Mods / Cannibalism

Tags: #Cosmetics #Food #Utility
Author: Bronze_Granum
Side: Both
Created: Jul 27th at 11:22 PM
Last modified: Nov 23rd at 10:22 PM
Downloads: 6045
Follow Unfollow 105

Recommended download (for Vintage Story 1.21.5):
cannibalism_1.2.2.zip  1-click install


Extra Thanks:

CaptainOats for making the amazing heart model and base textures!
Caliber for the wonderful kobold skeleton models!

 

Summary

This mod makes it so that seraphim will spawn a corpse on death, which can be harvested like any other creature to produce 'pale meat', 'seraph skin', and fat. Instead of a small, medium or large carcass, the harvested body spawns a humanoid carcass that can be broken to drop bones and a skull.
Traders and villagers can now be killed and harvested for red meat, 'human skin' and fat, as well. Traders leave behind humanoid carcasses and will spawn a new trader of the same type in a few days. Villagers will get back up and can be harvested again in a few days.

The intention of this mod is so that players can hunt and eat one another, but in the interest of preserving balance, pale meat has a very low saturation value, and can harm you even when cooked, unless pale meat is cooked into a meal. This is so that players are less able to simply harvest their own bodies for supplies, while still able to enjoy eating long pig if they already have some established food sources.
Despite this, there are probably ways this mod can be abused, but I'm genuinely not sure how to avoid that while still making it fun. Villagers and traders drop red meat to contrast the fact that players are seraphim, while the npcs are humans.

Skin is a type of hide that cannot be used to create fur clothing (but still works for rawhide), and while it can be tanned, it provides the leather yield of a small hide while costing the same number of resources to tan as the medium hide. I would like to use it in the future for macabre trophies or decorations.

 

Config options allow players to adjust how much satiety and healing palemeat provides, and whether humans drop red meat or pale meat, among other things (Requires Config Lib), as well as whether any death will spawn a corpse or only PVP deaths, or if player race affects corpses (Config Lib not required).

 

Compatibility

Butchering - Fully compatible and heavily recommended (This mod was designed to work in tandem with butchering, but butchering is not required to use it)

Expanded Foods - Fully compatible (Version 1.1.1 now updated to support the Expanded Foods Dev Update! If you are still using the stable update of Expanded Foods, you will likely need to stay on Cannibalism version 1.1.0 for now.)

Food Shelves - Added raw meat can be stored in meat freezers (As of version 1.1.1)

Nature's Call - All skins can be soaked in lant

Skeletons - Skeletal players do not produce butcherable corpses and just create carcasses (can be toggled in the configs)

Kobold Player Model Redux - Kobolds drop unique corpses that can be harvested for tail meat and reptile skin

Lupines - Lupines drop unique corpses that provide less meat but can be skinned for fur hides

Player Corpse - Functionally compatible (Upon death, both the player corpse and the seraph body are spawned)

 

Known Bugs:

  • Some players experience player corpses not appearing if unique racial corpses is on. If this is you, please update Cannibalism and Player Model Lib. Report if the problem persists.
  • Lupines not having any texture: later versions of the Lupines mod removed the texture Cannibalism used. Will fix this in a future update.
  • Hearts cannot be put in the meat freezers from food shelves. Likely a small JSON error.
  • Deformed skulls can be piled and appear as normal skulls. Will try to correct this issue, but likely stems from all clutter items being the same JSON.
  • Sapient Blood is likely too powerful, will rebalance it in next update.

 

Possible Plans for the Future

- Player body appearance (currently bodies appear as blank seraphs with blue skin and no faces. I may be able to make the bodies have the same appearance as the player they came from, but this would not work for the bodies used by the butchering mod, so I've not bothered doing so yet)

- Macabre trophies (teeth necklace, hanged seraph skins, seraph face decorations, etc)

- Gore Effigies (Too extreme?) (flayed bodies, preserved corpses, crude totems made of seraph remains)

- New foods/medicine based on myth and history (mummia, mellified man, powdered skull, tinctures and alcohols)

 

 

Feel free to give suggestions based on what you'd like or what you feel would not be a good idea!

 

Please report any bugs or compatibility conflicts!

