Difference between revisions of "Human resources"

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(Every animal eats kibble except for Wargs.)
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{{Move|reason=With [[Slavery]] page needed with Ideology, this page might be better as a directory & summary and the info split up to individual pages}}
 
 
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'''[[Human meat|Cannibalism]]''', '''slavery''', '''organ harvesting''' from captives, wearing '''[[Human leather|human skin]]''', human '''corpses''' in general: most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource, even the human ones. If these occur in your colony it will impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income.
 
  
A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the preferred standard for living.
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'''Human Resources''' are everything that a human body can offer: '''[[slavery]]''', '''[[Human Resources#Organ Harvesting|organ harvesting]]''', wearing '''[[Human leather|human skin]]''', and outright '''[[Human meat|cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.
  
== Traits ==
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Most forms of HR impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the prefered standard for living, especially with mods or the [[Ideology DLC]]{{IdeologyIcon}}.
The three [[traits]] below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).
 
  
* '''[[Psychopath]]'''
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==Mood Penalties==
:* has no issues seeing fresh corpses or butchering them
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"Normal" colonists in base game (Core RimWorld) recieve penalties whenever ''anyone'' in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also recieve penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but ''not'' butchering) even while on a [[caravan]], or in another settlement. Debuffs from slavery, organ harvesting, and butchering all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.
:* has no qualms about slavery and organ harvesting
 
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing
 
  
* '''[[Bloodlust]]'''
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Some additional care can be taken to maintain mood levels through other means, such as providing additional [[recreation]], [[psychic soothe pulser]]s, better [[meal]]s, [[drugs]] or improved quality bed.  
:* has no issues seeing fresh corpses or butchering them
 
:* likes to wear human skin
 
:* only one who doesn't mind seeing rotting corpses
 
:* doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)
 
:* does '''NOT''' like cannibalism or slavery
 
  
* '''[[Traits#Cannibal|Cannibal]]'''
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A pawn's [[Ideoligion]]{{IdeologyIcon}} may change what they feel about these practices - they might enjoy or even ''require'' them. See [[Human resources#Ideoligion]] for more details.
:* has no issues seeing fresh corpses or butchering them
 
:* loves to eat human flesh
 
:* likes clothing made from skin
 
:* does '''NOT''' like slavery or organ harvesting.
 
  
== Table of mood effects ==
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===Mood Table (Core)===
These are the standard penalties (and a few boosts) that colonists suffer from this category of activities.
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Without any DLC:
 
{| class=wikitable
 
{| class=wikitable
 
! Trait !! Observes corpse !! Observes rotting corpse !! Butchers human !! Somebody butchers human (colonywide) !! Eats raw human flesh !! Eats meal with human flesh !! Wears human skin clothing !! Trades human flesh or leather !! A slave is sold (colonywide) !! An organ is harvested (colonywide)
 
! Trait !! Observes corpse !! Observes rotting corpse !! Butchers human !! Somebody butchers human (colonywide) !! Eats raw human flesh !! Eats meal with human flesh !! Wears human skin clothing !! Trades human flesh or leather !! A slave is sold (colonywide) !! An organ is harvested (colonywide)
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|}
 
|}
  
==== Ideology precepts & mèmes ====
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The [[Ideology DLC]]{{IdeologyIcon}} changes the impact of these actions. All [[Ideoligion]]s have precepts for corpses, cannibalism, etc., which will change the moodlet acoordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option "Play Classic", provides a -4 moodlet for observing a fresh corpse, instead of the -3 in the base game. See [[Human resources#Ideoligion Table]] for more details.
{{Ideology|No category}}
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{{Stub|section=1|reason=Mood debuffs involving the Ideology DLC needed}}
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=== Traits ===
{| class=wikitable
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The three [[traits]] below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal
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|-
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* '''[[Psychopath]]''': No issue with slavery or organ harvesting
| Cannibalism: Abhorrent || <span style="color:#ff0000">-12 Mood (6 days.)</span> || <span style="color:#ff0000">-5 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)</span> || <span style="color:#ff0000">-20 Mood (1 day. 1 Stack)</span> || <span style="color:#ff0000">-2/-4/-6/-8 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
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:*No issue with seeing fresh corpses or butchering corpses
|-
+
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing
|-
+
 
| Cannibalism: Horrible || <span style="color:#ff0000">-6 Mood (6 days.)</span> || <span style="color:#ff0000">-3 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)</span> || <span style="color:#ff0000">-12 Mood (1 day. 1 Stack)</span> || <span style="color:#ff0000">-2/-3/-5/-6 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
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* '''[[Bloodlust]]''': No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)
|-
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:*No issue with seeing corpses (even rotten) or butchering corpses
|-
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:* does '''NOT''' like cannibalism or slavery
| Cannibalism: Disapproved || <span style="color:#ff0000">-3 Mood (6 days.)</span> || <span style="color:#ff0000">-1 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)</span> || <span style="color:#ff0000">-5 Mood (1 day. 1 Stack)</span> || <span style="color:#ff0000">-1/-2/-3/-4 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|-
 
| Cannibalism: Acceptable || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|-
 
