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{{See also|Meat (disambiguation)|Meat|Insect meat}}
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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
<!-- Creation -->
 
| production facility 1 = Butcher spot
 
| production facility 2 = Butcher table
 
| work to make = 450
 
| work speed stat = Butchery Speed
 
 
}}
 
}}
'''Human meat''' is [[meat]] obtained when a [[Work#Cook|cook]] butchers [[human]]s.
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{{See also|Meat (disambiguation)|Meat|Insect meat}}
  
 
== Acquisition ==
 
== Acquisition ==
Human meat is obtained when a [[Work#Cook|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.
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'''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.
  
Without [[Ideology]]{{IdeologyIcon}} butchering a human gives {{--|6}} [[mood]] for all colonists in the colony, and an additional {{--|6}} to the butcher. The former moodlet does not stack, meaning butchering 100 corpses gives the same colony-wide mood as one (the butcher's penalty ''does'' stack). [[Psychopath]]s and pawns with [[bloodlust]] ignore either butchering penalty, as do any [[cannibal]]s.
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== Summary==
The mood effects of butchering humans with an [[Ideoligion]] are based on the precept of the ideoligion the pawn follows.
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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.
 
 
== Usage ==
 
{{Ingredient List|noCollapse=true}}
 
  
== Summary==
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The colony recieves a -6 [[mood]]let simply by butchering a human - the butcher themselves recieves another -5 mood. Actually 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.
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.  
 
  
Most humans despise eating human meat, which is cannibalism. Raw human meat gives a {{--|20}} [[mood]]let, and cooking human meat into [[meal]]s (including in [[nutrient paste meal|nutrient paste]]) gives a {{--|15}} [[mood]]let. Pawns with the [[Cannibal (Trait)|Cannibal]] trait instead gain {{+|20}} for raw meat and {{+|15}} for cooked meat. The moodlets for raw and cooked cannibalism stack with each other, either way. Mood effects can also be swayed by a pawn's [[Ideoligion]]{{IdeologyIcon}}.
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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 made into meals, used for animal feed, processed in [[biofuel refinery]] for [[chemfuel]], or put in a [[biosculpter pod]]{{IdeologyIcon}} or [[growth vat]]{{BiotechIcon}}, and nobody will feel bad about it unless it is eaten directly.
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Processing human meat, once it has been butchered, incurs no penalties. Human meat can be made into meals, used for animal feed, processed in [[biofuel refinery]] for [[chemfuel]], or put in a [[biosculpter pod]]{{IdeologyIcon}}.
  
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.
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==Analysis==
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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.  
  
Human meat is also used as a building ingredient for the [[cannibal platter]]{{IdeologyIcon}}, which requires {{Required Resources|Cannibal platter|simple=1}}.
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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]].  
  
== Analysis ==
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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.
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, both the cooked cannibalism and raw cannibalism mood buffs stack, for a total of {{+|35}} mood. However, most cannibals still get {{--|7}} mood for eating raw food. You can further boost mood with [[fine meal]]s, [[lavish meal]]s, or their [[carnivore fine meal|carnivore]] [[carnivore lavish meal|variant]]s. Alternatively, the massive mood debuff might make human meat situationally useful. It may force a [[tortured artist]] into a mental break, or cause a [[Mental break#Crisis of Belief|Crisis of Belief]] in the [[Ideology DLC]]. As for [[Caravan]]s and Raiding, Human Meat is one of the most abundant food sources that can be acquired while on-site by butchering several of the corpses found from the pawns killed and in [[Gibbet cage]]s {{IdeologyIcon}}, cooking them into Meals for slower spoilage.
 
  
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 butcher and the colony. Note that colonists in base game or with the [[Ideoligion#Corpses|Corpses ugly]]  precept {{IdeologyIcon}} will get {{--|4}} mood from observing them.
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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.
  
In the [[Ideology DLC]], a colony's [[ideoligion]] can make this a different story. With the Cannibalism meme and/or precept, [[raider]]s become a completely viable source of both food and positive moodlets. Setting the precept to Required (Ravenous) gives the greatest mood buffs, +6 per meal, but also gives a strong debuff when human meat isn't available. This is also possible in the base game, with a colony entirely composed of the cannibal trait. By adjusting the [[scenario]] ("Forced trait"), you can set all starting colonists, or every pawn in the game, to be cannibals.
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[[Ideoligion]]{{IdeologyIcon}} makes this a different story. With the Cannibalism meme, [[raider]]s become a completely viable source of both food and positive moodlets. Setting the precept to Required (ravenous) gives the greatest mood buffs, but also gives a stronger 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 there's no way to "convert" future recruits.
  
 
== Gallery ==
 
== Gallery ==
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</gallery>
 
</gallery>
  
== Version history ==
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{{nav|Food|wide}}
<gallery>
 
Meat human old.png|Old texture
 
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{{Nav|Food|wide}}
 
 
[[Category:Food]] [[Category:Raw Food]] [[Category:Meat]]
 
[[Category:Food]] [[Category:Raw Food]] [[Category:Meat]]

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