Human resources
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Human Resources are everything that a human body can offer: slavery, organ harvesting, wearing human skin, and outright cannibalism. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.
Most forms of HR impart significant mood penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the preferred standard for living, especially with mods or the Ideology DLC.
Mood penalties[edit]
"Normal" colonists in base game (Core RimWorld) receive penalties whenever anyone in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but not butchering) even while on a caravan, or in another settlement. Debuffs from slavery, organ harvesting, and for a human butcher all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.
Some additional care can be taken to maintain mood levels through other means, such as providing additional recreation, psychic soothe pulsers, better meals, drugs or improved quality bed. However, reserving these mood regulators for your organ farm could mean that a poorly timed psychic drone on top could seriously mess with your colony.
A pawn's Ideoligion may change what they feel about these practices - they might enjoy or even require them. See Human resources#Ideoligion for more details.
Mood table (Core)[edit]
Without any DLC:
Trait | Observes corpse | Observes rotting corpse | Butchers human | Somebody butchers human (colony-wide) | Eats raw human flesh | Eats meal with human flesh | Wears human skin clothing | Trades human flesh or leather | A slave is sold (world-wide) | An organ is harvested (world-wide) | Harvests organ |
---|---|---|---|---|---|---|---|---|---|---|---|
None (average colonist) |
−4 Mood (0.5 days, 3 stacks, 0.5 stack multiplier) |
−6 Mood (0.5 days, 5 stacks, 0.5 stack multiplier) |
−6 Mood (6 days, 4 stacks, 0.75 stack multiplier) |
−6 Mood (6 days, 1 stack) |
−20 Mood (1 day, 1 stack) |
−15 Mood (1 day, 1 stack) |
−3/−5/−7/−8 Mood | – | −3 Mood (4 days, 5 stacks) |
−5 Mood (7.5 days, 5 stacks, 0.75 stack multiplier) |
– |
Psychopath | – | Normal penalty | – | – | Normal penalty | Normal penalty | Normal penalty | – | – | – | – |
Bloodlust | – | – | – | – | Normal penalty | Normal penalty | +3/+5/+7/+8 Mood | – | Normal penalty | – | +4 Mood (1 stack) |
Cannibal | – | Normal penalty | – | – | +20 Mood (1 day, 1 stack) |
+15 Mood (1 day, 1 stack) |
+3/+5/+7/+8 Mood | – | Normal penalty | – | – |
Note that the "Someone's organ harvested" debuff does not affect the colonist performing the operation, nor the patient, that will have the "My organ harvested" debuff instead.
The Ideology DLC changes the impact of these actions. All Ideoligions have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option "Classic-like", provides a −4 moodlet for observing a fresh corpse, instead of the −3 in the base game. See Human resources#Ideoligion table for more details.
Traits[edit]
The three traits below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).
- Psychopath: No issue with slavery or organ harvesting
- No issue with seeing fresh corpses or butchering corpses
- does NOT like seeing rotten corpses, eating human flesh, or wearing human skin clothing
- Bloodlust: No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing tainted apparel (i.e. taken from a dead body)
- No issue with seeing corpses (even rotten) or butchering corpses
- does NOT like cannibalism or slavery
- Cannibal: Loves human flesh and likes to wear human leather
- No issue with seeing fresh corpses or butchering corpses
- does NOT like slavery or organ harvesting.
Unprocessed corpses[edit]
Animals don't mind eating humans - it isn't cannibalism, after all. You may want to leave a pile of raider corpses for your wargs and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding human corpses has no penalty for the colony, except for those who see the corpses. Haulers will invariably see the corpses, but Carrier dryads and Lifter mechs don't mind - set a zone so that human haulers won't go to the corpse area.
Corpses may also be stripped from their clothes. With an electric smelter, you may scrap armor and weapons for small amounts of resources like steel, which is useful once ore deposits are depleted. Apparel stripped from a corpse is considered tainted, so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of marine armor, or that megasloth wool parka in an ice sheet.
