Difference between revisions of "Human meat"

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{{See also|Meat (disambiguation)|Meat|Insect meat}}
 
{{See also|Meat (disambiguation)|Meat|Insect meat}}
'''Human meat''' can be obtained by butchering [[human]]s. The amount obtained depends on the [[Butchery Efficiency]] of the butcher. It can be used alone to produce simple [[meals]], or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. As a raw food item, colonists [[Thoughts#Memory Eating|dislike]] eating uncooked meat.
 
  
Much like insect meat, colonists are generally opposed to consuming human flesh. By default, human flesh is disabled from the list of meats that can be butchered and/or cooked. Unless the butcher has the "Psychopath," "Bloodlust," or "Cannibal" traits, butchering humanlike corpses generates a long-lasting -6 mood bad thought and even other colonists who didn't do the butchering suffer a mood debuff.
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== Acquisition ==
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'''Human meat''' is obtained when a cook [[Skills#Cooking|cook]] butchers [[human]]s. Humans have a base [[Meat Amount|Meat Yield]] of 140, but the actual number depends on the [[Butchery Efficiency]] of the butcher, damage of the corpse, and a number of other factors.
  
Colonists that have the Cannibal trait will enjoy human meat consumption, gaining +20 mood for eating it raw or +15 for eating it cooked; all others will get hammered with a -20 mood bad thought for eating it raw, or -15 for cooked.
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== Summary==
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Human meat is like any other [[raw food]]. It can be used to create [[meal]]s, or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. However, humans despise eating human meat, which is cannibalism.
  
It is generally encouraged to consider all other options before resorting to cannibalism to keep your colony up and running. To prevent the additional Raw Cannibalism debuff, raw human meat must be cooked. You might choose to suffer the additional penalty to put it through a [[nutrient paste dispenser]] until you can obtain more food (causing the milder, but still unfortunate, "Cooked Cannibalism" debuff).
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The colony recieves a -6 [[mood]]let simply by butchering a human - the butcher themselves recieves another -5 mood. Eating raw human flesh gives a massive -20 mood penalty, which is only reduced to -15 mood if cooked. [[Psychopath]]s and pawns with [[bloodlust]] ignore the butchering penalty, but hate cannibalism all the same. A [[nutrient paste dispenser]] won't mask human meat, and pawns recieve debuffs for both human meat and nutrient paste.
  
Its market value is only {{icon Small|silver||{{P|Market Value Base}}}} [[silver]], or {{%|{{P|Market Value Base}}/{{Q|Meat|Market Value Base}}|0}} of regular meat.
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Meanwhile, [[Cannibal]]s enjoy human meat, gaining +20 mood for eating it raw or +15 for eating it cooked. Mood can also be swayed (positive or negative) by a pawn's [[Ideoligion]]{{IdeologyIcon}}.
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Processing human meat, once it has been butchered, incurs no penalties. Human meat can be used for animal feed, processed in [[biofuel refinery]] for [[chemfuel]], or put in a [[biosculpter]]
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==Analysis==
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Butchering a human is already upsetting for a good chunk of colonists. In a colony not filled with cannibals, eating it should only be for absolute emergencies, in extreme [[biome]]s like sea ice, or to please a cannibal on verge of [[mental break]]. For a cannibal, cooking the meat into a [[fine meal]] gives the same net buff (+20) as eating raw, and fine meals are more efficent for nutrition.
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Using human meat for animals (raw or [[kibble]]) isn't cannibalism, so the animals won't mind either. It may be wiser to leave corpses unbutchered, as the butchering itself has a fairly large penalty to both the butcherer and the colony.
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Its market value is only {{icon Small|silver||{{P|Market Value Base}}}} [[silver]], or {{%|{{P|Market Value Base}}/{{Q|Meat|Market Value Base}}|0}} of regular meat. However, processing it into meals or [[chemfuel]] will ignore its origin when considering market value.
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Having an [[Ideoligion]]{{IdeologyIcon}} with the Cannibalism meme is an entirely different story. It makes [[raider]]s an entirely viable source of both food and mood buffs. Setting the precept to Required (ravenous) gives the greatest mood buffs, but also gives a debuff when human meat isn't available.
  
 
== Gallery ==
 
== Gallery ==

Revision as of 23:12, 5 October 2022

Human meat

Human meat

Raw butchered flesh. Can be cooked into meals or eaten raw, although most humans dislike the idea.

Base Stats

Type
FoodRaw food
Market Value
0.8 Silver
Mass
0.03 kg
Beauty
-4
HP
60
Deterioration Rate
6
Flammability
50%
Days To Start Rot
2

Ingestion

Nutrition
0.05
Taste
Raw
Food Poison Chance
2%

Acquisition

Human meat is obtained when a cook cook butchers humans. Humans have a base Meat Yield of 140, but the actual number depends on the Butchery Efficiency of the butcher, damage of the corpse, and a number of other factors.

Summary

Human meat is like any other raw food. It can be used to create meals, or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. However, humans despise eating human meat, which is cannibalism.

The colony recieves a -6 moodlet simply by butchering a human - the butcher themselves recieves another -5 mood. Eating raw human flesh gives a massive -20 mood penalty, which is only reduced to -15 mood if cooked. Psychopaths and pawns with bloodlust ignore the butchering penalty, but hate cannibalism all the same. A nutrient paste dispenser won't mask human meat, and pawns recieve debuffs for both human meat and nutrient paste.

Meanwhile, Cannibals enjoy human meat, gaining +20 mood for eating it raw or +15 for eating it cooked. Mood can also be swayed (positive or negative) by a pawn's IdeoligionContent added by the Ideology DLC.

Processing human meat, once it has been butchered, incurs no penalties. Human meat can be used for animal feed, processed in biofuel refinery for chemfuel, or put in a biosculpter

Analysis

Butchering a human is already upsetting for a good chunk of colonists. In a colony not filled with cannibals, eating it should only be for absolute emergencies, in extreme biomes like sea ice, or to please a cannibal on verge of mental break. For a cannibal, cooking the meat into a fine meal gives the same net buff (+20) as eating raw, and fine meals are more efficent for nutrition.

Using human meat for animals (raw or kibble) isn't cannibalism, so the animals won't mind either. It may be wiser to leave corpses unbutchered, as the butchering itself has a fairly large penalty to both the butcherer and the colony.

Its market value is only Silver 0.8 silver, or 40% of regular meat. However, processing it into meals or chemfuel will ignore its origin when considering market value.

Having an IdeoligionContent added by the Ideology DLC with the Cannibalism meme is an entirely different story. It makes raiders an entirely viable source of both food and mood buffs. Setting the precept to Required (ravenous) gives the greatest mood buffs, but also gives a debuff when human meat isn't available.

Gallery