| Cannibalism: Preferred || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#008000">+2 Mood (1 day. 1 Stack)</span> || <span style="color:#008000">+1/+2/+3/+4 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|-
 
| Cannibalism: Required (Strong) || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#008000">+4 Mood (1 day. 1 Stack)</span> || <span style="color:#008000">+2/+3/+5/+6 Mood</span> || <span style="color:#ff0000">-2 Mood (1 day. 1 Stack)</span>
 
|-
 
|-
 
| Cannibalism: Required (Ravenous) || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#008000">+6 Mood (1 day. 1 Stack)</span> || <span style="color:#008000">+2/+4/+6/+8 Mood</span> || <span style="color:#ff0000">-4 Mood (1 day. 1 Stack)</span>
 
|-
 
|}
 
{| class=wikitable
 
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse
 
|-
 
| Corpses: Ugly || <span style="color:#ff0000">-4 Mood (0.5 days. 3 stacks. 0.5 Stack Multiplier)</span> || <span style="color:#ff0000">-6 Mood (0.5 days. 5 stacks. 0.3 stack multiplier</span>
 
|-
 
|-
 
| Corpses: Don't care || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|}
 
  
== Human butchering ==
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* '''[[Traits#Cannibal|Cannibal]]''': Loves human flesh and likes to wear human leather
{{Stub|section=1|reason=Strategies & Analysis of advantages and disadvantages of butchering humans needed, Neutrality (profitable for non-cannibal colonies etc)}}
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:*No issue with seeing fresh corpses or butchering corpses
By default, "humanlike corpses" is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm.  Simply go in and turn click it back ''on'', and get to your dark deeds.
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:* does '''NOT''' like slavery or organ harvesting.
  
Butchering humans may be either used as a last resort in a normal colony, or used as a nice mood buff for cannibals, or used to make [[kibble]]. Human [[meat]] is absolutely disgusting for non-cannibals (see above for mood debuffs), but to cannibals, raw flesh is even better than a [[lavish meal]]. In normal, non-cannibalistic colonies, human flesh can be kept for cannibals, but sometimes butchering humans is not worth the effort (trading a colony-wide -6 for a +10 or +20 for a few or single colonist). If people are butchered, they should be butchered together, as the mood debuff does not stack. It can also be kept as a last resort food, such as during a famine or a toxic fallout. Corpses should be only hauled and butchered by colonists who don't care about corpses, and stored in [[shelf|shelves]] to stop non-sociopathic colonists from seeing the corpse before it is butchered.
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==Uses==
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Humans and their corpses can be used for many valuable services:
  
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]], so making items such as [[armchair]]s or [[duster]]s from it for [[trade]] is probably the best use. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[cannibal]] traits.
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==Unprocessed Corpses==
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[[Animal]]s don't mind eating humans - it isn't canibalism, after all. You may want to leave a pile of [[raider]] corpses for your [[warg]]s and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding raiders has no penalty for the colony, except for those who see corpses.
  
The most important factor is to have a pawn that does not get the butchering penalty to do butchering. That penalty stacks and gets quite large. Meanwhile, any number of corpses can be butchered and the mood penalty to the rest of the colony will be the same. Obviously the right [[ideoligion]]{{IdeologyIcon}} makes this significantly easier.
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Corpses may also be stripped from their clothes. With an [[electric smelter]], you may scrap armor and weapons for small amounts of resources like [[steel]]. Apparel stripped from a corpse is considered [[tainted]], so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of [[marine armor]], or that [[megasloth wool]] [[parka]] in an [[biomes#Ice Sheet|ice sheet]].
  
===Work efficiency===
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==Organ Harvesting==
{{Stub|section=1|reason=Stub - cleanup and expansion needed}}
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{{See also|Surgery|Medical Surgery Success Chance}}
Molotoving the corpses requires as much time as it takes to manually equip a pawn with [[molotov cocktails]], telling them to toss one, and then re-equipping them with their other weapon. The exact work/corpse depends on just how full you are willing to let your burn site get before burning it.   
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Organ harvesting requires a live pawn, a doctor and 2 units of [[herbal medicine]] or better. Organs must be undamaged; diseased organs are not available to harvest. The [[kidney]]s, [[lung]]s, [[liver]] and [[heart]] are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:
At base, cremating a pawn takes {{ticks|180}} of work. The best it can be realistically and reliably reduced to is ?.
 
At base, butchering any organic pawn takes {{ticks|450}}. A healthy pawn with [[archotech arm]]s and [[Cooking]] 20, working on a [[butcher table]] linked to two [[tool cabinet]]s, butchers a human in {{ticks|167}}. Stacking [[Global Work Speed]] and [[Manipulation]] buffs can get this higher but is less realistic. Butchering requires that the tainted clothes being dealt with separately. On one hand, this means that more work must be invested to dispose of them, either hauling them to a burn site or cremating them for a base {{ticks|60}} of work per item. On the other, smelting the [[apparel]] and not-useful [[utility]] items are a very work efficient source of metals after the easy veins have been exploited.
 
