Difference between revisions of "Human leather"
m (Gorehulks produce human leather (but not human meat) when butchered) |
Arcangelus (talk | contribs) (Added Summary Section. Unsure if a section for the Cannibalism precept effect is worth adding.) |
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The following animals provide human leather. | The following animals provide human leather. | ||
{{Leather List}} | {{Leather List}} | ||
+ | |||
+ | == Summary == | ||
+ | Inflicts a mood bonus/penalty when wearing items made from it. Pawns with the [[psychopath]] trait or the [[Inhumanized]] hediff are not affected. | ||
+ | |||
+ | <div style="column-count:2; width:900px;"> | ||
+ | * 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather <APPAREL NAME>|value=-2|stack=1}} | ||
+ | * 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather <APPAREL NAME> (+1)|value=-4|stack=1}} | ||
+ | * 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather <APPAREL NAME> (+2)|value=-6|stack=1}} | ||
+ | * 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather <APPAREL NAME> etc|value=-8|stack=1}} | ||
+ | Nullified by the [[Bloodlust]], [[Cannibal]] trait. | ||
+ | |||
+ | * 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather <APPAREL NAME>|value=+2|stack=1}} | ||
+ | * 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather <APPAREL NAME> (+1)|value=+4|stack=1}} | ||
+ | * 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather <APPAREL NAME> (+2)|value=+6|stack=1}} | ||
+ | * 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather <APPAREL NAME> etc|value=+8|stack=1}} | ||
+ | Require the [[Bloodlust]] or [[Cannibal]] trait. | ||
+ | </div> | ||
+ | |||
+ | The moods listed above can be modified by the [[Cannibalism]]{{IdeologyIcon}} precept. | ||
== Usage == | == Usage == |
Revision as of 16:36, 13 January 2025
This article is suggested to be rewritten. Reason: Needs summary section for mood effects, place before usage. When complete, ensure parity with Dread leather. You can help the RimWorld Wiki by improving it. |
Human leather
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
- Stuff Categories
- Leathery
- Stack Limit
- 75
- Mass
- 0.03 kg
- Beauty
- -4
- HP
- 60
- Flammability
- 100%
- Rotatable
- False
- Path Cost
- 14 (48%)
Stat Modifiers
- Beauty Factor
- ×1
- Work To Make Factor
- ×1
- Work To Build Factor
- ×1
- Max Hit Points
- ×1.3
- Flammability
- ×1
- Armor - Sharp
- ×0.64
- Armor - Blunt
- ×0.24
- Armor - Heat
- ×1.5
- Insulation - Cold
- +12 °C (21.6 °F)
- Insulation - Heat
- +12 °C (21.6 °F)
- Color
- (211,194,143)
Human leather is a type of leather produced when a cook butchers a human or gorehulk at a butcher table. It inflicts a mood penality on most pawns when worn as clothing.
Acquisition
The following animals provide human leather.
Summary
Inflicts a mood bonus/penalty when wearing items made from it. Pawns with the psychopath trait or the Inhumanized hediff are not affected.
- 1 item: −2 Human leather <APPAREL NAME> mood
- 2 item: −4 Human leather <APPAREL NAME> (+1) mood
- 3 item: −6 Human leather <APPAREL NAME> (+2) mood
- 4+ item: −8 Human leather <APPAREL NAME> etc mood
The moods listed above can be modified by the Cannibalism precept.
Usage
Human leather can be used to craft and build the following things:
Analysis
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, or Psychopath traits 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. For colonists bothered by human butchering, their mood isn't too difficult to handle. Possible ways to offest the −6 moodlet includes fine meals, impressive dining room/bedrooms, and more time for Recreation.
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 wools, 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-shirts, 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.
Human leather has an oddly high market value, which makes it a valuable trade good. As with all fabrics, corsets/formal vests
are the most economical use of leather; without the Royalty DLC, dusters and armchairs are the best. Human leather remains quite profitable when sold raw, so cannibal colonies are able to quickly accumulate wealth.