Difference between revisions of "Grave"

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{{Stub|reason=recreation and tomb [[room roles]] info}}
 
{{Stub|reason=recreation and tomb [[room roles]] info}}
{{infobox main|misc|
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{{Infobox main|misc
|name = Grave
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| name = Grave
|image = GraveFull.png
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| image = Grave full south.png
|description = A decent final resting place. Colonists will visit full graves to gain meditative joy.
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| description = A decent final resting place. Colonists will visit full graves to gain meditative joy.
|type = Building
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| type = Building
|type2 = Misc
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| type2 = Misc
|placeable = true
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| placeable = true
|passability = standable
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| passability = standable
|minifiable = false
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| minifiable = false
|size = 1 ˣ 2
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| size = 1 ˣ 2
|flammability = 0
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| flammability = 0
|terrain affordance = diggable
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| terrain affordance = diggable
|work to make = 800
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| work to make = 800
 
}}
 
}}
A '''grave''' provides a place to bury [[corpse]]s. Graves can be [[Menus#Construct|constructed]] without need of materials. The default storage setting only allows human corpses, but can be set to accept animals, strangers or mechanoids. A body can be removed ([[Menus#Haul|hauled]]) from a grave with the 'Open' command. Deconstructing will also release the buried. Fellow colonists will occasionally visit the grave, even if it is placed far from the base, which can be inefficient.
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A '''grave''' provides a place to bury [[corpse]]s.
  
== Effects ==
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== Acquisition ==
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Graves do not have a material cost, but require {{Ticks|{{P|Work To Make}}}} of work, using the Construction skill. They can only be built on diggable terrain.
  
* Unburied human corpses trigger 'observed corpse' negative thought for passersbys.
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== Summary ==
* Unburied colonist bodies trigger the 'colonist left unburied' negative thought.
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A grave stores one [[corpse]] of any size, hiding its [[beauty]]. The default storage setting only allows human corpses, but can be set to accept animals, strangers or mechanoids. A body can be removed ([[Work#Haul|hauled]]) from a grave with the 'Open' command. Deconstructing will also release the buried. Graves can be stood on.
* Unburied corpses have -150 beauty, resulting in an ugly environment.
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* Unburied corpses create the corpse bile [[filth]], which provides a massive -50 [[beauty]] indoors and -15 outdoors.
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Pawns can visit graves as part of Solitary [[recreation]].
* Colonists visiting graves of fellow members gain a [[recreation]] boost of the Solitary variety.
 
  
Graves cannot be stood on, though they can be walked through. This allows tactical usage by positioning graves to prevent enemies from standing on some locations.
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Pawns with the [[Psyfocus#Morbid|Morbid]] meditation focus type{{RoyaltyIcon}} can use graves in a 10-tile radius to increase psyfocus. By default, graves have a 6% psyfocus strength. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. Up to 4 other graves or [[sarcophagus|sarcophagi]] can connect to a grave; each grave/sarcophagi gives +1% psyfocus if empty, or +2% psyfocus if filled, for a maximum bonus of 8%.
  
== Alternatives ==
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== Analysis ==
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Human corpses are [[beauty|ugly]], create [[filth]], and cause negative moodlets when a pawn sees one. Graves are an early game way to dispose of corpses, if you don't have any better options. Note that, despite its name, the 'colonist left unburied' moodlet does not care if a colonist's corpse is ''buried''; destroying the corpse by any means will end the moodlet without penalty.
  
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Once Electricity is available, an [[electric crematorium]] is more efficient. Each cremation only takes {{Ticks|180}} ticks of work, compared to the {{Ticks|{{P|Work To Make}}}} ticks just to make the grave. Also, when you're dealing with dozens or hundreds of [[raider]] corpses, a crematorium does not take nearly as much space. Alternatively, [[molotov cocktail]]s can be used - just burn the corpses in a controlled, nonflammable room - though this cannot be automated.
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Graves or sarcophagi can be used to store corpses of pawns you want to [[Resurrector mech serum|resurrect]], without the risk of the corpse being cremated or [[butcher table|butchered]]. Make sure to keep the grave in a frozen room.
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Fellow colonists will occasionally visit graves, even if it is placed far from the base, which can be inefficient. Setting an [[allowed area]] to exclude a gravesite will prevent this behavior.
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== Trivia ==
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* Until [[Version/0.4.460|Alpha 4]], there used to be another version called [[gibbet cage]] which caused "Fear" mood debuff to characters passing nearby. The [[Ideology DLC]] re-added the gibbet cage as a separate object.
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== Gallery ==
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<gallery>
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Grave empty south.png|Empty grave facing south
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Grave empty north.png|Empty grave facing north
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Grave empty east.png|Empty grave facing east
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</gallery>
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<gallery>
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Grave full south.png|Full grave facing south
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Grave full north.png|Full grave facing north
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Grave full east.png|Full grave facing east
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</gallery>
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== See also ==
 
* [[Molotov cocktail]]s can be thrown on corpses for fire to burn them up.  
 