  
== Slavery ==
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* 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}
{{Stub|section=1|reason=Cost analysis of sale vs harvesting needed}}
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* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}
{{Main|Slavery}}
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* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.
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Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} + ({{Icon Small|silver||{{#expr:{{Q|Heart|Market Value Base}}}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||1150}} market value.
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*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||1420}}. This is more efficient if you can craft your own prosthetic hearts - buying prosthetic hearts may actually cause a deficit for trade, as you always sell items at a loss.
 +
*If the heart and liver are both unavailable, you may harvest a second kidney or lung for a total of {{Icon Small|silver||900}}.
  
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions. It is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. Unless you have a colony of [[Trait#Psychopath|psychopaths]], selling slaves can cause result in significant [[mood]] issues and [[mental break]]s. Besides the trait, there is no way to prevent the negative moodlet in core RimWorld, however like all mood debuffs, there are strategies to mitigate its effect.
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If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||650}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||920}}. If the organ "donor" is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine.
  
One way of dealing with this is to sell only 1-2 slaves every 4 days, keeping the mood debuff small, and easily managed by measures such as temporarily upgrading to [[lavish meal]]s, allowing or increasing [[drug]] consumption, or simply tanking the mood debuff if the base mood of the colony is already high. This slow process has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning either pawns will have to caravan the slaves to nearby [[faction base]]s for trade, or that it will be hard making slavery the main source of profit for the colony.
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Pawns with [[bionic]] attachments are much more valuable: the full part may be retrieved and worth its normal value. Prosthetics may also be obtained, but are worth less than bionic parts. Removing an artifical part doesn't count as organ harvesting{{Check Tag|Fact Check}}.
  
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurance of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.
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Their default <u>market</u> value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.
  
Pawns will have a significant [[Social|negative opinion]] of whoever sells the slaves.
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===Mood===
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Colonists recieve a colony-wide -5 mood debuff from an organ harvest. Organs past the first count, or "stack", for a smaller debuff: 5 organs give -15 mood. If a vital organ (one that kills when harvested) is removed, then an additional and seperate -6 mood penalty is recieved for organ murder.
  
Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits, reduced by injuries and ailments, and increased by the presence of bionics. The exact variables and their effect is still in need of analysis but at a certain point harvesting a prisoner for their organs can be significantly more profitable. Note however that the debuff lasts longer for organ harvesting, though it is similar in magnitude at the maximum stack sizes for both debuff types. Butchering the resulting corpse for leather and meat can increase the profit, though at the cost of incurring another debuff. Also note that the slavery, harvesting and butchery debuffs stack - ideally only slavery or harvesting should be selected in colonies not exclusively populated with psychopath or bloodlust pawns.
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The organ harvester themselves recieves another -5 mood debuff, with progressively smaller stacks (5 organs, -15 mood), unless they wouldn't care. Finally, the organ harvester recieves a social penalty.
  
==== Slavery with the Ideology DLC ====
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Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable [[ideoligion]], or massive mood buffs to function.
With the [[Ideology DLC]], slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Although slaves are controllable and appear in the colonist bar, they work at 85% speed and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by [[mood]], [[suppression]], proximity of weapons, and the presence of colonists. Unlike prisoners, colonists and slaves can have intimate relationships. Colonists and slaves cannot sleep in the same bed, but they can sleep in the same room. If you want the two to sleep together, both must be made into colonists or slaves.
 
  
==Organ harvesting==
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== Human butchering ==
{{Stub|section=1|reason=Proper analysis of advantages and disadvantages of organ harvesting and organ murdering needed inc mood management and mood vs profit}}
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By default, "humanlike corpses" is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm.  Simply go in and turn click it back ''on'', and get to your dark deeds. Butchering a human produces {{Icon Small|human meat}} [[human meat]] and {{Icon Small|human leather}} [[human leather]].  
{{See also|Surgery|Medical Surgery Success Chance}}
 
Organ harvesting requires a doctor and 2 units of [[herbal medicine]] or better. Organs must be undamaged; diseased organs are not available to harvest.
 
  
The [[kidney]]s, [[lung]]s, [[liver]] and [[heart]] are all options for harvesting, for use in other colonists or selling on the market. Their default <u>market</u> value is listed below, but in practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]])
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Before [[difficulty]] modifiers, each undamaged corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||284}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to simple meals and normal quality dusters provides an average of {{Icon Small|silver||370}} per corpse. This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills/etc.]]... In most practical scenarios, pawns will die from damage, and you'll recieve less material.
  
* If unwilling to organ murder the donor, the best option is harvesting...
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===Human Meat===
** 1 Kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}
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[[Human meat]] is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a [[lavish meal]], with a +20 positive moodlet. Cooked human meat still counts as human meat, althought it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.
** 1 Lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}
 
: ...for a total of {{Icon Small|silver||{{#expr:{{Q|Kidney|Market Value Base}}}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} = {{Icon Small|silver||650}}.
 
  
* Additionally, ''if'' a [[prosthetic heart]] is available...
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Raw human meat inflicts a massive mood penalty, which may be situationally useful. It can activate inspirations for a [[tortured artist]]. Low mood makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and even cause a [[Mental break#Crisis of Belief|Crisis of Belief]].
** +1 Heart (worth {{Icon Small|silver||{{Q|Heart|Market Value Base}}}}) by installing a cheap [[prosthetic heart]] (- {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}) to replace the harvested one, allowing the patient to live.
 