 

 

If You Enjoy My Mods, Please Consider Supporting Me On Ko-Fi: Bronze Granum

Every bit helps immensely!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.2.2 cannibalism 431 Nov 23rd at 10:22 PM cannibalism_1.2.2.zip 1-click install

Added:
- Lupine race compatibility

Fixed:
- Racedictionary not saving to mod config, causing every body to fail to spawn
- Butchering blood recipes accidentally overwritten by sapient blood
- Kobolds still dripping sapient blood when sapient blood is disabled

1.2.1 cannibalism 142 Nov 20th at 9:31 PM cannibalism_1.2.1.zip 1-click install

Added Config:

  • Respawning Traders: Allows players to toggle whether a trader will respawn when killed or be gone forever (default is true)
  • Respawning Villagers: Allows players to toggle whether a villager will respawn when killed or be gone forever (default is true; WARNING: This option can result in broken questlines where important NPCs are dead and gone! Not recommended to turn this off!)

 

Bugfix:

- Fixed a major bug where players that did not have Skeletons installed would be cursed with every corpse immediately rotting to a skeleton, even if PVP-only was set to false

1.2.0 cannibalism 68 Nov 20th at 3:35 AM cannibalism_1.2.0.zip 1-click install

Added:

Items:

  • Heart (model and base textures by CaptainOats, so huge Thank You!)
  • Skull cup
  • Skull bowl
  • Skull oil lanterns
  • Sapient Blood

 

Blocks:

  • Pile of Skulls
  • Beastperson Carcass

 

Recipes:

  • Cobbleskulls (from human skulls, stones and clay)
  • Bonemeal (from human skulls, etc)
  • A lot of compatibility recipes for butchering and expanded foods
  • Skull cup (saw combined with skull and resin)
  • Skull bowl (saw + skull)
  • Skull oil lanterns (skull bowl or cup + fat)

 

Added Compatibility:

  • Nature's Call: Skins can be soaked in lant
  • Foodshelves: All raw meats can be stored in the meat freezer
  • Skeletons: Skeleton players drop carcasses instead of corpses
  • Kobold Redux: Kobold players now drop unique kobold corpses that can be butchered for palemeat, a heart, fat, reptile skin, and tail meat

    Race Compatibility Framework: Added structure inside the config for players to add custom corpses for player races that use tags.

 

Config:

  • Racial Corpses: Toggle whether player race can determine different corpses. If false, all corpses are seraphim.
  • Humans Drop Palemeat: If true, all humans (traders and villagers) will drop palemeat instead of red meat.
  • Sapient Blood: If true, sapients (humans, seraphim, kobolds, etc) will produce a unique type of blood when butchered using Butchering
  • Sapient Blood As Egg: If true, sapient blood can be used as a substitute for eggs in any baking recipes
  • Skull Piles: If true, skulls can no longer be placed in quadrants, but instead can be stacked in large piles of 32

 

Bugfixes:

  • Fixed several EF and Butchering recipe errors (such as not being able to used smoked meats in cooking)
  • Grouped palemeat together and removed pale-meat specific recipes so that they work together more effectively
  • Other stuff I don't remember.

 

There were likely other changes, too, but I forgot to write them down as I went, so I forgot. So I guess those can be a surprise... as a treat.

1.1.1 cannibalism 799 Oct 26th at 11:48 PM cannibalism_1.1.1.zip 1-click install

Config:
- Added a config with multiple settings
- Can make bodies only spawn when killed by a player
- Can make non-player kills spawn only a carcass
- Can control the amount of satiety provided by palemeat with the palemeat multiplier
- Can control the amount of health provided by palemeat on its own as well as when cooked into a meal

Compatibility:
- Added compatibility for Foodshelves so that raw palemeat can be stored in the meat freezer

- Updated compatibility for Expanded Foods so that Cannibalism now works with the EF dev update (WARNING:This means the stable version of Expanded Foods will not run on Cannibalism Version 1.1.1!!!!)
- Fixed a few broken EF recipes, such as cold pasta
- Fixed a few missing lang files, such as palemeat sausages in pies.

1.1.0 cannibalism 2087 Sep 14th at 10:02 PM cannibalism_1.1.0.zip 1-click install

Added:
- Traders can now be killed and harvested for their tasty (non-seraph) redmeat. In a few days, a new trader of the same type will spawn in that location.
- Villagers can now be killed and harvested just the same as traders. However, villager bodies will remain and get back up after a few days (this was to avoid huge quest breaks and AI damage by trying to spawn new villagers)
- Human skin can be harvested and treated just the same as seraph skin. Currently not much different, but future plans exist.

