Difference between revisions of "Meat"

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(Fixed incorrect market values for insect and human meat.)
(Expanded the mood effects of cannibalism.)
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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.
 
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.
  
Colonists that have the Cannibal trait will remain unaffected from human meat consumption; all others will get hammered with a -20 mood bad thought.
+
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.
  
 
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).
 
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).

Revision as of 16:58, 17 February 2022


Meat

Meat big c.png

Raw butchered flesh. Can be cooked into meals or eaten raw.


Type
FoodRaw Food

Nutrition Facts

Nutrition
0.05
Taste
Raw

Base Stats

Days To Start Rot
2
Deterioration Rate
6
Flammability
0.5
Food Poison Chance
0.02
Market Value
2
Mass
0.03
Max Hit Points
60
... further results

Meat is one of the primary sources of food, obtained by butchering the corpses of animals, including humans. The amount obtained depends on the Meat Amount of the butchered animal, as well as 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 dislike eating uncooked meat.

Each stack of meat is labeled to identify the species it came from. In most cases, the properties of meat do not differ by species and the stats on this page apply to all of them.

There are two exceptions.

Insect meat

Colonists consider insect meat disgusting, and will suffer the "Ate cooked insect meat" bad thought (-3 mood) when eating meals made with it. Cooking it into a fine meal (+5 mood) offsets this penalty for a total of +2 mood, making cooking insect meat worthwhile if a colony's food supplies are low. Alternatively, if the colony has the insect meat for free, cooking it into a lavish meal (+12 mood) will give a total of +9 mood while requiring the same amount of vegetables as basic a simple meal made from vegetable. The resulting meal will also be suitable for nobles. By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking bills.

Its market value is only 0.5, or 25% of regular meat.

Human 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.

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.

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).

Its market value is only 0.8, or 40% of regular meat.