: ...for a total of {{Icon Small|silver||{{#expr:{{Q|Kidney|Market Value Base}}}}}} +  {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} + ({{Icon Small|silver||{{Q|Heart|Market Value Base}} - {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}}}) = {{Icon Small|silver||920}}.
 
  
If your designated [[Doctoring#Surgery|surgeon]] needs practice, you can also remove the tongue as well, though there is no organ market for used tongues. This counts as another "organ harvested" for mood penalties.
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Human meat can also be used in a [[biofuel refinery]] to create [[chemfuel]], used to make [[kibble]] and other animal meals, and used in a [[biosculpter pod]]{{IdeologyIcon}} with no penalties (beyond the initial butchering). The action of cooking human meat has no penalty, but eating the meat is another story.
  
 +
A human corpse provides an average of 92.5 human meat, before missing body parts and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||73.92}}. Human meat itself is worth less than ordinary meat, but not when processed. Therefore, it can be cooked into {{Icon Small|simple meal||9.25}} [[simple meal]]s worth {{Icon Small|silver||138.75}} for 47.5 work, or processed in a biofuel refinery for {{Icon Small|chemfuel||46.25}}, worth {{Icon Small|silver||106.37}}. [[Fine meal]]s are more valuable if you have the vegetable ingredients for them.
  
* If willing to organ-murder the donor, you can harvest...
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===Human Leather===
** 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}
+
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]]. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[cannibal]] traits.
** 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}
 
:: ...and then ''either''..
 
:* 1 heart worth {{Icon Small|silver||{{Q|Heart|Market Value Base}}}}
 
:: ...''or...''
 
:* 1 liver worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}
 
:: These three organs are worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} + ({{Icon Small|silver||{{#expr:{{Q|Heart|Market Value Base}}}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||1150}} market value.
 
  
If the heart or liver is damaged, the other can be harvested for the same value ({{Icon Small|silver||500}}). If that is also unavailable, the second lung ({{Icon Small|silver||{{Q|Lung|Market Value Base}}}}) or, if not that, then the second kidney ({{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}) are the most profitable alternatives.
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Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.  
  
Harvesting the heart or liver (or a second kidney or lung) kills the patient, and no further operations are possible (but see next).
+
They also provide an average of 50 human leather, worth {{Icon Small|silver||210}} on its own. It is enough for 5/8ths of a [[duster]]; when converted into normal quality dusters, each corpse is worth around {{Icon Small|silver||231.25}} for 105 work. However, there may be leftover human leather, which is not accounted for.
  
 +
===Mood===
 +
Butchering a corpse gives a colony wide -6 debuff. This doesn't stack; butchering 1 or 100 corpses has the same effect, so butchering corpses en mass is more mood efficient. This can easily be managed, such as improving a colony's recreation, dining, or bed rooms. [[Shelf|Shelves]] are recommended if you have pawns that don't like seeing corpses on the ground. Even with shelves, "vulnerable" pawns will almost invariably see corpses at some time, which may make things less manageable.
  
* Optimally, if you can acquire a [[prosthetic heart]] (- {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}) to replace the harvested organic one, that allows the patient to live and you can continue with another operation, harvesting ''both'' the heart and then the liver (before the patient then dies), for a total of...
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Other than the intial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.
::  {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{Icon Small|silver||{{Q|Liver|Market Value Base}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} + ({{Icon Small|silver||{{#expr:{{Q|Heart|Market Value Base}}}}}} - {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}) = {{Icon Small|silver||1420}} market value, or 1650 if you crafted your own prosthetic heart (less your manufacturing costs/etc.).
 
  
===== [[Mood|Effect on moods]] =====
+
The butcherer themselves recieves another -6 mood debuff, which ''does'' stack as they butcher more corpses (up to 4). It is recommended that they be a Cannibal, Bloodlusted, or a Psychopath, as all three traits don't mind butchering at all. Cannibals alone don't mind eating human meat, and recieve a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism and/or corpse butcher makes things easy.
Most all colonists get a -6 for the procedure occurring, and stacking up to 5 times, although at a .25 multiplier (for a total -10 max). Note that this is ''per organ'', not per <s>victim</s> patient. This does not occur when replacing an organ with an artificial one, nor from removing prosthetics. [[Psychopath]]s are immune to this, and those with [[bloodlust]] actually get a +4 ''boost'' to their mood.
 
  
The surgeon gets an ''additional'' -5 mood debuff for harvesting organs, unless they have the [[psychopath]] or [[bloodlust]] trait. This debuff also stacks 5 times, with a debuff multiplier of 0.75.
+
== Selling Slaves ==
 +
{{Main|Slavery}}
  
Note that [[cannibal]]s feel normally about this; unless it's on the menu, it's probably a bad thing.
+
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions.  Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly.
  
