Difference between revisions of "Human leather"

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==Analysis==
 
==Analysis==
 
{{see also|Human resources}}
 
{{see also|Human resources}}
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#Misc|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]] [[trait]]s are immune to all three debuffs however. These traits and [[Human resources|other strategies]] can be used to minimize the impact of these penalties.
+
Human leather is an abundant and valuable resource. But in ordinary circumstances, 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 butcherer gets further {{--|6}} mood for the bill, which ''does'' stack.
 +
* Seeing a 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.
  
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'' [[trait]]s will get a -2 [[Mood#Situation_General|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.  
+
Pawns with the [[Bloodlust]], [[Cannibal]], or [[Psychopath]] [[trait]]s 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]]{{IdeologyIcon}}.
  
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.
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As clothing items, human leather is one of the worst [[textiles]] in the game. It is the 21st most protective textile, or 8th worst. Unlike [[cloth]] or [[wool]]s, it also has terrible insulation, being 4th and 3rd worst against heat and cold, respectiely. As furniture, it has a poor [[beauty]] value, but is great as a bulk textile due to how common it is.
  
Despite this, its abundance and oddly high market value mean make it a valuable [[trade]]good, especially if processed into a high [[quality]] item of [[clothing]] or [[furniture]] first.
+
Human leather has an oddly high market value, which makes it great for a trade good. As with all fabrics, [[corset]]s/[[formal vest]]s{{RoyaltyIcon}} are the most economical use of leather, or [[duster]]s and [[armchair]]s without the [[Royalty DLC]]. Human leather remains quite profitable even if sold raw, so cannibal colonies are able to quickly accumulate wealth.
 
 
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 [[duster]]s 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 [[Menus#Assign|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 [[Property:Beauty Factor|beauty factor]], but its abundancy, high market value and limited use otherwise can make it useful in this regard, especially for bulk furniture.  
 
  
 
{{nav|materials|wide}}
 
{{nav|materials|wide}}
 
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]
 
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]

Revision as of 06:24, 26 November 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
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 in ordinary circumstances, 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 butcherer gets further −6 mood for the bill, which does stack.
    • Seeing a 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 ideoligionContent added by the Ideology DLC.

    As clothing items, human leather is one of the worst textiles in the game. It is the 21st most protective textile, or 8th worst. Unlike cloth or wools, it also has terrible insulation, being 4th and 3rd worst against heat and cold, respectiely. As furniture, it has a poor beauty value, but is great as a bulk textile due to how common it is.

    Human leather has an oddly high market value, which makes it great for a trade good. As with all fabrics, corsets/formal vestsContent added by the Royalty DLC are the most economical use of leather, or dusters and armchairs without the Royalty DLC. Human leather remains quite profitable even if sold raw, so cannibal colonies are able to quickly accumulate wealth.