Fixes:
- Fixed texture issues caused by changes to 1.21 seraph textures
- Seraph corpses now only spawn when a player respawns, rather than when they are knocked down.
- Raw palemeat can no longer be consumed so that it can be stored in meat fridges added by the food shelves mod
- Smoked meats are only added if butchering is loaded

Butchering:
- Added compatibility for traders and villagers
- All butchering bodies now have visible eyes and teeth when skinned

1.0.0 cannibalism 2518 Jul 27th at 11:43 PM cannibalism_1.0.0.zip 1-click install

New Content:
- Seraph Corpse (spawned on player death, can be harvested like any other animal corpse)
- Pale Meat (new meat type harvested from seraph corpses)
- Seraph Skin (new type of hide that acts as a less efficient source of leather)
- Humanoid Carcass (break to drop bones and a skull)

 

Added Compatibility:
- Butchering fully compatible
- Expanded Foods fully compatible with many new food types


47 Comments (oldest first | newest first)

💬 Kalina, Nov 24th at 10:10 PM

Bronze_Granum thank you for looking into it, my groups butcher/hunter was in panic mode with the build up of blood.

💬 Bronze_Granum , Nov 23rd at 10:27 PM

Kalina Found out the issue was accidentally caused by cannibalism overwriting the default blood recipes. This is now fixed in the new update.

THELlON The newest update should now address this issue! I was able to get it working on other systems, too, so it should be good to go! Please let me know if the problem somehow persists!

💬 Bronze_Granum , Nov 22nd at 11:07 PM

Kalina I forgot about this issue, but this is something I need to bring up with CaptainOats again (he has been rather sick), but essentially Butchering just needs to swap their own patch from being add to addmerge, and I think that'll fix it. I'll talk to CaptainOats about it

💬 Kalina, Nov 22nd at 3:55 PM

Just a heads up but it seems with the addition of Sapient Blood the normal blood from Butchering is no longer usable in soups, only Sapient blood is. It was fine prior to the update so I am just running on the assumption that the addition changed somethign to make the butchering blood non-usable in that manner.

💬 Bronze_Granum , Nov 22nd at 1:59 AM

THELlON Thank you for letting me know! I've been able to replicate the issue now, but it is proving incredibly difficult to fix. Essentially, it works fine on my computer, but when testing it on another device, it is seemingly unable to find the tags in the registry, even when they should exist. I'm still fighting with it. If you want to still have corpses in the meantime, I think turning off raceuniquecorpses should give you seraph corpses every time from players now.

💬 THELlON, Nov 21st at 12:50 AM

Bronze_Granum Unable to tag me was probably because THELlON uses a lowercase L in place of the i, lol. Any how I tried 1.2.1 and still had the same issue of everything in the mod working aside players not dropping carcasses, HOWEVER I tried version 1.1.1 and was able to get my corpse to produce a carcass! I did this with and without the player corpse mod and I was able to produce a carcass each time and was able to interact with it as intended. So there's a diffrence between the two versions just breaking that part of the mod, at least it's breaking for me idk about other players. Hope this helps in some way.

💬 Bronze_Granum , Nov 20th at 10:26 PM

AgentOfChaos As of update 1.2.1, traders and villagers can be permanently killed. Just turn off the respawning trader and respawning villager settings. It is very much not recommended to turn off villager respawning, though, as those are important to the story at times, I think

💬 Bronze_Granum , Nov 20th at 9:33 PM

@THELION (Not sure why it wont let me tag you),

I have fixed this bug as of 1.2.1! It was caused by a mistake where if the game could not find the undead or skeleton tags (from the skeleton mod), it would automatically assume the players were skeletons and instantly rot all corpses. That is obviously not the intention, so I fixed that. Please let me know if you have any more bugs!

💬 Bronze_Granum , Nov 20th at 7:36 AM

ausdog It should be fine to add this to an existing world. It doesn't use any world generation or anything like that, and the scripts are attached to base game events, so it shouldn't cause issues

@THELION Could you send your modlist and logs? I've heard from another on the discord that they've had a similar issue. So far I've been unable to replicate the bug, so any info helps!

💬 THELlON, Nov 20th at 6:11 AM

Just downloaded 1.2.0 and threw the zip into my server's mod folder and everything seems to be working just fine aside of players not dropping carcasses? I have several other mods installed including Player Corpses so I tried an offline single player world with just Cannibalism to see if it was conflicting with another mod but despite dying to creatures or killing myself through commands, I never drop a carcass. I spawned some villagers and killed them and I can harvest them just fine it's just players that don't drop carcasses, also PVP only corpses is set to false. Is there something in the files I need to change or am I misunderstanding something about the mod? Thanks.