Also note that the patient receives a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect patients (that survive the procedure, ahem) to [[break]], unless their environment can counter this penalty. Consider the [[melee]] skill of potential "donors", and consider adding additional doors and other security measures to their holding rooms against the inevitable.
+
A healthy pawn can give a lung, a kidney, and a heart/liver, worth {{Icon Small|silver||1150}}. Harvesting organs seems to have no penalty to corpse value{{Check Tag|Fact Check}}, so butchering the coprse then gives a value of {{Icon Small|silver||284}} without any further processing. This gives a total of {{Icon Small|silver||1434}} before further processing. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, and possibly less than their organs - see the infomation tab (once they've healed) for their value.  
  
==== [[Factions#Relationship status|Effect on Factions]] ====
+
If a pawn is highly valuable, then they'll likely have skills or traits valuable to ''you'', so consider recruiting them. Therefore, at a certain point, harvesting a prisoner for their organs and/or butchering them is significantly more profitable.
Performing "''harmful surgery on (a) member''" of another faction will immediately [[Factions#Damaging Relations|hurt relations]] by -20 points. This is per prisoner, not per surgery.
 
  
== Mitigation strategies ==
+
===Mood===
There are some approaches you can use to minimize or even negate the usual penalties, though some are rather convoluted.
+
Selling slaves incurs a smaller mood decrease than organ harvest. Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. In Core RimWorld, only Psychopaths are immune to slavery debuffs. An ideoligion that supports slavery is a different story. Other pawns will have a significant [[Social|negative opinion]] of whoever sells the slaves.
  
==== Butchering ====
+
Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily managable mood debuff. You can improve their rooms, temporarily use [[drug]]s or [[lavish meal]]s, or simply tanking the mood if the colony is happy otherwise. However, Slavers only appear occassionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby [[faction base]].
It is possible to butcher human corpses without penalty for anyone if you send everybody who would be debuffed off the map (on a caravan) until all humans have been chopped up. You need a butcher who can butcher humanlikes without debuff (or else your butcher will take a severe mood penalty).
 
  
Colonists who are not on the map when a humanoid corpse is butchered do not receive the "[[Mood#We butchered humanlike|we butchered humanlike]]" mood penalty. It is sufficient to put all colonists who are neither psychopath, bloodlusted nor cannibal on a temporary caravan (take no items), send them off the map to an adjacent tile and make the caravan rest immediately. Then have your psycho butchers chop up all the humans. Re-enter with the caravan when it is done. It is not necessary to take any prisoners off the map, as they do not receive the debuff in any case.
+
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurance of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.
  
Alternatively, given the mood penalty is relatively low for human butchery, only -6, the penalty can just be accepted as the cost of doing this business. Some additional care can be taken to maintain mood levels through other means, such as providing additional [[recreation]], [[psychic soothe pulser]]s, better [[meal]]s, [[drugs]] or improved quality bed, dining and rec rooms. Diet too - just providing 1 lavish meal per day for each effected colonist for the 10 day duration is more then enough to counter the penalty. It is recommended to use a non-effected pawn to actually do the butchery though, as the penalties stack and -12 is a significant debuf. <!-- No evidence that this still occurs:
+
== Slaves (Ideology DLC) ==
Also keep in mind that the butchering pawn's social standing will be much reduced in the eyes of effected pawns. This can ruin relationships by causing a pawn to hate their spouse for example.-->
+
{{Main|Slavery#Ideology}}
 +
With [[Ideology]]{{IdeologyIcon}}, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero.
  
That said, doing this can be quite profitable especially on higher difficulties where you get raided a lot.
+
Although slaves are controllable and appear in the colonist bar, they work at 85% speed and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by [[mood]], [[suppression]], proximity of weapons, and the presence of colonists.
  
Everybody will handle human meat without complaint, as long as they do not have to eat it in any form.
+
Slaves provide a variable mood increase or decrease, depeding on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed.
  
Storing human corpses for butchery will result in the Observed Corpse mood debuf, this can be prevented by hiding the corpses in [[Shelf|shelves]]. See that page for details.
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== Ideoligon ==
 +
{{Ideology|No category}}
 +
{{Stub|section=1|reason=Mood debuffs involving the Ideology DLC needed}}
 +
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:
 +
*'''Cannibalism: '''
 +
:*Cannibalism: Acceptable - Negates penalties for butchering humans and human flesh, enjoys eating human flesh
 +
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather
 +
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.
 +
*'''Organ Use:''' Acceptable - Negates all penalties from organ harvesting.
 +
*'''Slavery:'''
 +
:*Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor
 +
:*Slavery: Honorable - Mood buffs for selling slaves and enslaving others
  
