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{{Rewrite|reason=Needs summary section for mood effects, place before usage. When complete, ensure parity with [[Dread leather]]}}
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{{Define|Leather
{{Infobox main|leathery
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| image = Humanleather
| name = Human leather
 
| image = Humanleather b.png
 
| 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.
 
<!-- Base Stats -->
 
| type = Textile
 
| type2 = Leather
 
| stuff category = Leathery
 
| hp = 60
 
| flammability = 1
 
| marketvalue = 4.2
 
| beauty = -4
 
| mass base = 0.03
 
| stack limit = 75
 
| path cost = 14
 
| rotatable = false
 
<!-- Stat Modifiers -->
 
| beauty factor = 1
 
| work to make factor = 1
 
| work to build factor = 1
 
| max hit points factor = 1.3
 
| flammability factor = 1
 
| armor - sharp factor = 0.64
 
| armor - blunt factor = 0.24
 
| armor - heat factor = 1.5
 
| insulation - cold factor = 12
 
| insulation - heat factor = 12
 
<!-- Technical -->
 
| page verified for version = 1.2.2753
 
<!-- Unused -->
 
 
| 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)
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| 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
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| flammability base = 1.0
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| flammability factor = 1.0
 
| graphic class = Graphic_Single
 
| graphic class = Graphic_Single
 
| graphic path = Things/Item/Resource/Cloth
 
| graphic path = Things/Item/Resource/Cloth
 
| label = humanleather
 
| label = humanleather
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| path cost = 15
 
| resource readout priority = Middle
 
| resource readout priority = Middle
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| rotatable = false
 
| selectable = true
 
| selectable = true
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| stack limit = 75
 
| thing class = ThingWithComponents
 
| thing class = ThingWithComponents
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| mass = 0.03
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| armor - sharp factor = 0.64
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| armor - blunt factor = 0.24
 +
| armor - heat factor = 1.5
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| beauty base = -4
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| beauty factor = 1
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| insulation - cold factor = 12
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| insulation - heat factor = 12
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| market value base = 4.2
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| max hit points base = 60
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| max hit points factor = 1.3
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| work to make factor = 1.0
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| work to make offset =
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| work to build factor = 1.0
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| work to build offset =
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| page verified for version = 1.2.2753
 
}}
 
}}
{{Info|'''Human leather'''  is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers a [[human]] or [[gorehulk]]{{AnomalyIcon}} at a [[butcher table]]. It inflicts a [[mood]] penality on most pawns when worn as [[clothing]].}}
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{{Info|'''Human leather'''  is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers a [[human]] at a [[butcher table]]. It inflicts a [[mood]] penality on most pawns when worn as [[clothing]].}}
  
== Acquisition ==
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==Acquisition==
 
The following animals provide human leather.
 
The following animals provide human leather.
 
{{Leather List}}
 
{{Leather List}}
  
== Usage ==
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==Analysis==
Human leather can be used to craft and build the following things:
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{{see also|Human resources}}
{{Ingredient List}}
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Human leather is an abundant and valuable resource, but comes with several downsides. The first is that buchering of humans to acquire the leather inflicts both a colony-wide [[Mood#Misc|mood]] debuff and a mood debuff to the cook that stacks per corpse butchered. Additionally, seeing human corpses yet another debuff. Pawns with the ''Bloodlust'', ''Cannibal'', or ''Psychopath'' [[trait]]s are immune to all three debuffs however. These traits and [[Human resources|other strategies]] can be used to minimize the impact of these penalties.
 
 
== Analysis ==
 
{{See also|Human resources}}
 
Human leather is an abundant and valuable resource. But in ordinary circumstances, using it comes with several downsides:
 
* Simply butchering a human [[corpse]] gives {{--|6}} mood to all colonists. This does not stack, so butchering 50 corpses has the same moodlet as butchering one.
 
** The butcher gets further {{--|6}} mood for the bill, which ''does'' stack.
 
* Seeing a human corpse gives another {{--|3}} moodlet.
 
* Actually wearing human leather gives a {{--|2}} moodlet per item.
 
* Creating items out of human leather, or using human [[furniture]] at all, does not upset anyone.
 
  
Pawns with the [[Bloodlust]], [[Cannibal (Trait)|Cannibal]], or [[Psychopath]] [[trait]]s are immune to all mood penalties. Bloodlusted and cannibal pawns get a mood boost for wearing human leather clothing. These penalties are also negated by a pro-Cannibalism [[ideoligion]]{{IdeologyIcon}}. For colonists bothered by human butchering, their mood isn't too difficult to handle. Possible ways to offest the {{--|6}} moodlet includes [[fine meal]]s, impressive dining room/bedrooms, and more time for Recreation.
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The second is that while human leather may be used as a crafting ingredient like any other leather, because of its horrifying origins, colonists without the ''Cannibal'' or ''Bloodlust'' [[trait]]s will get a -2 [[Mood#Situation_General|mood debuff]] for each such item of human leather clothing worn, up to a maximum of -8. Colonists with the ''Cannibal'' or ''Bloodlust'' traits will instead get +2 for each item, up to a maximum of +8. Its use in other items such as [[furniture]] is unaffected.  
  
As clothing items, human leather is one of the worst [[textiles]] in the game. It is the 21st most protective textile, or 8th worst. Unlike [[cloth]] or [[wool]]s, it also has terrible insulation, being 4th and 3rd worst against heat and cold, respectively. These clothes can please certain pawns - use it for innerwear like [[t-shirt]]s, which have a small impact on protection. As furniture, it has a poor [[beauty]] value, but is great for bulk projects due to how common it is.
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Lastly, human leather is one of the least protective [[textiles]] in the game, at tied 21st most protective, or tied 8th least protective. It has terrible insulation, being the 4th and 3rd worst for heat and cold respectively.  
  
Human leather has an oddly high market value, which makes it a valuable trade good. As with all fabrics, [[corset]]s{{RoyaltyIcon}}/[[formal vest]]s{{RoyaltyIcon}} are the most economical use of leather; without the [[Royalty DLC]], [[duster]]s and [[armchair]]s are the best. Human leather remains quite profitable when sold raw, so cannibal colonies are able to quickly accumulate wealth.
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Despite this, its abundance and oddly high market value mean make it a valuable [[trade]]good, especially if processed into a high [[quality]] item of [[clothing]] or [[furniture]] first. Additionally it can be useful for a cheap, accessible and sustainable mood boost for ''Cannibal'' or ''Bloodlust'' pawns, however its terrible protective qualities mean that its use should be limited to skin layer clothing such as [[pants]], while [[duster]]s should be made out of something more protective. Care must also be taken to prevent other pawns from wearing these items however, lest they get the mood debuff. Setting a [[Menus#Assign|custom outfit]] for the relevant pawns can help in this regard, such as banning [[tribalwear]] for all normal pawns and only making tribalwear out of human leather.  
  
== Gallery ==
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For use in [[furniture]], it has a mediocre [[Property:Beauty Factor|beauty factor]], but its abundancy, high market value and limited use otherwise can make it useful in this regard, especially for bulk furniture.  
<gallery>
 
Humanleather a.png|One human leather
 
Humanleather b.png|Stack of human leathers
 
</gallery>
 
  
{{Nav|materials|wide}}
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{{nav|materials|wide}}
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]
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[[Category:Material]]

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