Difference between revisions of "Human leather"
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m (Gorehulks produce human leather (but not human meat) when butchered) |
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− | {{ | + | {{Rewrite|reason=Needs summary section for mood effects, place before usage. When complete, ensure parity with [[Dread leather]]}} |
− | + | {{Infobox main|leathery | |
− | {{ | + | | name = Human leather |
− | | image = | + | | image = Humanleather b.png |
+ | | description = 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 = Textile | ||
+ | | type2 = Leather | ||
+ | | stuff category = Leathery | ||
+ | | hp = 60 | ||
+ | | flammability = 1 | ||
+ | | marketvalue = 4.2 | ||
+ | | beauty = -4 | ||
+ | | mass base = 0.03 | ||
+ | | stack limit = 75 | ||
+ | | path cost = 14 | ||
+ | | rotatable = false | ||
+ | <!-- Stat Modifiers --> | ||
+ | | beauty factor = 1 | ||
+ | | work to make factor = 1 | ||
+ | | work to build factor = 1 | ||
+ | | max hit points factor = 1.3 | ||
+ | | flammability factor = 1 | ||
+ | | armor - sharp factor = 0.64 | ||
+ | | armor - blunt factor = 0.24 | ||
+ | | armor - heat factor = 1.5 | ||
+ | | insulation - cold factor = 12 | ||
+ | | insulation - heat factor = 12 | ||
+ | <!-- Technical --> | ||
+ | | page verified for version = 1.2.2753 | ||
+ | <!-- Unused --> | ||
| always haulable = true | | always haulable = true | ||
| color = (211,194,143) | | color = (211,194,143) | ||
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| default color = (211,194,143) | | default color = (211,194,143) | ||
| default color two = (200,200,200) | | default color two = (200,200,200) | ||
− | |||
| draw gui overlay = true | | draw gui overlay = true | ||
− | |||
| graphic class = Graphic_Single | | graphic class = Graphic_Single | ||
| graphic path = Things/Item/Resource/Cloth | | graphic path = Things/Item/Resource/Cloth | ||
− | | label = | + | | label = humanleather |
− | |||
| resource readout priority = Middle | | resource readout priority = Middle | ||
− | |||
| selectable = true | | selectable = true | ||
− | |||
| thing class = ThingWithComponents | | thing class = ThingWithComponents | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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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 == | ||
+ | The following animals provide human leather. | ||
+ | {{Leather List}} | ||
+ | |||
+ | == Usage == | ||
+ | Human leather can be used to craft and build the following things: | ||
+ | {{Ingredient List}} | ||
+ | |||
+ | == Analysis == | ||
+ | {{See also|Human resources}} | ||
+ | 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 (Trait)|Cannibal]], or [[Psychopath]] [[trait]]s 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 [[ideoligion]]{{IdeologyIcon}}. For colonists bothered by human butchering, their mood isn't too difficult to handle. Possible ways to offest the {{--|6}} moodlet includes [[fine meal]]s, 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 [[wool]]s, 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-shirt]]s, 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, [[corset]]s{{RoyaltyIcon}}/[[formal vest]]s{{RoyaltyIcon}} are the most economical use of leather; without the [[Royalty DLC]], [[duster]]s and [[armchair]]s are the best. Human leather remains quite profitable when sold raw, so cannibal colonies are able to quickly accumulate wealth. | |
+ | == Gallery == | ||
+ | <gallery> | ||
+ | Humanleather a.png|One human leather | ||
+ | Humanleather b.png|Stack of human leathers | ||
+ | </gallery> | ||
− | + | {{Nav|materials|wide}} | |
+ | [[Category:Material]] [[Category:Textile]] [[Category:Leather]] |
Latest revision as of 02:48, 29 April 2024
This article is suggested to be rewritten. Reason: Needs summary section for mood effects, place before usage. When complete, ensure parity with Dread leather. You can help the RimWorld Wiki by improving it. |
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
- Stuff Categories
- Leathery
- 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)
- Color
- (211,194,143)
Human leather is a type of leather produced when a cook butchers a human or gorehulk at a butcher table. It inflicts a mood penality on most pawns when worn as clothing.
Acquisition[edit]
The following animals provide human leather.
Usage[edit]
Human leather can be used to craft and build the following things:
Analysis[edit]
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 ideoligion. 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, corsets/formal vests 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.