Human leather fetches a good price. It can also be used for furniture without penalty. Human meat can be sold, fed to carnivores, turned into [[kibble]], or converted into [[chemfuel]] at the [[biofuel refinery]].
+
===Ideoligon Table===
 +
{| class=wikitable
 +
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal
 +
|-
 +
| Cannibalism: Abhorrent || <span style="color:#ff0000">-12 Mood (6 days.)</span> || <span style="color:#ff0000">-5 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)</span> || <span style="color:#ff0000">-20 Mood (1 day. 1 Stack)</span> || <span style="color:#ff0000">-2/-4/-6/-8 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
 +
|-
 +
|-
 +
| Cannibalism: Horrible || <span style="color:#ff0000">-6 Mood (6 days.)</span> || <span style="color:#ff0000">-3 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)</span> || <span style="color:#ff0000">-12 Mood (1 day. 1 Stack)</span> || <span style="color:#ff0000">-2/-3/-5/-6 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
 +
|-
 +
|-
 +
| Cannibalism: Disapproved || <span style="color:#ff0000">-3 Mood (6 days.)</span> || <span style="color:#ff0000">-1 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)</span> || <span style="color:#ff0000">-5 Mood (1 day. 1 Stack)</span> || <span style="color:#ff0000">-1/-2/-3/-4 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
 +
|-
 +
|-
 +
| Cannibalism: Acceptable || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span>
 +
|-
 +
|-
 +
| Cannibalism: Preferred || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#008000">+2 Mood (1 day. 1 Stack)</span> || <span style="color:#008000">+1/+2/+3/+4 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
 +
|-
 +
|-
 +
| Cannibalism: Required (Strong) || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#008000">+4 Mood (1 day. 1 Stack)</span> || <span style="color:#008000">+2/+3/+5/+6 Mood</span> || <span style="color:#ff0000">-2 Mood (1 day. 1 Stack)</span>
 +
|-
 +
|-
 +
| Cannibalism: Required (Ravenous) || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#008000">+6 Mood (1 day. 1 Stack)</span> || <span style="color:#008000">+2/+4/+6/+8 Mood</span> || <span style="color:#ff0000">-4 Mood (1 day. 1 Stack)</span>
 +
|-
 +
|}
 +
{| class=wikitable
 +
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse
 +
|-
 +
| Corpses: Ugly || <span style="color:#ff0000">-4 Mood (0.5 days. 3 stacks. 0.5 Stack Multiplier)</span> || <span style="color:#ff0000">-6 Mood (0.5 days. 5 stacks. 0.3 stack multiplier</span>
 +
|-
 +
|-
 +
| Corpses: Don't care || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span>
 +
|-
 +
|}
  
==== Organ harvesting & slavery ====
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*Organ Use: Acceptable*
The caravan shuffle does not work for organ harvesting or slavery; these transgressions are detected by colonists anywhere on the map.  However, countering the debuff with the usual counter-boosts (better meals, higher quality rooms, selective drug use) is still a viable method.
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*Slavery*
  
 
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Revision as of 01:42, 8 October 2022

Human Resources are everything that a human body can offer: slavery, organ harvesting, wearing human skin, and outright cannibalism. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.

Most forms of HR impart significant mood penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the prefered standard for living, especially with mods or the Ideology DLCContent added by the Ideology DLC.

Mood Penalties

"Normal" colonists in base game (Core RimWorld) recieve penalties whenever anyone in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also recieve penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but not butchering) even while on a caravan, or in another settlement. Debuffs from slavery, organ harvesting, and butchering all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.

Some additional care can be taken to maintain mood levels through other means, such as providing additional recreation, psychic soothe pulsers, better meals, drugs or improved quality bed.

A pawn's IdeoligionContent added by the Ideology DLC may change what they feel about these practices - they might enjoy or even require them. See Human resources#Ideoligion for more details.

Mood Table (Core)

Without any DLC:

Trait Observes corpse Observes rotting corpse Butchers human Somebody butchers human (colonywide) Eats raw human flesh Eats meal with human flesh Wears human skin clothing Trades human flesh or leather A slave is sold (colonywide) An organ is harvested (colonywide)
 None
(average
 colonist)
-3 Mood (0.25 days. 3 Stacks. 0.5 Stack Multiplier) -7 Mood (0.25 days. 5 Stacks. 0.3 Stack Multiplier) -6 Mood (6 days. 4 Stacks. 0.75 Stack Multiplier) -6 Mood (6 days. 1 Stack) -20 Mood (1 day. 1 Stack) -15 Mood (1 day. 1 Stack) -3/-5/-7/-8 Mood No Debuff -3 Mood (4 days. 5 Stacks) -5 Mood (7.5 days. 5 Stacks. 0.75 Stack Multiplier)
Psychopath Immune to Debuff Normal Penalty Immune to Debuff Immune to Debuff Normal Penalty Normal Penalty Normal Penalty No Debuff Immune to Debuff Immune to Debuff
Bloodlust Immune to Debuff Immune to Debuff Immune to Debuff Immune to Debuff Normal Penalty Normal Penalty +3/+5/+7/+8 Mood No Debuff Normal Penalty +4 Mood (stack unknown)
Cannibal Immune to Debuff Normal Penalty Immune to Debuff Immune to Debuff +20 Mood (1 day. 1 Stack) +15 Mood (1 day. 1 Stack) +3/+5/+7/+8 Mood No Debuff Normal Penalty Normal Penalty

The Ideology DLCContent added by the Ideology DLC changes the impact of these actions. All Ideoligions have precepts for corpses, cannibalism, etc., which will change the moodlet acoordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option "Play Classic", provides a -4 moodlet for observing a fresh corpse, instead of the -3 in the base game. See Human resources#Ideoligion Table for more details.

Traits

The three traits below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).

