Human leather
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
- 14 (48%)
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 or gorehulk
at a butcher table. It inflicts a mood penality on most pawns when worn as clothing.
Acquisition[edit]
The following animals provide human leather.
Summary[edit]
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Wearing stuffable items made from human leather inflicts mood penalties on human pawns, proportional to the number of items worn:
- 1 item: −2 Human leather <APPAREL NAME> mood
- 2 item: −4 Human leather <APPAREL NAME> (+1) mood
- 3 item: −6 Human leather <APPAREL NAME> (+2) mood
- 4+ item: −8 Human leather <APPAREL NAME> etc mood
Disabled by: Bloodlust, Cannibal, or Psychopath traits, the Inhumanized hediff, or any Cannibalism
precept.
- 1 item: −2 Human leather <APPAREL NAME> mood
- 2 item: −4 Human leather <APPAREL NAME> (+1) mood
- 3 item: −6 Human leather <APPAREL NAME> (+2) mood
- 4+ item: −8 Human leather <APPAREL NAME> etc mood
Requires: Cannibalism: Abhorrent
precept. Disabled by: Psychopath, Bloodlust, and Cannibal traits and the Inhumanized hediff.
- 1 item: −2 Human leather <APPAREL NAME> mood
- 2 item: −3 Human leather <APPAREL NAME> (+1) mood
- 3 item: −5 Human leather <APPAREL NAME> (+2) mood
- 4+ item: −6 Human leather <APPAREL NAME> etc mood
Requires: Cannibalism: Horrible
precept. Disabled by: Psychopath, Bloodlust, and Cannibal traits and the Inhumanized hediff.
- 1 item: −1 Human leather <APPAREL NAME> mood
- 2 item: −2 Human leather <APPAREL NAME> (+1) mood
- 3 item: −3 Human leather <APPAREL NAME> (+2) mood
- 4+ item: −4 Human leather <APPAREL NAME> etc mood
Requires: Cannibalism: Disapproved
precept. Disabled by: Psychopath, Bloodlust, and Cannibal traits and the Inhumanized hediff.
- 1 item: +1 Human leather <APPAREL NAME> mood
- 2 item: +2 Human leather <APPAREL NAME> (+1) mood
- 3 item: +3 Human leather <APPAREL NAME> (+2) mood
- 4+ item: +4 Human leather <APPAREL NAME> etc mood
Requires: Cannibalism: Preferred
precept. Disabled by: Bloodlust, and Cannibal traits.
- 1 item: +2 Human leather <APPAREL NAME> mood
- 2 item: +3 Human leather <APPAREL NAME> (+1) mood
- 3 item: +5 Human leather <APPAREL NAME> (+2) mood
- 4+ item: +6 Human leather <APPAREL NAME> etc mood
Requires: Cannibalism: Required (strong)
precept. Disabled by: Bloodlust, and Cannibal traits.
- 1 item: +2 Human leather <APPAREL NAME> mood
- 2 item: +4 Human leather <APPAREL NAME> (+1) mood
- 3 item: +6 Human leather <APPAREL NAME> (+2) mood
- 4+ item: +8 Human leather <APPAREL NAME> etc mood
Requires: Cannibalism: Required (ravenous)
precept. Disabled by: Bloodlust, and Cannibal traits.
Usage[edit]
Human leather can be used as a material for stuffable items with the Leathery stuff tag.
Human leather can be used in the following recipes:
| Feature | Toggle |
|---|---|
| Collapse | |
| Stuffables |
Analysis[edit]
Human leather is an abundant and valuable resource. But in ordinary circumstances, using 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 butcher gets further −6 mood for the bill, which does stack up to 20 times.
- Seeing a human 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, their mood isn't too difficult to handle. Possible ways to offest the −6 moodlet includes fine meals, impressive dining room/bedrooms, and more time for Recreation.
As clothing items, human leather is one of the worst textiles in the game. It joins the 4th place for most Hit Points Factor (alongside most leathers), 22nd for Sharp Armor (or 8th worst), 6th for Blunt Armor, 3rd for Heat Armor (alongside all leathers excluding Patchleather). It also has terrible insulation, being the 3rd and 4th worst against cold and heat, respectively. As these clothes can please certain pawns - use it for innerwear like t-shirts, which have a small impact on protection.
As furniture, it has a poor beauty value, but is great for bulk projects due to how common it is.
Human leather has an oddly high market value, which makes it a valuable trade good. As with all fabrics, corsets
/formal vests
are the most economical use of leather; without the Royalty DLC, dusters and armchairs are the best. Human leather remains quite profitable when sold raw, so cannibal colonies are able to quickly accumulate wealth.

