Difference between revisions of "Human meat"

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(→‎Analysis: correcting spelling mistake, noting that its only with the corpse ugly precept and usage in caravans)
 
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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]]}}
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{{See also|Meat (disambiguation)|Meat|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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<!-- Creation -->
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| production facility 1 = Butcher spot
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| production facility 2 = Butcher table
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| work to make = 450
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| work speed stat = Butchery Speed
 
}}
 
}}
{{See also|Meat (disambiguation)|Meat|Insect meat}}
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'''Human meat''' is [[meat]] obtained when a [[Work#Cook|cook]] butchers [[human]]s.
  
 
== Acquisition ==
 
== Acquisition ==
'''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.
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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.
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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.
 +
The mood effects of butchering humans with an [[Ideoligion]] are based on the precept of the ideoligion the pawn follows.
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== Usage ==
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{{Ingredient List|noCollapse=true}}
  
 
== 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, 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 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.
 
  
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}}.
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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}}.
  
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}}.
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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}} or [[growth vat]]{{BiotechIcon}}, and nobody will feel bad about it unless it is eaten directly.
  
==Analysis==
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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.
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]].  
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Human meat is also used as a building ingredient for the [[cannibal platter]]{{IdeologyIcon}}, which requires {{Required Resources|Cannibal platter|simple=1}}.
  
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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== 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]]. 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.
  
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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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.
  
[[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.
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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.
  
 
== Gallery ==
 
== Gallery ==
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</gallery>
 
</gallery>
  
{{nav|Food|wide}}
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== Version history ==
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<gallery>
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Meat human old.png|Old texture
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</gallery>
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{{Nav|Food|wide}}
 
[[Category:Food]] [[Category:Raw Food]] [[Category:Meat]]
 
[[Category:Food]] [[Category:Raw Food]] [[Category:Meat]]

Latest revision as of 04:13, 24 March 2024

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%

Creation

Crafted At
Butcher spot / Butcher table
Work To Make
450 ticks (7.5 secs)
Work Speed Stat
Butchery Speed

Human meat is meat obtained when a cook butchers humans.

Acquisition[edit]

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.

Without IdeologyContent added by the Ideology DLC 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). Psychopaths and pawns with bloodlust ignore either butchering penalty, as do any cannibals. The mood effects of butchering humans with an Ideoligion are based on the precept of the ideoligion the pawn follows.

Usage[edit]

  • Product Ingredients Type [ExpandCollapse]
    Cannibal platter Cannibal platter Content added by the Ideology DLC Human meat 120 Building - Ideology (Buildings)
  • Summary[edit]

    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 cooking human meat into meals (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 or growth vatContent added by the Biotech DLC, and nobody will feel bad about it unless it is eaten directly.

    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.

    Human meat is also used as a building ingredient for the cannibal platterContent added by the Ideology DLC, which requires Human meat 120.

    Analysis[edit]

    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, 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 meals, lavish meals, or their carnivore variants. Alternatively, the massive mood debuff might make human meat situationally useful. It may force a tortured artist into a mental break, or cause a Crisis of Belief in the Ideology DLC. As for Caravans 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 cages Content added by the Ideology DLC, 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 Corpses ugly precept Content added by the Ideology DLC will get −4 mood from observing them.

    In the Ideology DLC, a colony's ideoligion can make 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 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.

    Gallery[edit]

    Version history[edit]