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Also, there's some things you can do with human meat in order to get more value out of it. It's perfectly usable as the meat component of kibble, which can be fed to your animals or sold without penalty. It can also be used to make chemfuel (this was nerfed but it still makes some money. Also note that kibble can be turned into chemfuel which will get you more overall).
Another option is to cook it into packaged survival meals or pemmican. Traders and settlements will buy PSMs and pemmican and don't care what it's made of, and those are value-generating even without factoring in the lower price of human meat for comparison (or insect meat)
'Normal' rimmers? Have you played this game?
Normal is an illusion. What is normal to the spider is chaos to the fly. - Morticia Addams
The mood hit for butchering humans is trivial and doesn't stack. You just need one colonist with very high mood, or the cannibal/bloodlust/psychopath trait, to do the butchering, as the actual butcher takes a decent mood hit otherwise.
The only real downside is wealth generation, if you are trying to cheese the game and keep raids small this will inflate your wealth decently. The leather and meat is a decent chunk of wealth income from every raid, but it also strips corpses and allows you to automate recycling of some tainted armor for extra steel/plasteel/uranium/etc.
If it's in a killbox, just remove the home zone and chuck a molotov at it to clean it up.
I use prison labor to process the bodies. Prisoners butcher the corpses and haul the meat and skin to their respective storage areas. The tainted clothes that drop onto the floor are recycled. This way the prisoners get a debuff but they rarely break because they are so happy to be able to eat human meat. (Bad people mod turns them into cannibals if they eat human meat for long enough). They will learn to love human meat or they end up on the cutting table.
My colonists only have to haul the corpses to the freezer and that is only a small debuff. I've got quite an efficient operation in my colony. Maybe a little op with those mods, but in reality prisoners would do anything at gunpoint and my colony has no place for morals or human rights. Besides, those human leather armchairs are so comfy!
Depends a bit on how you look at it. Both cost 80 material, and using normal cloth versions we can do a bit of math here.
80 cloth has a market value of 120s
A normal cloth parka has a market value of 149s for 8000 work - profit of 29s
A normal cloth duster has a market value of 156s for 10000 work - profit of 36s
29/8000 = 0.003625 silver per work
36/10000 = 0.003600 silver per work
This is more or less expected, the game determines market value by multiplying the base value of the resources by work done, so generally speaking it doesn't matter what your colonists are crafting their time is going to be worth about the same. The tiny difference there is likely related to rounding the price to the nearest whole number, higher value items like high quality human leather parkas/dusters will probably have an even smaller gap or none at all.
durrrr