Difference between revisions of "Human meat"
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{{See also|Meat (disambiguation)|Meat|Insect meat}} | {{See also|Meat (disambiguation)|Meat|Insect meat}} | ||
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− | + | == Acquisition == | |
+ | '''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. | ||
− | + | == Summary== | |
+ | 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. | ||
− | + | 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. | + | 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== | ||
+ | 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
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Add consideration of how Ideoligion affects consumption of meat, insect meat, and human meat together and seperately. Also general - for that see Insect meat. |
Human meat
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 Ideoligion.
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 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 Ideoligion 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.