  • Psychopath: No issue with slavery or organ harvesting
  • No issue with seeing fresh corpses or butchering corpses
  • does NOT like seeing rotten corpses, eating human flesh, or wearing human skin clothing
  • Bloodlust: No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing tainted apparel (i.e. taken from a dead body)
  • No issue with seeing corpses (even rotten) or butchering corpses
  • does NOT like cannibalism or slavery
  • Cannibal: Loves human flesh and likes to wear human leather
  • No issue with seeing fresh corpses or butchering corpses
  • does NOT like slavery or organ harvesting.

Uses

Humans and their corpses can be used for many valuable services:

Unprocessed Corpses

Animals don't mind eating humans - it isn't canibalism, after all. You may want to leave a pile of raider corpses for your wargs and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding raiders has no penalty for the colony, except for those who see corpses.

Corpses may also be stripped from their clothes. With an electric smelter, you may scrap armor and weapons for small amounts of resources like steel. Apparel stripped from a corpse is considered tainted, so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of marine armor, or that megasloth wool parka in an ice sheet.

Organ Harvesting

Organ harvesting requires a live pawn, a doctor and 2 units of herbal medicine or better. Organs must be undamaged; diseased organs are not available to harvest. The kidneys, lungs, liver and heart are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:

  • 1 kidney worth Silver 900
  • 1 lung worth Silver 1,000
  • Either 1 heart or 1 liver, worth Silver 1,200.

Harvesting three organs is worth a total of Silver 900 + Silver 1,000 + (Silver Expression error: Unrecognized punctuation character ",". or Silver 1,200) = Silver 1150 market value.

  • If you have a prosthetic heart, which costs Silver 230, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver Silver 1,200, for a total of Silver 1420. This is more efficient if you can craft your own prosthetic hearts - buying prosthetic hearts may actually cause a deficit for trade, as you always sell items at a loss.
  • If the heart and liver are both unavailable, you may harvest a second kidney or lung for a total of Silver 900.

If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of Silver 650. If a prosthetic heart is available, then you'll profit to Silver 920. If the organ "donor" is still alive, they'll receive a -30 mood penalty per organ removed, at 75% stacking, up to 5 times. Expect survivors to break, so check their melee skill accordingly. Alternatively, you can install peg legs and wooden hands to reduce their effectiveness, at the cost of 1 wood and even more medicine.

Pawns with bionic attachments are much more valuable: the full part may be retrieved and worth its normal value. Prosthetics may also be obtained, but are worth less than bionic parts. Removing an artifical part doesn't count as organ harvesting[Fact Check].

Their default market value is displayed above. In practice the actual buying/selling price is the market price modified by trading skills/etc., and failing the surgery makes things more expensive.

Mood

Colonists recieve a colony-wide -5 mood debuff from an organ harvest. Organs past the first count, or "stack", for a smaller debuff: 5 organs give -15 mood. If a vital organ (one that kills when harvested) is removed, then an additional and seperate -6 mood penalty is recieved for organ murder.

The organ harvester themselves recieves another -5 mood debuff, with progressively smaller stacks (5 organs, -15 mood), unless they wouldn't care. Finally, the organ harvester recieves a social penalty.

Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable ideoligion, or massive mood buffs to function.

Human butchering

By default, "humanlike corpses" is turned off under the [Details...] tab under [Bills] on a butcher table, to avoid accidental over-enthusiasm. Simply go in and turn click it back on, and get to your dark deeds. Butchering a human produces Human meat human meat and Human leather human leather.

Before difficulty modifiers, each undamaged corpse, butchered by a pawn with 100% Butchery Efficiency (or 10+ Cooking skill), is worth Silver 284 in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to simple meals and normal quality dusters provides an average of Silver 370 per corpse. This is before considering corpse damage, duster quality, trading skills/etc.... In most practical scenarios, pawns will die from damage, and you'll recieve less material.

Human Meat

Human meat is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a lavish meal, with a +20 positive moodlet. Cooked human meat still counts as human meat, althought it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.

Raw human meat inflicts a massive mood penalty, which may be situationally useful. It can activate inspirations for a tortured artist. Low mood makes conversionContent added by the Ideology DLC easier, and even cause a Crisis of Belief.

Human meat can also be used in a biofuel refinery to create chemfuel, used to make kibble and other animal meals, and used in a biosculpter podContent added by the Ideology DLC with no penalties (beyond the initial butchering). The action of cooking human meat has no penalty, but eating the meat is another story.

A human corpse provides an average of 92.5 human meat, before missing body parts and difficulty modifiers are taken into account, for a market value of Silver 73.92. Human meat itself is worth less than ordinary meat, but not when processed. Therefore, it can be cooked into Simple meal 9.25 simple meals worth Silver 138.75 for 47.5 work, or processed in a biofuel refinery for Chemfuel 46.25, worth Silver 106.37. Fine meals are more valuable if you have the vegetable ingredients for them.

Human Leather

Human leather, the other by-product of butchering a human, is terrible as a protective textile, but has a high market value. If made into clothing, wearing such items give a mood boost to pawns with the bloodlust or cannibal traits.

Without DLC, creating human armchairs or dusters is the most valuable way to use textiles. If the Royalty DLCContent added by the Royalty DLC is enabled, this role is instead taken by formal vests and corsets.

