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− | {{ | + | {{Stub|reason = Add consideration of how [[Ideoligion]] affects consumption of meat, insect meat, and human meat together and seperately. Also general - for that see [[Insect meat]]}} |
{{Infobox main|food | {{Infobox main|food | ||
| name = Human meat | | name = Human meat | ||
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| days to rot = 2 | | days to rot = 2 | ||
| nutrition = 0.05 | | nutrition = 0.05 | ||
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}} | }} | ||
− | + | {{See also|Meat (disambiguation)|Meat|Insect meat}} | |
== Acquisition == | == Acquisition == | ||
− | Human meat is obtained when a [[ | + | '''Human meat''' is obtained when a cook [[Skills#Cooking|cook]] butchers [[human]]s. Humans have a base [[Meat Amount|Meat Yield]] of 140, but the actual number depends on the [[Butchery Efficiency]] of the butcher, damage of the corpse, and a number of other factors. |
− | + | == Summary== | |
− | + | Human meat is like any other [[raw food]]. It can be used to create [[meal]]s, or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. However, humans despise eating human meat, which is cannibalism. | |
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− | + | The colony recieves a -6 [[mood]]let simply by butchering a human - the butcher themselves recieves another -5 mood. Eating raw human flesh gives a massive -20 mood penalty, which is only reduced to -15 mood if cooked. [[Psychopath]]s and pawns with [[bloodlust]] ignore the butchering penalty, but hate cannibalism all the same. A [[nutrient paste dispenser]] won't mask human meat, and pawns recieve debuffs for both human meat and nutrient paste. | |
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− | + | Meanwhile, [[Cannibal]]s enjoy human meat, gaining +20 mood for eating it raw or +15 for eating it cooked. Mood can also be swayed (positive or negative) by a pawn's [[Ideoligion]]{{IdeologyIcon}}. | |
− | Processing human meat, once it has been butchered, incurs no penalties. Human meat can be | + | Processing human meat, once it has been butchered, incurs no penalties. Human meat can be used for animal feed, processed in [[biofuel refinery]] for [[chemfuel]], or put in a [[biosculpter]] |
− | + | ==Analysis== | |
+ | Butchering a human is already upsetting for a good majority of colonists. So in a colony not filled with cannibals, eating it should only be for absolute emergencies, in extreme [[biome]]s like sea ice, or to please a cannibal on verge of [[mental break]]. For a cannibal, cooking the meat into a [[fine meal]] gives the same net buff (+20) as eating raw, and fine meals are more efficent for nutrition. | ||
− | + | The massive mood debuff may make human meat situationally useful. It may force a [[tortured artist]] into a mental break, or help make ideoligcal [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier - including a [[Mental break#Crisis of Belief|Crisis of Belief]]. | |
− | + | Alternatively, using human meat for carnivorous animals (whenever raw or [[kibble]]) isn't cannibalism, so the animals won't mind. It may be wiser to leave corpses unbutchered, as the butchering itself has a fairly large penalty to both the butcherer and the colony. | |
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− | + | Its market value is only {{icon Small|silver||{{P|Market Value Base}}}} [[silver]], or {{%|{{P|Market Value Base}}/{{Q|Meat|Market Value Base}}|0}} of regular meat. However, processing it into meals or [[chemfuel]] will ignore its origin when considering market value. | |
− | + | [[Ideoligion]]{{IdeologyIcon}} makes this an entirely different story. With the Cannibalism meme, [[raider]]s become an entirel viable source of both food and mood buffs. Setting the precept to Required (ravenous) gives the greatest mood buffs, but also gives a debuff when human meat isn't available. This is also possible in the base game with a colony entirely comprised of the cannibal trait, though all future recruits need cannibal as well. | |
== Gallery == | == Gallery == | ||
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</gallery> | </gallery> | ||
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[[Category:Food]] [[Category:Raw Food]] [[Category:Meat]] | [[Category:Food]] [[Category:Raw Food]] [[Category:Meat]] |