Difference between revisions of "Human leather"
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{{Define|Leather | {{Define|Leather | ||
+ | | image = Missing leather <!--placeholder image--> | ||
| always haulable = true | | always haulable = true | ||
| color = (211,194,143) | | color = (211,194,143) | ||
− | | commonality = 0. | + | | commonality = 0.0025 |
− | |||
| default color = (211,194,143) | | default color = (211,194,143) | ||
− | | default color two = ( | + | | default color two = (200,200,200) |
− | | description = | + | | 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 = | + | | label = plainleather |
| path cost = 15 | | path cost = 15 | ||
| resource readout priority = Middle | | resource readout priority = Middle | ||
Line 17: | Line 20: | ||
| stack limit = 75 | | stack limit = 75 | ||
| thing class = ThingWithComponents | | thing class = ThingWithComponents | ||
− | | armor - | + | | armor - sharp factor = 0.64 |
− | | armor - | + | | armor - blunt factor = 0.24 |
− | | armor - heat | + | | armor - heat factor = 1.5 |
− | |||
| beauty base = -30 | | beauty base = -30 | ||
− | | insulation - cold factor = | + | | insulation - cold factor = 12 |
− | | insulation - heat factor = | + | | insulation - heat factor = 12 |
− | | market value base = | + | | market value base = 4.2 |
− | | market value factor = 1. | + | | market value factor = 1.30 |
− | | max hit points base = | + | | max hit points base = 60 |
}} | }} | ||
Revision as of 04:10, 25 August 2018
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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
Stat Modifiers
- Armor - Blunt
- ×0.24
- Armor - Heat
- ×1.5
- Armor - Sharp
- ×0.64
- Flammability
- ×1
- Insulation - Cold
- ×12
- Insulation - Heat
- ×12
- Max Hit Points
- ×1.3 ... further results
Human leather is obtained when a cook butchers a human corpse at a butcher table.
Human leather is an abundant resource and conveniently comes with a good supply of equally valuable meat. The combined value of a human harvest makes Human leather an extremely valuable source for colony wealth. Use a colonist with the Psychopath trait to minimize the stress of hauling and butchering human corpses.