💬 ausdog, Nov 20th at 4:53 AM (modified Nov 20th at 4:58 AM)

Bronze_Granum NDL Villagers is a mod that let's you make your own town with villagers. There is another village mod called VS Village that does something similar that'd also be cool to see compat. with if it doesn't already work. Also, is it fine to add this mod to an existing world?

💬 Bronze_Granum , Nov 20th at 3:47 AM

Coda_Vanistok As of 1.1.1, players could limit corpse spawning to PVP and could control the satiety and healing of pale meat. As of the new 1.2.0 update, you can now toggle in the config "human pale meat" which makes villagers and traders produce palemeat.

💬 Bronze_Granum , Nov 12th at 12:25 AM

sloppysteev What is NDL? I've not heard of it before. If they use the base classes and entity types from the base game, it'll work, but if they are new entity types, no, it wont work

💬 sloppysteev, Nov 11th at 10:39 AM

Does this work with NDL Villagers?  if not, have you considered it?  i know it works with what's present in the game already, but it would kinda neat to be able to build a human farm.

💬 Bronze_Granum , Nov 10th at 1:14 AM

Loiremar What do you mean, ExpandedFoodsPatch_1.7.6-pre.107, is that an unofficial update? 1.1.0 works with Expanded Foods Stable, and 1.1.1 works with expanded foods dev update. I am also going to update it shortly with the butchering fix, too. It's just been taking longer than planned because I have been adding new features and things as well.

💬 Loiremar, Nov 8th at 1:16 AM

It's not working with expandedfoodspatch_1.7.6-pre.107 :(

Crashing on the handbook entry upon any recipe that includes palemeat

I did a gutted version to be able to use it before official would come out: https://news.kalataka.ru/show/mod/34917

💬 Bronze_Granum , Nov 5th at 1:22 AM

ScarlettJFG Thanks for letting me know! The bug was caused by me accidentally having the rot recipe for butchering compatibility under my general recipes instead of relying on butchering. So while it doesn't cause a crash for me, it makes sense that it cannot find any rotten bodies when no body items are made without butchering. I've fixed this and will be releasing a new update shortly (along with some new features)

💬 ScarlettJFG, Nov 4th at 6:44 AM (modified Nov 4th at 7:05 AM)

Bronze_Granum
Searching for "Rot" in the handbook and clicking on the entry causes an instant crash, with the game crash saying it couldn't resolve the recipe ingredient wildcard "cannibalism:*-rotten".

Specific crash:

Spoiler
Loaded Mods: advancedsmithing@1.4.0, battledress1776@1.2.2, bedrespawn@1.1.0, catchledge@0.5.9, chiseltools@1.15.3, coldstorage@2.0.0, crawlanddive@0.2.2, femininity@0.1.3, fatemplar@1.4.3, freelook@1.0.3, goblinears@2.1.1, hidearmor@0.0.1, immersivelanterns@0.2.9, litbrig@0.7.6, books@1.2.6, overhaullib@1.12.13, playermodellib@1.3.12, slowwalkmod@1.2.5, soundofconfession@1.0.6, usefultraders@2.3.1, valkyrjahair@2.3.0, game@1.21.5, vsimgui@1.1.14, vssherpaonnx@1.0.0, wbehaviors@1.0.2, wildfarmingrevival@1.4.2, AbsoluteProspecting@1.500.3, aculinaryartillery@2.0.0-dev.5, alchemy@1.7.20, animalcages@4.0.1, apeflowerpots@1.3.1, attributerenderinglibrary@2.3.0, beastsofmen@0.1.1, betterfirepit@1.2.0, betterruins@0.5.1, biggercellars@1.0.1, billposting@1.1.0, blobcatmod@0.2.0, bradycrudebuilding@1.4.3, builderssofmen@0.0.1, caneconomy@1.0.8, cannibalism@1.1.1, cartwrightscaravan@1.7.3, censership@1.0.1, coinage@1.17.3, combatoverhaul@0.10.9, commonlib@2.8.0, configlib@1.10.8, cothouseseals@1.2.0, entitycolortint@2.1.2, firewoodtosticks@1.0.0, fromgoldencombs@1.9.4, vintagegoat@1.2.51, humans@0.3.2, jopainting@1.5.0, JustTrapdoors@1.0.2, koboldrdx@1.1.4, maketeaforked@0.7.1, maltiezcrossbows@1.6.6, maltiezfirearms@1.3.5, mechaseraph@1.0.0, meteoricexpansion@1.2.6, nbcartographer@2.2.1, oneroof@1.11.0, rivers@4.7.3, rptts@1.1.6, scaffolding@1.2.5, smithingplus@1.8.3, sonitoforagerbasket@1.2.1, cookie12000stickbeam@1.2.2, stonebakeoven@1.2.0, substrate@1.1.4, vsairshipmod@0.1.1, creative@1.21.5, vsinstrumentsbase@2.0.4, survival@1.21.5, windchimes@1.4.1, woodenfortifications@2.0.10, armory@1.4.1, claims@4.1.13, coinbelt@0.0.1, expandedfoods@2.0.0-dev.3, em@3.3.3, glassmaking@1.4.4, heraldry@1.0.1, stonequarry@3.5.1, thriftysmithing@1.2.0, vsinstruments_quackpack@1.0.2, wlunarbound@1.0.0, aldiclasses@1.6.1, bottomsup@1.2.0, heraldrybanners@1.0.0, wrustbound@1.0.7, aldiclassesvanillapatch@1.0.0
Involved Harmony IDs: com.jakecool19.efrecipes.cookingoverhaul, smithingplus, maketeaforked, glassmaking
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item cannibalism:*-rotten but there are no such items/blocks!