Organ harvesting[edit]
Organ harvesting requires a live pawn, a doctor and 2 units of herbal medicine or better. Organs must be undamaged; diseased organs are not available to harvest. The kidneys, lungs, liver and heart are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:
Harvesting three organs is worth a total of 900 + 1000 + ( 1,200 or 1,200) = 3100 market value.
- If you have a prosthetic heart, which costs 230, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver worth 1,200, for a total of 4070. This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.
- If the pawn has the Deathless gene, then you can harvest all 6 organs for a total of 6200. A sanguophage quest can net a huge sum of money.
- If installing the xenogerm yourself, 1 archite capsule costs 700 to buy, for a net profit of 5500.
- If the heart and liver are both unavailable, you may harvest a second kidney for a total of 2800 or lung for a total of 2900.
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of 1900. If a prosthetic heart is available, then you'll profit to 2870. If the organ "donor" is still alive, they'll receive a -30 mood penalty per organ removed, at 75% stacking, up to 5 times. Expect survivors to break, so check their melee skill accordingly. Alternatively, you can install peg legs and wooden hands to reduce their effectiveness, at the cost of 1 wood and even more medicine.
Pawns with bionics or other artificial body parts are much more valuable: the full part may be retrieved and worth its normal value. Removing an artificial part doesn't count as organ harvesting.
Their default market value is displayed above. In practice the actual buying/selling price is the market price modified by trading skills/etc., and failing the surgery makes things more expensive.
Mood[edit]
To the entire colony:
- −5 - Any organ harvested. This moodlet "stacks" dimminishingly; 5 organs give -15 mood.
- −6 - Organ-murder. Harvesting the heart, liver, or 2nd lung/kidney.
To the harvester:
- −5 - I harvested organ. 5 organs give -15 mood.
- Mood penalties for seeing corpses
- Social penalty.
Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable ideoligion, or massive mood buffs to function.
Human butchering[edit]
By default, "humanlike corpses" is turned off under the [Details...] tab under [Bills] on a butcher table, to avoid accidental over-enthusiasm. Simply go in and turn click it back on, and get to your dark deeds. Butchering a human produces a base yield of 140 human meat and 75 human leather.
Before Difficulty and Storyteller modifiers, each undamaged adult corpse, butchered by a pawn with 100% Butchery Efficiency (or 10+ Cooking skill), is worth 427 in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to packaged survival meals and dusters provides an average of 338 per corpse.[Detail] This is before considering corpse damage, duster quality, trading skills etc. In most practical scenarios, pawns will die from damage, and you'll receive less material.
Human meat[edit]
Human meat is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a lavish meal, with a +20 positive moodlet. Cooked human meat still counts as human meat, although it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.
- Raw human meat inflicts a massive mood penalty. This can activate inspirations for a tortured artist. Low mood makes conversion easier, and even cause a Crisis of Belief.
- The action of cooking human meat has no penalty, but eating the meat is another story. It can also be used in a biofuel refinery to create chemfuel, used to make kibble and other animal meals, and used in a biosculpter pod with no penalties, beyond the initial butchering.
- Alternatively, human meat may be made into carnivore lavish meals, or supplement vegetables in lavish meals. This reduces the net mood loss from eating the meat down to only −3 for non-cannibals, plus those accrued from butchering the corpse. This can be useful when food is scarce, but raider corpses are not.
A human corpse provides an average of 140 human meat, before violent death, missing body parts, and difficulty modifiers are taken into account, for a market value of 112. Human meat itself is worth less than ordinary meat, but not when processed. It can be used in any meal that requires meat, however it cannot be processed into saleable meals without vegetables. Human meat can also be processed in a biofuel refinery for 70 chemfuel, worth 161.
Human leather[edit]
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Human leather, the other by-product of butchering a human, is terrible as a protective textile, but has a high market value. If made into clothing, wearing such items give a mood boost to pawns with the bloodlust or cannibal traits and a mood penalty to those without.