They also provide an average of 50 human leather, worth Silver 210 on its own. It is enough for 5/8ths of a duster; when converted into normal quality dusters, each corpse is worth around Silver 231.25 for 105 work. However, there may be leftover human leather, which is not accounted for.

Mood

Butchering a corpse gives a colony wide -6 debuff. This doesn't stack; butchering 1 or 100 corpses has the same effect, so butchering corpses en mass is more mood efficient. This can easily be managed, such as improving a colony's recreation, dining, or bed rooms. Shelves are recommended if you have pawns that don't like seeing corpses on the ground. Even with shelves, "vulnerable" pawns will almost invariably see corpses at some time, which may make things less manageable.

Other than the intial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in nutrient paste) or human clothes - but they don't mind human meat used for kibble, for instance.

The butcherer themselves recieves another -6 mood debuff, which does stack as they butcher more corpses (up to 4). It is recommended that they be a Cannibal, Bloodlusted, or a Psychopath, as all three traits don't mind butchering at all. Cannibals alone don't mind eating human meat, and recieve a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism and/or corpse butcher makes things easy.

Selling Slaves

Slavery in Core RimWorld is the sale of prisoners to other factions. Humans have a base value of Silver 1750. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly.

A healthy pawn can give a lung, a kidney, and a heart/liver, worth Silver 1150. Harvesting organs seems to have no penalty to corpse value[Fact Check], so butchering the coprse then gives a value of Silver 284 without any further processing. This gives a total of Silver 1434 before further processing. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, and possibly less than their organs - see the infomation tab (once they've healed) for their value.

If a pawn is highly valuable, then they'll likely have skills or traits valuable to you, so consider recruiting them. Therefore, at a certain point, harvesting a prisoner for their organs and/or butchering them is significantly more profitable.

Mood

Selling slaves incurs a smaller mood decrease than organ harvest. Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. In Core RimWorld, only Psychopaths are immune to slavery debuffs. An ideoligion that supports slavery is a different story. Other pawns will have a significant negative opinion of whoever sells the slaves.

Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily managable mood debuff. You can improve their rooms, temporarily use drugs or lavish meals, or simply tanking the mood if the colony is happy otherwise. However, Slavers only appear occassionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby faction base.

Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurance of a wedding or party for example can help. Slaves can be stored in cryptosleep caskets to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.

Slaves (Ideology DLC)

With IdeologyContent added by the Ideology DLC, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero.

Although slaves are controllable and appear in the colonist bar, they work at 85% speed and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by mood, suppression, proximity of weapons, and the presence of colonists.

Slaves provide a variable mood increase or decrease, depeding on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed.

Ideoligon

With the Ideology DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:

  • Cannibalism:
  • Cannibalism: Acceptable - Negates penalties for butchering humans and human flesh, enjoys eating human flesh
  • Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather
  • Corpses: Don't Care - Negates penalties from seeing corpses, fresh or rotten.
  • Organ Use: Acceptable - Negates all penalties from organ harvesting.
  • Slavery:
  • Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor
  • Slavery: Honorable - Mood buffs for selling slaves and enslaving others

Ideoligon Table

Cannibalism Precepts Butchers human Somebody butchers human (colonywide) Eats human flesh Wears human skin clothing Eats non-human flesh meal
Cannibalism: Abhorrent -12 Mood (6 days.) -5 Mood (5 days. 5 stacks. 0.75 Stack Multiplier) -20 Mood (1 day. 1 Stack) -2/-4/-6/-8 Mood Immune to Debuff
Cannibalism: Horrible -6 Mood (6 days.) -3 Mood (5 days. 5 stacks. 0.75 Stack Multiplier) -12 Mood (1 day. 1 Stack) -2/-3/-5/-6 Mood Immune to Debuff
Cannibalism: Disapproved -3 Mood (6 days.) -1 Mood (5 days. 5 stacks. 0.75 Stack Multiplier) -5 Mood (1 day. 1 Stack) -1/-2/-3/-4 Mood Immune to Debuff
Cannibalism: Acceptable Immune to Debuff Immune to Debuff Immune to Debuff Immune to Debuff Immune to Debuff
Cannibalism: Preferred Immune to Debuff Immune to Debuff +2 Mood (1 day. 1 Stack) +1/+2/+3/+4 Mood Immune to Debuff
Cannibalism: Required (Strong) Immune to Debuff Immune to Debuff +4 Mood (1 day. 1 Stack) +2/+3/+5/+6 Mood -2 Mood (1 day. 1 Stack)
Cannibalism: Required (Ravenous) Immune to Debuff Immune to Debuff +6 Mood (1 day. 1 Stack) +2/+4/+6/+8 Mood -4 Mood (1 day. 1 Stack)
Corpse Precepts Observes Corpse Observes rotting corpse
Corpses: Ugly -4 Mood (0.5 days. 3 stacks. 0.5 Stack Multiplier) -6 Mood (0.5 days. 5 stacks. 0.3 stack multiplier
Corpses: Don't care Immune to Debuff Immune to Debuff
  • Organ Use: Acceptable*
  • Slavery*