Difference between revisions of "Human leather"

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'''Human leather''' is obtained when a [[Overview#cook|cook]] butchers a [[human]] corpse at a [[butcher table]]. However, because of this leather's horrifying origins, colonists without the Psychopath, Cannibal, or Bloodlust trait will get a mood debuff for each piece of clothing worn that is made out of human leather.  
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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]]).
Human leather is an abundant resource and conveniently comes with a good supply of equally valuable meat. The combined value of a human harvest makes this leather an extremely valuable source for colony wealth. Use a colonist with the Psychopath [[Traits|trait]] to minimize the stress of hauling and butchering human corpses.
 

Revision as of 23:15, 31 August 2019

Human leather

Humanleather b.png

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.


Type
TextileLeather
Stack Limit
75

Base Stats

Beauty
−4
Flammability
1
Market Value
4.2
Mass
0.03
Max Hit Points
60

Stat Modifiers

Armor - Blunt
×0.24
Armor - Heat
×1.5
Armor - Sharp
×0.64
Beauty
×1
Flammability
×1
Insulation - Cold
×12
Insulation - Heat
×12
Max Hit Points
×1.3
Work To Make
×1

Human leather is obtained when a 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.

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 gain no stress from hauling and butchering human corpses (see Human Resources).