Checked with just Cannibalism loaded as well and the same error occurs.

Crash Report
Loaded Mods: game@1.21.5, cannibalism@1.1.1, creative@1.21.5, survival@1.21.5
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item cannibalism:*-rotten but there are no such items/blocks!


Mod version 1.1.1

Edit: Deleting the file "rot.json" in '~assets/cannibalism/recipes/grid' Worked for me in a singleplayer world. Not sure if this affects anything else but I had no issues from at least checking the handbook then.

💬 Coda_Vanistok, Oct 1st at 6:24 PM (modified Oct 1st at 6:25 PM)

AgentOfChaos

Because I'm blind and didn't actually ping the mod creator: Bronze_Granum

Terribly sorry AgentOfChaos, I think it was the proximity to the other conversations that lead me to ping the wrong person.

Edit: Oh- It's because I was reading your comment when making a statement about config options.

💬 AgentOfChaos, Sep 28th at 9:42 PM (modified Sep 28th at 9:42 PM)

@Coda_Vanistok why tag me? I'm not apart of any of that.

💬 Coda_Vanistok, Sep 28th at 8:34 PM

AgentOfChaos

When you do get around to a config, adding an option to limit the body creation to player on player deaths would be very appreciated. As it is, the amount of bodies we have on our server from the mod has turned a niche scare feature with little to gain into an atrocity for our local blacksmith, who would much rather have the satisfaction of collecting their bodies fresh inbetween "working hours" than simply have the novelty taken away by people tossing them their bodies post death.

Also, a config to make all "human" meat pale meat, and to make it's nutrition more punishing, maybe even drunkeness enducing, would be very appreciated.

💬 Coda_Vanistok, Sep 17th at 7:29 AM

osayra Bronze_Granum

There is the bodyfat mod, perhaps a little feature can use the player's body fat level to determine extra fat or meat (Specifically the loss of fat upon death so as to not allow you to repeatedly murder allies).

💬 Bronze_Granum , Sep 16th at 1:55 AM

osayra I've actually been wanting to do that. Biggest hitch would be because it requires overriding the game's default system. I'm sure it's possible though, and I've somewhat been wanting to do that anyway.

AgentOfChaos I'll see about doing that for the next update, then! Always happy to hear suggestions

💬 AgentOfChaos, Sep 15th at 10:51 PM

I think that would help to add as a config option. i know i would really appreciate it. so would others i bet.

 

  

💬 osayra, Sep 15th at 10:15 PM

If this is doable , would be interesting if meat drops are tied to the player nutrition stat, like the more they've eaten over time the more meat they drop. This could let you fatten them up..  

I had another suggestion where if a player dies from hunger/starvation specifically, they won't drop meat. I think it could sort of help the player self-harvesting issue, but there's still fall damage, etc so it might be too much trouble for nothing.

💬 Bronze_Granum , Sep 15th at 10:03 PM

AgentOfChaos I considered adding that as a config option, actually. It's much easier to do and is essentially the result of before I wrote custom code to make them respawn. The problem with that, though, is that I saw that as potentially causing huge issues with the game's flow (I.E. player kills the starting treasure hunter), or issues with how on a server you might want to go and shop with a trader, only to discover that your friend ate him and now you can never trade there again.

If people want that as a config option, then I can probably do that at some point.

