Using only human meat + insect meat, and plants you have in abundance (I choose corn, potato, fungus - leaving berries+rice exclusively for humans), do forever, and anyone can perform this job. Then set up another bill at the butchery table, to make kibble. If you can get a Cannibal who is capable of cooking, even if they have 0 skill, they are an incredible asset to the colony if you have animals to feed.Īt the butchery table, set up a bill to butcher non-colonist humanlikes, forever, and set it so that only your cannibal does that job. If you want you can just not butcher humans or feed them human meat though, cannibals don't mind eating normal food, the trait has no negative mechanics at all, you can just use them as the corpse disposer so your other colonists don't get the mood hit for seeing dead people. The lowered opinion for eating human meat also doesn't stack, so it generally doesn't cause any relationship problems. The penalty for butchering corpses doesn't stack, a -5 mood hit for the rest of your colony for a few days is usually worth it for the resources you get. By butchering raiders on higher difficulties/wealth you can pretty easily feed your cannibal colonists lavish meals made from human forever without risk of running low for another +12 mood boost. They get no mood penalty for seeing corpses making them good for hauling them around, and no penalty for butchering corpses which is a great source of leather and meat. They all stack and can be maintain permanently as needed for a +42 mood bonus. It's a massive mood boost, and a large boost in resource generation by butchering raiders, and has no downside.Ĭannibals can get the following mood boosts: On the other hand, just keeping a freezer for dog food corpses and having him and the dogs haul to it is a useful strategy.Ĭannibal is easily the strongest trait in the game. I did this when I had a quest for a bunch of human leather and there wasn't a mood debuff when my bloodlust pawn did the butchering. One thing you can do if you really really want to make human meat kibble is to send everyone else off in a short caravan. I think people talk them up because it seems cool, but you have to embrace the evil to really make the cannibal strategy sing. He's only 15 so he doesn't have any real skills either, so I was considering whether I should keep him or just banish him.Īs you discovered, cannibals can be useful, but less so when other colonists are bothered by their. With that in mind, I thought I could use him to butcher raiders and use their meat for kibble (And possibly meals for him) The issue I found is that all colonists get upset about someone butchering a human and everyone also has a -5 opinion every time he eats something with human meat. I thought I could use this since it doesn't bother him to butcher humans. Go to dev-mode console and press the green ‘Share Logs’ button and paste it in the comment section.Originally posted by JFK_360NoScope:I rescued a colonist who I thought was a good one because he had the "Cannibal" trait. If you encounter an issue, make sure you have a Hugslib mod running. No other issues are currently being tracked. Use Static Quality Stripped and Mad Skills instead. I have contacted the author of that mod and they are working on a fix. Q: Does this work with mods that transfer passions? Q: Does this work with Duck's Insane Skills? Q: Is it compatible with another mod that adds passions? Q: Does this mod work with EDB Prepare Carefully and Character Editor? They don’t have their own simulated bases where an expert architect would come in handy. It makes no sense to force expertise on NPC. Can I remove it?Ī: No, this aspect of the game is exclusive to the player colony. This mod also introduces three new passion types - critical passion, natural passion and apathy!Ī: Can I add it mid-playthrough to an existing save? From planet-known farmers and architects to professional chefs and master duelists, this mod aims to add much more character to all the pawns.Įxpertise is a permanent choice, so be careful what you pick! In addition, other mods can add more to account for their own additions of tasks.Įxpertise will allow your pawns to truly excel in specific skills that fit their abilities and backstories. Expertise can only be gained in skills with both a passion and more than 15 levels. Vanilla Skills Expanded is a new mod that expands on the vanilla skills system by introducing expertise to the extremely broad skill categories that vanilla has.
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