Difference between revisions of "Human leather"

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{{Define|Leather
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{{Rewrite|reason=Needs summary section for mood effects, place before usage. When complete, ensure parity with [[Dread leather]]}}
| image = Humanleather
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{{Infobox main|leathery
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| name = Human leather
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| image = Humanleather b.png
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| 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
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| type2 = Leather
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| stuff category = Leathery
 +
| hp = 60
 +
| flammability = 1
 +
| marketvalue = 4.2
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| beauty = -4
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| mass base = 0.03
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| stack limit = 75
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| path cost = 14
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| rotatable = false
 +
<!-- Stat Modifiers -->
 +
| beauty factor = 1
 +
| work to make factor = 1
 +
| work to build factor = 1
 +
| max hit points factor = 1.3
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| flammability factor = 1
 +
| armor - sharp factor = 0.64
 +
| armor - blunt factor = 0.24
 +
| armor - heat factor = 1.5
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| insulation - cold factor = 12
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| insulation - heat factor = 12
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<!-- Technical -->
 +
| page verified for version = 1.2.2753
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<!-- 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)
| 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.
 
 
| draw gui overlay = true
 
| draw gui overlay = true
| flammability = 0
 
 
| graphic class = Graphic_Single
 
| graphic class = Graphic_Single
 
| graphic path = Things/Item/Resource/Cloth
 
| graphic path = Things/Item/Resource/Cloth
 
| label = humanleather
 
| label = humanleather
| path cost = 15
 
 
| resource readout priority = Middle
 
| resource readout priority = Middle
| rotatable = false
 
 
| selectable = true
 
| selectable = true
| stack limit = 75
 
 
| thing class = ThingWithComponents
 
| thing class = ThingWithComponents
| armor - sharp factor = 0.64
 
| armor - blunt factor = 0.24
 
| armor - heat factor = 1.5
 
| beauty base = -4
 
| beauty factor = 1
 
| insulation - cold factor = 12
 
| insulation - heat factor = 12
 
| market value base = 4.2
 
| market value factor = 1.30
 
| max hit points base = 60
 
| max hit points factor = 1.3
 
 
}}
 
}}
 +
{{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]].}}
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== Acquisition ==
 +
The following animals provide human leather.
 +
{{Leather List}}
 +
 +
== Summary ==
 +
Inflicts a mood bonus/penalty when wearing items made from it. Pawns with the [[psychopath]] trait or the [[Inhumanized]] hediff are not affected.
 +
 +
<div style="column-count:2; width:900px;">
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* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather <APPAREL NAME>|value=-2|stack=1}}
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* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather <APPAREL NAME> (+1)|value=-4|stack=1}}
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* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather <APPAREL NAME> (+2)|value=-6|stack=1}}
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* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather <APPAREL NAME> etc|value=-8|stack=1}}
 +
Nullified by the [[Bloodlust]], [[Cannibal]] trait.
 +
 +
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather <APPAREL NAME>|value=+2|stack=1}}
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* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather <APPAREL NAME> (+1)|value=+4|stack=1}}
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* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather <APPAREL NAME> (+2)|value=+6|stack=1}}
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* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather <APPAREL NAME> etc|value=+8|stack=1}}
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Require the [[Bloodlust]] or [[Cannibal]] trait.
 +
</div>
 +
 +
The moods listed above can be modified by the [[Cannibalism]]{{IdeologyIcon}} precept.
 +
 +
== Usage ==
 +
Human leather can be used to craft and build the following things:
 +
{{Ingredient List}}
 +
 +
== Analysis ==
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{{See also|Human resources}}
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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.
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** The butcher gets further {{--|6}} mood for the bill, which ''does'' stack up to 20 times.
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* Seeing a human corpse gives another {{--|3}} moodlet.
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* Actually wearing human leather gives a {{--|2}} moodlet per item.
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* 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 joins the 4th place for most Hit Points Factor (alongside most leathers), 22nd for Sharp Armor (or 8th worst), 6th for Blunt Armor, 3rd for Heat Armor (alongside all leathers excluding [[Patchleather]]). It also has terrible insulation, being the 3rd and 4th worst against cold and heat, respectively. As 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.
  
'''Human leather''' is obtained when a [[Overview#cook|cook]] butchers a [[human]] corpse at a [[butcher table]];  it may be used as a crafting ingredient like any other leather. However, because of its horrifying origins, colonists without the ''Psychopath'', ''Cannibal'', or ''Bloodlust'' trait will get a mood debuff for each such piece of clothing worn.
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== Gallery ==
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<gallery>
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Humanleather a.png|One human leather
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Humanleather b.png|Stack of human leathers
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</gallery>
  
Human leather is an abundant resource and conveniently comes with a good supply of meat. The value of human harvest makes it attractive to increase colony wealth, if one can deal with the mood penalties incured from harvesting humans.  Colonists with certain [[Traits|traits]] gain no stress from hauling and butchering human corpses (see [[Human Resources]]).
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{{Nav|materials|wide}}
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[[Category:Material]] [[Category:Textile]] [[Category:Leather]]

Latest revision as of 23:56, 28 February 2025

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[edit]

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
  • Summary[edit]

    Inflicts a mood bonus/penalty when wearing items made from it. Pawns with the psychopath trait or the Inhumanized hediff are not affected.

    • 1 item: −2 Human leather <APPAREL NAME> mood
    • 2 item: −4 Human leather <APPAREL NAME> (+1) mood
    • 3 item: −6 Human leather <APPAREL NAME> (+2) mood
    • 4+ item: −8 Human leather <APPAREL NAME> etc mood

    Nullified by the Bloodlust, Cannibal trait.

    • 1 item: +2 Human leather <APPAREL NAME> mood
    • 2 item: +4 Human leather <APPAREL NAME> (+1) mood
    • 3 item: +6 Human leather <APPAREL NAME> (+2) mood
    • 4+ item: +8 Human leather <APPAREL NAME> etc mood

    Require the Bloodlust or Cannibal trait.

    The moods listed above can be modified by the CannibalismContent added by the Ideology DLC precept.

    Usage[edit]

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

  • Product Ingredients Type [Expand]
  • 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 up to 20 times.
    • 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 joins the 4th place for most Hit Points Factor (alongside most leathers), 22nd for Sharp Armor (or 8th worst), 6th for Blunt Armor, 3rd for Heat Armor (alongside all leathers excluding Patchleather). It also has terrible insulation, being the 3rd and 4th worst against cold and heat, respectively. As 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[edit]