Editing Human resources
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:* does '''NOT''' like cannibalism or slavery | :* does '''NOT''' like cannibalism or slavery | ||
− | * '''[[Cannibal | + | * '''[[Traits#Cannibal|Cannibal]]''': Loves human flesh and likes to wear human leather |
:*No issue with seeing fresh corpses or butchering corpses | :*No issue with seeing fresh corpses or butchering corpses | ||
:* does '''NOT''' like slavery or organ harvesting. | :* does '''NOT''' like slavery or organ harvesting. | ||
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=== Human leather === | === Human leather === | ||
{{Recode|section=1|reason= Verify and automating math for profitability calculations.}} | {{Recode|section=1|reason= Verify and automating math for profitability calculations.}} | ||
− | [[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 [[ | + | [[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 and a mood penalty to those without. |
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. Like human meat, working human leather does not have any penalties, once it has been butchered. | 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. Like human meat, working human leather does not have any penalties, once it has been butchered. |