Difference between revisions of "Human leather"
Arcangelus (talk | contribs) m (Reworded part of the Analysis action. Rewrite left as I'm unsure if the butchering related moods should be added or not.) |
|||
(36 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
− | {{ | + | {{Rewrite|reason=Needs summary section for mood effects, place before usage. When complete, ensure parity with [[Dread leather]]}} |
− | | image = Humanleather | + | {{Infobox main|leathery |
+ | | name = Human leather | ||
+ | | 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) | ||
Line 6: | Line 35: | ||
| 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 = humanleather | | label = humanleather | ||
− | |||
| resource readout priority = Middle | | resource readout priority = Middle | ||
− | |||
| selectable = true | | selectable = true | ||
− | |||
| thing class = ThingWithComponents | | thing class = ThingWithComponents | ||
− | + | }} | |
− | + | {{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 == | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | }}{{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]].}} | ||
− | ==Acquisition== | ||
The following animals provide human leather. | The following animals provide human leather. | ||
{{Leather List}} | {{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;"> | ||
+ | * 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather <APPAREL NAME>|value=-2|stack=1}} | ||
+ | * 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather <APPAREL NAME> (+1)|value=-4|stack=1}} | ||
+ | * 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}} | ||
+ | * 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}} | ||
+ | * 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather <APPAREL NAME> (+1)|value=+4|stack=1}} | ||
+ | * 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}} | ||
+ | * 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather <APPAREL NAME> etc|value=+8|stack=1}} | ||
+ | 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 == | ||
+ | {{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 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 (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 4thd 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. | |
− | + | == 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 17:22, 13 January 2025
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.
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
The moods listed above can be modified by the Cannibalism precept.
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 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 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 joins the 4thd 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, 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.