Difference between revisions of "Human meat"

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(move butchering to acquisition)
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== 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.
 
'''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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 +
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 mood as one (the latter one does).  [[Psychopath]]s and pawns with [[bloodlust]] ignore either butchering penalty, as do any cannibals.
  
 
== 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. However, most humans despise eating human meat, which is cannibalism.
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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.  
 
 
The colony receives a -6 [[mood]]let simply by butchering a human, while the butcher themselves receives 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 receive 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. Both the raw and cooked cannibalism (de)buffs can apply at the same time. Mood can also be swayed (positive or negative) by a pawn's [[Ideoligion]]{{IdeologyIcon}}.
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Most humans despise eating human meat, which is cannibalism. Raw human meat gives a {{--|20}} [[mood]]let, and cooked human meat (including in [[nutrient paste meal|nutrient paste]]) gives a {{--|15}} [[mood]]let. Pawns with the [[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}} and won't feel bad about it.
 
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]] or [[carnivore fine meal]] gives the same net buff (+20) as eating raw, and either meal is more efficient than raw food 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 ideoligious [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, namely from a [[Mental break#Crisis of Belief|Crisis of Belief]].  
+
Butchering a human is already upseting 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]] or [[carnivore fine meal]] gives the same net buff (+20) as eating raw, and either meal is more efficient than raw food 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 ideoligious [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, namely from 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 butcher and the colony. Note that colonists still don't like seeing corpses, so watch out for your haulers.
 
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.

Revision as of 17:54, 30 November 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%

Human meat is meat obtained when a cook butchers humans.

Acquisition

Human meat is obtained when a 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.

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 mood as one (the latter one does). Psychopaths and pawns with bloodlust ignore either butchering penalty, as do any cannibals.

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.

Most humans despise eating human meat, which is cannibalism. Raw human meat gives a −20 moodlet, and cooked human meat (including in nutrient paste) gives a −15 moodlet. Pawns with the 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 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 upseting 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 or carnivore fine meal gives the same net buff (+20) as eating raw, and either meal is more efficient than raw food 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 ideoligious 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 butcher and the colony. Note that colonists still don't like seeing corpses, so watch out for your haulers.

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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