Feeding human corpses has no penalty for the colony, except for those who see the corpses. You may want to leave a pile of raider corpses for your wargs and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Humans and their corpses can be used for many valuable services:Īnimals don't mind eating humans - it isn't cannibalism, after all. does NOT like slavery or organ harvesting.Cannibal: Loves human flesh and likes to wear human leather.No issue with seeing corpses (even rotten) or butchering corpses.Likes to wear human leather, doesn't mind wearing tainted apparel (i.e. Bloodlust: No issue with organ harvesting.does NOT like seeing rotten corpses, eating human flesh, or wearing human skin clothing.No issue with seeing fresh corpses or butchering corpses.Psychopath: No issue with slavery or organ harvesting.a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has). If there are more than one of the traits on the same person, the most beneficial one applies (e.g. The three traits below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. See Human resources#Ideoligion Table for more details. For example, the value Corpses: Ugly, used if you select the option "Classic-like", provides a -4 moodlet for observing a fresh corpse, instead of the -3 with ideoligions disabled. While some precept values are designed to be similar to the base game, they are not identical. 0.75 stack multiplier)Īll Ideoligions have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. See Human resources#Ideoligion for more details. However, reserving these mood regulators for your organ farm could mean that a poorly timed psychic drone on top could seriously mess with your colony.Ī pawn's Ideoligion may change what they feel about these practices - they might enjoy or even require them. Some additional care can be taken to maintain mood levels through other means, such as providing additional recreation, psychic soothe pulsers, better meals, drugs or improved quality bed. Debuffs from slavery, organ harvesting, and for a human butcher all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals. Colonists will know about organ harvesting and slavery (but not butchering) even while on a caravan, or in another settlement. They also don't like butchering corpses themselves. Colonists will also receive penalties for seeing corpses, eating human flesh, or wearing human leather. "Normal" colonists in base game (Core RimWorld) receive penalties whenever anyone in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Some colonies might even make it the preferred standard for living, especially with mods or the Ideology DLC. ![]() A number of traits can make this feasible as a core strategy for a colony. ![]() ![]() Most forms of HR impart significant mood penalties on many colonists, but they are also a potential route to survival and even a source of income. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource. Human Resources are everything that a human body can offer: slavery, organ harvesting, wearing human skin, and outright cannibalism.
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