Difference between revisions of "Human leather"
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Human leather is an abundant and valuable resource. But in ordinary circumstances, it comes with several downsides | Human leather is an abundant and valuable resource. But in ordinary circumstances, 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. | * 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 butcherer gets further {{--|6}} mood for the bill, which ''does'' stack. | |
* Seeing a corpse gives another {{--|3}} moodlet. | * Seeing a corpse gives another {{--|3}} moodlet. | ||
* Actually wearing human leather gives a {{--|2}} moodlet per item. | * 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. | * Creating items out of human leather, or using human [[furniture]] at all, does not upset anyone. | ||
− | Pawns with the [[Bloodlust]], [[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 | + | Pawns with the [[Bloodlust]], [[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, the colony-wide {{--|6}} moodlet is relatively small. It can be handled by giving [[fine meal]]s, creating an impressive dining room, setting time for Recreation, and other means of managing mood. |
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, respectiely. As furniture, it has a poor [[beauty]] value, but is great as a bulk textile due to how common it is. | 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, respectiely. As furniture, it has a poor [[beauty]] value, but is great as a bulk textile due to how common it is. |
Revision as of 06:28, 26 November 2022
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
- 15 (46%)
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 at a butcher table. It inflicts a mood penality on most pawns when worn as clothing.
Acquisition
The following animals provide human leather.
Analysis
Human leather is an abundant and valuable resource. But in ordinary circumstances, 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 butcherer gets further −6 mood for the bill, which does stack.
- Seeing a 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, the colony-wide −6 moodlet is relatively small. It can be handled by giving fine meals, creating an impressive dining room, setting time for Recreation, and other means of managing mood.
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, respectiely. As furniture, it has a poor beauty value, but is great as a bulk textile due to how common it is.
Human leather has an oddly high market value, which makes it great for a trade good. As with all fabrics, corsets/formal vests are the most economical use of leather, or dusters and armchairs without the Royalty DLC. Human leather remains quite profitable even if sold raw, so cannibal colonies are able to quickly accumulate wealth.