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| days to rot = 2 | | days to rot = 2 | ||
| nutrition = 0.05 | | nutrition = 0.05 | ||
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'''Human meat''' is [[meat]] obtained when a [[Work#Cook|cook]] butchers [[human]]s. | '''Human meat''' is [[meat]] obtained when a [[Work#Cook|cook]] butchers [[human]]s. | ||
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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. | 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. | ||
− | + | Simply butchering a human gives {{--|6}} [[mood]] for all colonists in the colony, and an additional {{--|6}} to the butcherer. The former moodlet does not stack, meaning butchering 100 corpses gives the same colony-wide mood as one (the butcherer's penalty ''does'' stack). [[Psychopath]]s and pawns with [[bloodlust]] ignore either butchering penalty, as do any cannibals. | |
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== Summary== | == 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. | 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 | + | 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 [[Traits#Cannibal|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}}. |
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. | 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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== Analysis == | == 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, 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]] | + | 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]]. |
− | 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 | + | 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 still don't like seeing corpses, so watch out for your haulers. |
− | In the [[Ideology DLC]], a | + | In the [[Ideology DLC]], a colonly'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 comprised 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. |
== Gallery == | == Gallery == |