Without DLC, creating human armchairs or dusters is the most valuable way to use textiles. If the Royalty DLC is enabled, this role is instead taken by formal vests and corsets. Like human meat, working human leather does not have any penalties, once it has been butchered.
Corpses provide an average of 50 human leather, worth 210 on its own. It is enough for 5/8ths of a duster; when converted into normal quality dusters, each corpse is worth around 231.25 for 105 work. However, there may be leftover human leather, which is not accounted for.
Mood[edit]
To the colony:
- −6 - Butchering a corpse at all. This does not stack - butchering 1 or 100 corpses has the same moodlet, but refreshes the duration.
- −3 - Seeing a corpse.
To the butcher
- −6 - I butchered corpse. This does stack, up to 4 corpses.
Other than the initial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in nutrient paste) or human clothes - but they don't mind human meat used for kibble, for instance.
Cannibal, Bloodlusted, or a Psychopath pawns do not mind butchering at all, and the colony-wide debuff is manageable. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism makes things easy.
Selling slaves[edit]
Slavery in Core RimWorld is the sale of prisoners to other factions. Humans have a base value of 1750. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - only slave caravans, slave ships, and faction bases, and only the last of which is reliably available for trade but requires caravaning.
A healthy pawn can give a lung, a kidney, and a heart/liver, worth 3100, and you can still butcher their corpse. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, so much less than their organs - see the information tab (once they've healed) for their value. However, organ harvesting has a larger mood cost than selling slaves. Meanwhile, if a pawn is highly valuable, then they'll likely have skills or traits valuable to you, so consider recruiting them instead.
In the Royalty DLC, prisoners can also be sold for honor to a Royal Tribute Collector - 3 honor each, equal to 200 gold or 2000 silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest a lung and kidney ( 1900), then convert the prisoner into honor. Like slavers, the empire only comes every so often.
- Honor itself can be converted into silver at a 4 honor : 500 silver rate, or 375 silver per prisoner. It is important to note that unlike honor conversion, all other ways of selling human resources gets less than market value. However, even a Social skill 0 pawn would still only need to sell items with a total base market value of 625 to be more profitable. Generally, its best to only take the honor if you actually want it as the final product, not to convert it into silver.
Mood[edit]
- −3 - Slave sold (4 days). Stacks up to -15 for 5 slaves.
- Significant negative opinion of whoever sells the slaves.
Selling slaves incurs a smaller mood decrease than organ harvest. Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use drugs or lavish meals, or simply tank the mood if the colony is happy otherwise. However, slavers only appear occasionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby faction base.
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurrence of a wedding or party for example can help. Slaves can be stored in cryptosleep caskets to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.
Slaves (Ideology DLC)[edit]
With Ideology, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Slaves are unable to do certain tasks, like research or artistry. However, they will ignore other incapabilities, so enslaving a pawn will override their refusal to do dumb labor.
Compared to colonists, slaves have a large mood boost and no recreation need. However, they work at 85% speed, and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by mood, suppression, proximity of weapons, and the presence of colonists.
Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.
Prisoners[edit]
There are several reasons to keep prisoners long term or even permanently. These include keeping slaves while waiting to sell them for silver or honor when cryptosleep caskets are unavailable or untenable, Hemogen farming, Genetic extraction, and Subcore production. These strategies can combined to further justify the cost of feeding the prisoners. Some strategies can even be combined with pawns being converted or recruited.
Prison breaks will eventually atrit prisoner populations to nothing. Leg removal via installing peg legs and removing them will prevent breaks, but also prevent them from being able retrieve meals from stockpiles or nutrient paste dispensers meaning they'll have to be manually fed by colonists to prevent starvation. Implanting the Dead Calm gene, or imprisoning a xenotype that already has it, such as Genies, will prevent prison breaks and allow them to feed themselves from dispensers. This will remove any existing xenotype however.
Deathrest can also be used.
