Difference between revisions of "Insect meat"

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Excluding its mood effects, insect meat acts as any other meat. It can be used alone to produce [[simple meal|simple]] or [[nutrient paste meal]]s, or combined with other ingredients to produce [[Fine meal|fine]], [[lavish meal]]s, [[pemmican]] and [[kibble]].  
 
Excluding its mood effects, insect meat acts as any other meat. It can be used alone to produce [[simple meal|simple]] or [[nutrient paste meal]]s, or combined with other ingredients to produce [[Fine meal|fine]], [[lavish meal]]s, [[pemmican]] and [[kibble]].  
  
Colonists consider insect meat disgusting, and will suffer the "''Ate insect meat''" bad thought (-6 [[mood]]) when eaten raw, and the "''Ate cooked insect meat''" bad thought (-3 mood) when eating meals made with it. This stacks additively with mood effects from meals, both positive and negative, and with the "''ate raw food''" (-7 mood) debuff when eaten raw. Thus, eating raw insect meat results in a net -13, while eating a lavish meal made from it results in a net +9. The mood penalties from insect meat are negated and replaced with a +6 if the eating pawn has an [[ideoligion]]{{IdeologyIcon}} with the "[[Ideoligion#Insect meat|Insect Meat: Loved]]" precept. This mood buff also stacks, as above.  
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Colonists consider insect meat disgusting, and will suffer the "''Ate insect meat''" bad thought (-6 [[mood]]) when eaten raw, and the "''Ate cooked insect meat''" bad thought (-3 mood) when eating meals made with it. Pawns will also gain the mood effect of the preperation itself - for example, eating it as a [[nutrient paste meal]] gives an additional -4 mood penalty, or -7 mood total.
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The mood penalties from insect meat are negated and replaced with a +6 if the eating pawn has an [[ideoligion]]{{IdeologyIcon}} with the "[[Ideoligion#Insect meat|Insect Meat: Loved]]" precept. This mood buff also stacks with the above.  
  
 
By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking [[bill]]s.
 
By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking [[bill]]s.
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== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason= General also add Biofuel Refining analysis}}
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{{Stub|section=1|reason= General, also add Biofuel Refining analysis}}
 
[[Infestation]]s can result in massive amounts of insect meat being available to the colony, and while initially unattractive, this resource can actually be of significant value.
 
[[Infestation]]s can result in massive amounts of insect meat being available to the colony, and while initially unattractive, this resource can actually be of significant value.
  
Cooking it into a [[fine meal]] (+5 mood) offsets the mood penalty for a total of +2 mood, making cooking insect meat worthwhile if a colony's food supplies are low or before a colony can afford to switch to regular fine meals. Alternatively, if the colony has easy access to large supplies of insect meat, cooking it into a [[lavish meal]] (+12 mood) will give a total of +9 mood while requiring the same amount of vegetables as basic a [[simple meal]] made from vegetable, and stacking with the fine meal buff. The resulting meal will also be suitable for nobles.  Alternatively, [[carnivore fine meal|carnivore fine]] and [[carnivore lavish meal|lavish meal]]s can use only the insect meat and turn unused insect meat into essentially free mood buffs with no other input, though at the cost of nutritional efficiency.  
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Cooking it into a [[fine meal]] adds +5 mood, for a net of +2 mood; making insect meat worthwhile if meat or general food is in low supply. Making a [[carnivore fine meal|carnivore fine]] and [[carnivore lavish meal|lavish meal]]s can use purely insect meat for a net mood buff, "wasting" food you wouldn't be using otherwise.
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Insect meat may be eaten by [[animal]]s with no penalty. Herbivorous animals can eat insect meat turned into [[kibble]], which also uses a vegetable ingredient like [[haygrass]]. Insect meat or insect meat kibble may also be used in a [[biofuel refinery]].
  
 
Conversely, the mood penalty from insect meat can be combined with the penalty from nutrient paste when trying to lower a pawn's mood, such as when trying to trigger a [[tortured artist]], create an anti-raider [[psychic harmonizer|psychic beacon]] {{RoyaltyIcon}}, or [[Ideoligion#Conversion|convert]]{{IdeologyIcon}} a pawn via [[Mental_break#Crisis of belief|Crisis of belief]].
 
Conversely, the mood penalty from insect meat can be combined with the penalty from nutrient paste when trying to lower a pawn's mood, such as when trying to trigger a [[tortured artist]], create an anti-raider [[psychic harmonizer|psychic beacon]] {{RoyaltyIcon}}, or [[Ideoligion#Conversion|convert]]{{IdeologyIcon}} a pawn via [[Mental_break#Crisis of belief|Crisis of belief]].

Revision as of 22:15, 30 September 2022

Insect meat

Insect meat

Raw butchered flesh. If necessary, can be cooked into meals, or even eaten raw. Extremely unappetizing.

Base Stats

Type
FoodRaw food
Market Value
0.5 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%

Insect meat is a type of meat obtained from butchering insectoids. It is acts as any other meat, but most humans dislike eating it even when cooked into meals.

Acquisition

Insect meat is produced when a cook butchers any insectoid at a butcher table or butcher spot. The amount obtained depends on the Meat Amount of the butchered insectoid, as well as the Butchery Efficiency of the butcher and a number of other factors.

The base yield for each insectoid is as follows:

AnimalMeat Yield
Megascarab31
Spelopede112
Megaspider168

Summary

Excluding its mood effects, insect meat acts as any other meat. It can be used alone to produce simple or nutrient paste meals, or combined with other ingredients to produce fine, lavish meals, pemmican and kibble.

Colonists consider insect meat disgusting, and will suffer the "Ate insect meat" bad thought (-6 mood) when eaten raw, and the "Ate cooked insect meat" bad thought (-3 mood) when eating meals made with it. Pawns will also gain the mood effect of the preperation itself - for example, eating it as a nutrient paste meal gives an additional -4 mood penalty, or -7 mood total.

The mood penalties from insect meat are negated and replaced with a +6 if the eating pawn has an ideoligionContent added by the Ideology DLC with the "Insect Meat: Loved" precept. This mood buff also stacks with the above.

By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking bills.

Its market value is only Silver 0.5, or 25% of regular meat.

Analysis

Infestations can result in massive amounts of insect meat being available to the colony, and while initially unattractive, this resource can actually be of significant value.

Cooking it into a fine meal adds +5 mood, for a net of +2 mood; making insect meat worthwhile if meat or general food is in low supply. Making a carnivore fine and lavish meals can use purely insect meat for a net mood buff, "wasting" food you wouldn't be using otherwise.

Insect meat may be eaten by animals with no penalty. Herbivorous animals can eat insect meat turned into kibble, which also uses a vegetable ingredient like haygrass. Insect meat or insect meat kibble may also be used in a biofuel refinery.

Conversely, the mood penalty from insect meat can be combined with the penalty from nutrient paste when trying to lower a pawn's mood, such as when trying to trigger a tortured artist, create an anti-raider psychic beacon Content added by the Royalty DLC, or convertContent added by the Ideology DLC a pawn via Crisis of belief.

If the "Insect Meat: Loved"Content added by the Ideology DLC precept is used, then the benefits of insect meat expand. With the right set up, colonies can be fed exclusively on insect meat and be ecstatic about it, making it a very powerful tool to control colony mood.

Gallery