Difference between revisions of "Human meat"

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(do we really need to explain insect meat here?)
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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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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.
 
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.
  
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.
+
The colony recieves a -6 [[mood]]let simply by butchering a human, while the butcherer themselves recieves a social penalty and 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.
  
 
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}}.
 
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}}.
+
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}} and won't feel bad about it.
  
 
==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, cooking the meat into a [[fine meal]] gives the same net buff (+20) as eating raw, and fine meals are more efficent for nutrition.  
+
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. Alternatively, the massive mood debuff might make human meat situationally useful. It may force a [[tortured artist]] into a mental break, or help make ideoligcal [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, namely from a [[Mental break#Crisis of Belief|Crisis of Belief]].  
  
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]].
+
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. Note that colonists still don't like seeing corpses, usually.
 
 
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.
 
  
 
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.
 
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.

Revision as of 05:09, 6 October 2022

Human meat

Human meat

Raw butchered flesh. Can be cooked into meals or eaten raw, although most humans dislike the idea.

Base Stats

Type
FoodRaw food
Market Value
0.8 Silver
Mass
0.03 kg
Beauty
-4
HP
60
Deterioration Rate
6
Flammability
50%
Days To Start Rot
2

Ingestion

Nutrition
0.05
Taste
Raw
Food Poison Chance
2%

Acquisition

Human meat is obtained when a cook cook butchers humans. Humans have a base 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 meals, or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. However, humans despise eating human meat, which is cannibalism.

The colony recieves a -6 moodlet simply by butchering a human, while the butcherer themselves recieves a social penalty and another -5 mood. Actually eating raw human flesh gives a massive -20 mood penalty, which is only reduced to -15 mood if cooked. Psychopaths 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.

Meanwhile, Cannibals 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 IdeoligionContent added by the Ideology DLC.

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 podContent added by the Ideology DLC and won't feel bad about it.

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 biomes 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. Alternatively, the massive mood debuff might make human meat situationally useful. It may force a tortured artist into a mental break, or help make ideoligcal conversionContent added by the Ideology DLC easier, namely from a Crisis of Belief.

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. Note that colonists still don't like seeing corpses, usually.

Its market value is only Silver 0.8 silver, or 40% of regular meat. However, processing it into meals or chemfuel will ignore its origin when considering market value.

IdeoligionContent added by the Ideology DLC makes this a different story. With the Cannibalism meme and/or precept, raiders 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, though there's no way to "convert" future recruits.

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