* [[Molotov cocktail]]s can be thrown on corpses for fire to burn them up.  
 
* [[Electric crematorium]] can be used to burn corpses while requiring electricity.
 
* [[Electric crematorium]] can be used to burn corpses while requiring electricity.
 
* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.
 
* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.
 
== Trivia ==
 
* Until [[Version/0.4.460|Alpha 4]], there used to be another version called [[gibbet cage]] which caused "Fear" mood debuff to characters passing nearby. The [[Ideology DLC]] re-added the gibbet cage as a separate object.
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - ‘Open’ designator added. Can now be visited as a joy activity.
 
* [[Version/0.12.906|0.12.906]] - ‘Open’ designator added. Can now be visited as a joy activity.
*Beta 19/1.0 = Burying corpses takes 2x longer. Digging graves takes 20% longer. Now show the person's date of death
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* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Burying corpses takes 2x longer. Digging graves takes 20% longer. Now show the person's date of death
 
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain range of grave from 4~20 to 6~26.
 
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain range of grave from 4~20 to 6~26.
  
{{nav|misc|wide}}
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<gallery>
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Grave full old.png|Old sprite
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</gallery>
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{{Nav|misc|wide}}
 
[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]

Revision as of 05:59, 3 December 2023

Grave

Grave

A decent final resting place. Colonists will visit full graves to gain meditative joy.

Base Stats

Type
BuildingMisc
Flammability
0%

Building

Size
1 × 2
Minifiable
False
Placeable
True
Passability
standable
Terrain Affordance
Diggable

Creation

Work To Make
800 ticks (13.33 secs)

A grave provides a place to bury corpses.

Acquisition

Graves do not have a material cost, but require 800 ticks (13.33 secs) of work, using the Construction skill. They can only be built on diggable terrain.

Summary

A grave stores one corpse of any size, hiding its beauty. The default storage setting only allows human corpses, but can be set to accept animals, strangers or mechanoids. A body can be removed (hauled) from a grave with the 'Open' command. Deconstructing will also release the buried. Graves can be stood on.

Pawns can visit graves as part of Solitary recreation.

Pawns with the Morbid meditation focus typeContent added by the Royalty DLC can use graves in a 10-tile radius to increase psyfocus. By default, graves have a 6% psyfocus strength. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. Up to 4 other graves or sarcophagi can connect to a grave; each grave/sarcophagi gives +1% psyfocus if empty, or +2% psyfocus if filled, for a maximum bonus of 8%.

Analysis

Human corpses are ugly, create filth, and cause negative moodlets when a pawn sees one. Graves are an early game way to dispose of corpses, if you don't have any better options. Note that, despite its name, the 'colonist left unburied' moodlet does not care if a colonist's corpse is buried; destroying the corpse by any means will end the moodlet without penalty.

Once Electricity is available, an electric crematorium is more efficient. Each cremation only takes 180 ticks (3 secs) ticks of work, compared to the 800 ticks (13.33 secs) ticks just to make the grave. Also, when you're dealing with dozens or hundreds of raider corpses, a crematorium does not take nearly as much space. Alternatively, molotov cocktails can be used - just burn the corpses in a controlled, nonflammable room - though this cannot be automated.

Graves or sarcophagi can be used to store corpses of pawns you want to resurrect, without the risk of the corpse being cremated or butchered. Make sure to keep the grave in a frozen room.

Fellow colonists will occasionally visit graves, even if it is placed far from the base, which can be inefficient. Setting an allowed area to exclude a gravesite will prevent this behavior.

Trivia

  • Until Alpha 4, there used to be another version called gibbet cage which caused "Fear" mood debuff to characters passing nearby. The Ideology DLC re-added the gibbet cage as a separate object.

Gallery

See also

Version history

  • 0.12.906 - ‘Open’ designator added. Can now be visited as a joy activity.
  • Beta 19/1.0.0 - Burying corpses takes 2x longer. Digging graves takes 20% longer. Now show the person's date of death
  • 1.1.2654 - Increase psyfocus gain range of grave from 4~20 to 6~26.