Difference between revisions of "Insect meat"
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The base yield for each insectoid is as follows: | The base yield for each insectoid is as follows: | ||
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== Summary == | == Summary == |
Revision as of 02:46, 8 June 2024
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 separately. |
Insect meat
Raw butchered flesh. If necessary, can be cooked into meals, or even eaten raw. Extremely unappetizing.
Base Stats
- 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%
Creation
- Work To Make
- 450 ticks (7.5 secs)
- Work Speed Stat
- Butchery Speed
Insect meat is a type of meat obtained from butchering insectoids. It is acts as any other meat, but most humans dislike eating it even when cooked into meals.
Acquisition
Insect meat is produced when a cook butchers any insectoid at a butcher table or butcher spot. The amount obtained depends on the Meat Amount of the butchered insectoid, as well as the Butchery Efficiency of the butcher and a number of other factors.
The base yield for each insectoid is as follows:
Animal | Meat Yield |
---|---|
Megascarab | 31 |
Megaspider | 168 |
Spelopede | 112 |
Summary
Excluding its mood effects, insect meat acts as any other meat. It can be used alone to produce simple or nutrient paste meals, or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking bills.
Colonists consider insect meat disgusting, and will suffer −6 Ate insect meat mood for 1 day when eaten raw, and −3 Ate cooked insect meat mood for 1 day for eating meals with it. Pawns will also gain the mood effect of the preparation itself - for example, eating it as a nutrient paste meal gives an additional penalty of −4 Ate awful meal mood for 1 day, for −7 mood total.
The mood penalties from insect meat are negated and replaced with +6 Ate insect meat mood for 1 day or +6 Ate cooked insect meat mood for 1 day respectively, if the eating pawn has an ideoligion with the "Insect Meat: Loved" precept. This mood buff also stacks with any meal preparation methods.
Its market value is only 0.5, or 25% of regular meat. However, this has no effect on the market value of any meal you might cook out of it.
Analysis
Infestations can result in massive amounts of insect meat. While initially unattractive, it can be of significant value.
- Colonist food: Eating cooked insect meat is only a −3 moodlet. If desired, you can cook it into a fine meal or carnivore fine meal, resulting in a net gain of +2 mood. It can also be cooked into lavish meals for +9 mood, which is higher than fine meals without insect meat. "Wasted" food from lavish meals doesn't matter if you would've thrown out the insect meat in the first place. This makes insect meat useful if meat, or food in general, is in low supply.
- If the "Insect Meat: Loved" precept is used, then insect meat becomes a no-brainer. With the right set up, colonies can be fed exclusively on insect meat and be ecstatic about it, making it a very powerful tool to control colony mood. There is no functional downside for the Insect Meat: Loved precept and no upside for the Insect Meat: Despised precept.
- Animal food: Omnivorous and carnivorous animals can eat insect meat or insect corpses without penalty.
- Kibble Production: Insect meat may be used as the required meat for kibble production and fed to animals without penalty.
- Chemfuel: When processed in a biofuel refinery, insect meat is treated like any other organic food. Chemfuel can be sold for a profit, used in a chemfuel generator, or consumed in any other way without penalty. At a profit of 45.5 per 1 game-hour, refining insect meat is an efficient way for unskilled pawns to generate income.
- Decreasing mood: The mood penalty from insect meat can be combined with the penalty from nutrient paste when trying to lower a pawn's mood, such as when trying to trigger a tortured artist, create an anti-raider psychic beacon , or convert a pawn via Crisis of belief. Human meat offers a stronger penalty, but butchering a human offers a mood penalty to the average colonist.
Gallery
Trivia
- Note that in the game's code, Insect Meat is referred to as "Meat_MegaSpider".