Difference between revisions of "Human leather"

From RimWorld Wiki
Jump to navigation Jump to search
(Switched from Define to Infobox main)
Line 1: Line 1:
{{Define|Leather
+
{{Infobox main|leathery|
| image = Humanleather
+
| name = Human leather
 +
| image = Humanleather.png|Human leather
 +
| 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.
 +
<!-- Base Stats -->
 +
| type = Textile
 +
| type2 = Leather
 +
| stuff category = leathery
 +
| hp = 60
 +
| flammability = 1
 +
| marketvalue = 4.2
 +
| beauty = -4
 +
| mass base = 0.03
 +
| stack limit = 75
 +
| path cost = 15
 +
| rotatable = false
 +
<!-- Stat Modifiers -->
 +
| beauty factor = 1
 +
| work to make factor = 1
 +
| work to build factor = 1
 +
| max hit points factor = 1.3
 +
| flammability factor = 1
 +
| armor - sharp factor = 0.64
 +
| armor - blunt factor = 0.24
 +
| armor - heat factor = 1.5
 +
| insulation - cold factor = 12
 +
| insulation - heat factor = 12
 +
<!-- Technical -->
 +
| page verified for version = 1.2.2753
 +
<!-- Unused -->
 
| always haulable = true
 
| always haulable = true
 
| color = (211,194,143)
 
| color = (211,194,143)
Line 6: Line 34:
 
| default color = (211,194,143)
 
| default color = (211,194,143)
 
| default color two = (200,200,200)
 
| default color two = (200,200,200)
| 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 base = 1.0
 
| flammability factor = 1.0
 
 
| graphic class = Graphic_Single
 
| graphic class = Graphic_Single
 
| graphic path = Things/Item/Resource/Cloth
 
| graphic path = Things/Item/Resource/Cloth
 
| label = humanleather
 
| label = humanleather
| path cost = 15
 
 
| resource readout priority = Middle
 
| resource readout priority = Middle
| rotatable = false
 
 
| selectable = true
 
| selectable = true
| stack limit = 75
 
 
| thing class = ThingWithComponents
 
| thing class = ThingWithComponents
| mass = 0.03
 
| armor - sharp factor = 0.64
 
| armor - blunt factor = 0.24
 
| armor - heat factor = 1.5
 
| beauty base = -4
 
| beauty factor = 1
 
| insulation - cold factor = 12
 
| insulation - heat factor = 12
 
| market value base = 4.2
 
| max hit points base = 60
 
| max hit points factor = 1.3
 
| work to make factor = 1.0
 
| work to make offset =
 
| work to build factor = 1.0
 
| work to build offset =
 
| page verified for version = 1.2.2753
 
 
}}
 
}}
 
{{Info|'''Human leather'''  is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers a [[human]] at a [[butcher table]]. It inflicts a [[mood]] penality on most pawns when worn as [[clothing]].}}
 
{{Info|'''Human leather'''  is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers a [[human]] at a [[butcher table]]. It inflicts a [[mood]] penality on most pawns when worn as [[clothing]].}}

Revision as of 20:50, 14 March 2022

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

Type
TextileLeather
"leathery" is not in the list (Leathery, Fabric, Woody, Metallic, Stony, Bioferrite) of allowed values for the "Stuff Category" property.
Stuff Categories
leathery
Market Value
4.2 Silver
Stack Limit
75
Mass
0.03 kg
Beauty
-4
HP
60
Flammability
100%
Rotatable
False
Path Cost
15

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)
Technical
Color
(211,194,143)


Human leather is a type of leather produced when a cook butchers a human at a butcher table. It inflicts a mood penality on most pawns when worn as clothing.

Acquisition

The following animals provide human leather.

  • Animal Leather Yield
    Human 75
  • Analysis

    Human leather is an abundant and valuable resource, but comes with several downsides. The first is that butchering of humans to acquire the leather inflicts both a colony-wide mood debuff and a further mood debuff to the cook that stacks per corpse butchered. Additionally, seeing human corpses gives yet another debuff. Pawns with the Bloodlust, Cannibal, or Psychopath traits are immune to all three debuffs however. These traits and other strategies can be used to minimize the impact of these penalties.

    The second downside is that while human leather may be used as a crafting ingredient like any other leather, because of its horrifying origins, colonists without the Cannibal or Bloodlust traits will get a -2 mood debuff for each such item of human leather clothing worn, up to a maximum of -8. Colonists with the Cannibal or Bloodlust traits will instead get +2 for each item, up to a maximum of +8. Its use in other items such as furniture is unaffected.

    Lastly, human leather is one of the least protective textiles in the game, at tied 21st most protective, or tied 8th least protective. Worse, it has terrible insulation, being the 4th and 3rd worst for heat and cold respectively. So giving your bloodlusters/cannibals their mood buff comes with another price.

    Despite this, its abundance and oddly high market value mean make it a valuable tradegood, especially if processed into a high quality item of clothing or furniture first.

    Additionally, it can be useful for a cheap, accessible and sustainable mood boost for Cannibal or Bloodlust pawns, however its terrible protective qualities mean that its use should be limited to skin layer clothing such as pants, while dusters should be made out of something more protective. Care must also be taken to prevent other pawns from wearing these items however, lest they get the mood debuff. Setting a custom outfit for the relevant pawns can help in this regard, such as banning tribalwear for all normal pawns and only making tribalwear out of human leather.

    For use in furniture, it has a mediocre beauty factor, but its abundancy, high market value and limited use otherwise can make it useful in this regard, especially for bulk furniture.