market Value
4.2 Silver
Stack Limit
75
Mass
0.03 kg
Beauty
-4
HP
60
Flammability
100%
Rotatable
False
Path Cost
14 (48%)

Stat Modifiers

Beauty Factor
×1
Work To Make Factor
×1
Work To Build Factor
×1
Max Hit Points
×1.3
Flammability
×1
Armor - Sharp
×0.64
Armor - Blunt
×0.24
Armor - Heat
×1.5
Insulation - Cold
+12 °C (21.6 °F)
Insulation - Heat
+12 °C (21.6 °F)
Technical


Human leather is a type of leather produced when a cook butchers a human or gorehulkContent added by the Anomaly DLC at a butcher table. It inflicts a mood penality on most pawns when worn as clothing.

Acquisition

The following animals provide human leather.

  • Animal Leather Yield
    Human 75
    Ghoul Content added by the Anomaly DLC 75
    Gorehulk Content added by the Anomaly DLC 20
  • Usage

    Human leather can be used to craft and build the following things:

  • Product Ingredients Type [Expand]
  • Analysis

    Human leather is an abundant and valuable resource. But in ordinary circumstances, using it comes with several downsides:

    • Simply butchering a human corpse gives −6 mood to all colonists. This does not stack, so butchering 50 corpses has the same moodlet as butchering one.
      • The butcher gets further −6 mood for the bill, which does stack.
    • Seeing a human corpse gives another −3 moodlet.
    • Actually wearing human leather gives a −2 moodlet per item.
    • Creating items out of human leather, or using human furniture at all, does not upset anyone.

    Pawns with the Bloodlust, Cannibal, or Psychopath traits are immune to all mood penalties. Bloodlusted and cannibal pawns get a mood boost for wearing human leather clothing. These penalties are also negated by a pro-Cannibalism ideoligionContent added by the Ideology DLC. For colonists bothered by human butchering, their mood isn't too difficult to handle. Possible ways to offest the −6 moodlet includes fine meals, impressive dining room/bedrooms, and more time for Recreation.

    As clothing items, human leather is one of the worst textiles in the game. It is the 21st most protective textile, or 8th worst. Unlike cloth or wools, it also has terrible insulation, being 4th and 3rd worst against heat and cold, respectively. These clothes can please certain pawns - use it for innerwear like t-shirts, which have a small impact on protection. As furniture, it has a poor beauty value, but is great for bulk projects due to how common it is.

    Human leather has an oddly high market value, which makes it a valuable trade good. As with all fabrics, corsetsContent added by the Royalty DLC/formal vestsContent added by the Royalty DLC are the most economical use of leather; without the Royalty DLC, dusters and armchairs are the best. Human leather remains quite profitable when sold raw, so cannibal colonies are able to quickly accumulate wealth.

    Gallery