💬 AgentOfChaos, Sep 15th at 7:59 PM

traders can be consumed now??? funiture trader here i come! somthing nifty would be a mechanic that makes it so if you kill them and harvest them, they will not respawn.

💬 aWhatsit, Sep 15th at 12:36 PM

Bronze_Granum I love you!!!!!!! They shall be consumed in the finest of soups!

💬 Bronze_Granum , Sep 14th at 10:28 PM

aWhatsit Zuul blueblynd The new update is out, and you can now eat traders and villagers as well!

💬 Bronze_Granum , Sep 7th at 6:35 PM

aWhatsit Glad to hear it! The update probably wont be too long now, as the only things I have left to do is make sure that collecting bodies with butchering still allows traders and villagers to respawn, and I've been fussing with the villagers to make sure they don't break entirely when you harvest them.

💬 aWhatsit, Sep 7th at 4:58 PM

Can't wait to see your update, have been keeping up with your stuff in the Butchering discord thread. Great stuff!

💬 Zuul, Aug 24th at 11:25 AM

Great mod, but I would like to see an update about NPC someday.
Good luck. 💜

💬 Bronze_Granum , Aug 16th at 5:51 PM

blueblynd I've been considering adding support for that actually, as multiple people have mentioned wanting to hunt the NPCs. I've never tried to kill them when I've played so I often assumed you couldn't. If I can find the time for it, I would love to add NPCs, and they in theory, shouldn't take too long to add. Hard to say entirely, though

💬 blueblynd, Aug 11th at 2:45 AM

If you ever had the time, I'd love to see this mod add support for NPCs like traders and (vanilla) villagers; I love the roleplay potential of this but never have the time to play multiplayer, so it would be a fun middle ground for singleplayer!

 

(...Maybe configurable, though, since I can imagine how such a feature would be abused on multiplayer servers)

💬 KomodoBadger, Aug 10th at 6:15 PM

Oh boy! Time for derangement and degeneracy :D

💬 Draugemalf, Aug 9th at 4:55 PM

Ah, finally, I can play rimworld in vintage story.

💬 Corrmac, Aug 2nd at 1:09 AM

Yay! Welcome to Flavor Town! 

💬 TreantTrooper, Jul 28th at 8:27 PM

*Kriegsman Inttensifies*

💬 CyrusJazzberry, Jul 28th at 7:49 PM

Mmmm. Yum.

💬 sloppysteev, Jul 28th at 7:48 PM

gonna feed my dinosaurs with my friends' corpses

💬 disputedname, Jul 28th at 6:49 AM

Can finally perform blood libel!

💬 Mesrune, Jul 28th at 5:52 AM

Best mod.
Finally I can honor jesus and eat his flesh!

💬 Ruyeex, Jul 28th at 3:28 AM

Bronze_Granum Which I respect to not make it too easy which why I didn't like the limitation and the raw meat you can eat unlike other types of meat.
The mod can also have some good potencial to have colored leather from seraphs bcs of the skin color choices that can be used in a lot of clothing and armor which can be cool in theory but we'll see in the future.
Mummification can be fallen into that as it was a a practise to preserve corpses which old times some people used them for medicine, vandalism and canibalism and more but it can be a seperate mod if you want to expand the concept.
There's a lot of references you can take with canibalism as it's a great way to explore the types of it without being punished.
I can't wait where it goes that can explore such topics.

💬 Bronze_Granum , Jul 28th at 2:42 AM

Ruyeex Yeah, I read up about that while I was working on the mod. Honestly extremely interesting and I'm glad you mentioned it. That said, I chose to keep the health problems from it purely for balance reasons. I.E. Supposedly a human male body could feed 25 people for a little over two days. Now, if players can just die and eat their old corpse, that essentially makes food endless.

Personally,  I slightly headcanon that since it is technically Seraph meat, and we don't know how edible Seraph meat is, it might be slightly toxic (however unlikely). If I added humans that were edible, I'd probably use red meat, since you don't have infinite access to them and then it rewards the hunt a bit.

💬 Ruyeex, Jul 28th at 2:31 AM

The meat is not bad or even harmful in real life unless you eat the brains and the liver.
The meat tastes similarly to chicken or even with pork and beef.
VSauce, Wiki and infographics has some information about it if you want to check out but I doubt as it's already giving too much pressure of making the mod looking to encourage it.

💬 AgentOfChaos, Jul 28th at 2:17 AM

YES. Just YESSSSS!!!!

💬 mayonnaise, Jul 28th at 1:40 AM

wonderful!

 (edit comment delete)
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