Editing Human leather
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− | {{ | + | {{Define|Leather |
− | + | | image = Humanleather | |
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− | | image = Humanleather | ||
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| always haulable = true | | always haulable = true | ||
| color = (211,194,143) | | color = (211,194,143) | ||
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| default color = (211,194,143) | | default color = (211,194,143) | ||
| default color two = (200,200,200) | | default color two = (200,200,200) | ||
+ | | description = Tanned, dried, scraped human skin. Most people find this material horrifying. Some find it fascinating. While a decent leather, it neither protects nor insulates particularly well. | ||
| draw gui overlay = true | | draw gui overlay = true | ||
+ | | flammability = 0 | ||
| graphic class = Graphic_Single | | graphic class = Graphic_Single | ||
| graphic path = Things/Item/Resource/Cloth | | graphic path = Things/Item/Resource/Cloth | ||
| label = humanleather | | label = humanleather | ||
+ | | path cost = 15 | ||
| resource readout priority = Middle | | resource readout priority = Middle | ||
+ | | rotatable = false | ||
| selectable = true | | selectable = true | ||
+ | | stack limit = 75 | ||
| thing class = ThingWithComponents | | thing class = ThingWithComponents | ||
+ | | armor - sharp factor = 0.64 | ||
+ | | armor - blunt factor = 0.24 | ||
+ | | armor - heat factor = 1.5 | ||
+ | | beauty base = -30 | ||
+ | | insulation - cold factor = 12 | ||
+ | | insulation - heat factor = 12 | ||
+ | | market value base = 4.2 | ||
+ | | market value factor = 1.30 | ||
+ | | max hit points base = 60 | ||
}} | }} | ||
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− | + | '''Human leather''' is obtained when a [[Overview#cook|cook]] butchers a [[human]] corpse at a [[butcher table]]; it may be used as a crafting ingredient like any other leather. However, because of its horrifying origins, colonists without the ''Psychopath'', ''Cannibal'', or ''Bloodlust'' trait will get a mood debuff for each such piece of clothing worn. | |
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− | + | Human leather is an abundant resource and conveniently comes with a good supply of meat. The value of human harvest makes it attractive to increase colony wealth, if one can deal with the mood penalties incured from harvesting humans. Colonists with certain [[Traits|traits]] gain no stress from hauling and butchering human corpses (see [[Human Resources]]). | |
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