Hemogen[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Pawns can be kept for hemogen pack production, or directly bloodfed on by those with Hemogen needs. Hemogen packs take a long time to create and are only worth 5 silver per pack, so this is not profitable, but it is valuable for building a stable supply of packs for your hemogen-reliant pawns and as a way of completely automating the training of medical skill.
Genetic extraction[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Pawns can be kept as prisoners for their genetic potential, to perform periodic Gene extractions and extract ova from female prisoners. They can be kept long term to safely extract genes after the genetic shock wears off, or they can be extracted in rapid succession to get two extractions done quickly at the cost of killing them.
Pawns can also be implanted using genepacks that have multiple genes, and then extractions run on them to get separate genepacks for the genes. This works best on baseliners who are less likely to give a genepack with a non-cosmetic gene attached to the individual gene you want to extract.
Sanguophages can also be forced to spread their xenotype.
Subcore production[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Are subcores ever profitable?. |
Prisoners can be kept to continually scan in a Subcore softscanner to prevent dealing with scanning sickness in your colonists while producing standard subcores or ripscanned killed in subcore ripscanner to create high subcores. The former is generally not worth keeping a prisoner by itself, but can be worth it when you're already keeping them for other reasons. The latter can be combined with organ harvesting and butchering to maximise the profits - take a kidney and a lung, ripscan them, and the butcher the corpse.
For selling, standard subcores are just barely profitable compared to their base components and are not worth the time. A high subcore requires 223 silver of non-human material and is worth 1,000 silver, for a Market Value profit of 777. This is still less than a heart or liver, however.
Ideoligion[edit]
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: 1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource. |
With the Ideology DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:
- Cannibalism:
- Cannibalism: Acceptable - Negates penalties for butchering humans, observing non-rotting human corpses, and eating human flesh.
- Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather.
- Corpses: Don't Care - Negates penalties from seeing corpses, fresh or rotten.
- Organ Use: Acceptable - Negates all penalties from organ harvesting.
- Slavery:
- Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor
- Slavery: Honorable - Mood buffs for selling slaves and enslaving others
Ideoligion table[edit]
Cannibalism Precepts | Butchers human | Somebody butchers human (colonywide) | Eats human flesh | Wears human skin clothing | Eats non-human flesh meal |
---|---|---|---|---|---|
Cannibalism: Abhorrent | −12 Mood (6 days) |
−5 Mood (5 days. 5 stacks. 0.75 stack multiplier) |
−20 Mood (1 day. 1 stack) |
−2/−4/−6/−8 Mood | – |
Cannibalism: Horrible | −6 Mood (6 days) |
−3 Mood (5 days. 5 stacks. 0.75 stack multiplier) |
−12 Mood (1 day. 1 stack) |
−2/−3/−5/−6 Mood | – |
Cannibalism: Disapproved | −3 Mood (6 days) |
−1 Mood (5 days. 5 stacks. 0.75 stack multiplier) |
−5 Mood (1 day. 1 stack) |
−1/−2/−3/−4 Mood | – |
Cannibalism: Acceptable | – | – | – | – | – |
Cannibalism: Preferred | – | – | +2 Mood (1 day. 1 stack) |
+1/+2/+3/+4 Mood | – |
Cannibalism: Required (Strong) | – | – | +4 Mood (1 day. 1 stack) |
+2/+3/+5/+6 Mood | −2 Mood (1 day. 1 stack) |
Cannibalism: Required (Ravenous) | – | – | +6 Mood (1 day. 1 stack) |
+2/+4/+6/+8 Mood | −4 Mood (1 day. 1 stack) |
Corpse Precepts | Observes Corpse | Observes rotting corpse |
---|---|---|
Corpses: Ugly | −4 Mood (0.5 days. 3 stacks. 0.5 stack multiplier) |
−6 Mood (0.5 days. 5 stacks. 0.3 stack multiplier) |
Corpses: Don't care | – | – |
- Organ Use: Acceptable*
- Slavery*
Version history[edit]
- 1.3.3117 - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.