Difference between revisions of "Grave"

From RimWorld Wiki
Jump to navigation Jump to search
m (Remove Unnecacery Empty Lines and delete {{!}} from type)
(→‎Analysis: added death pall niche)
 
(46 intermediate revisions by 18 users not shown)
Line 1: Line 1:
__NOTOC__
+
{{Stub|reason=recreation and tomb [[room roles]] info}}
<onlyinclude>
+
{{Infobox main|misc
{{infobox main|misc|
+
| name = Grave
|name = Grave
+
| image = Grave full south.png
|image = GraveFull.png|Grave
+
| description = A decent final resting place. Colonists will visit full graves to gain meditative joy.
|info = R.I.P.
+
| type = Building
|type = Misc{{!}}Miscellaneous
+
| type2 = Misc
| type2 = Thoughts
+
| placeable = true
|placeable = y
+
| passability = standable
|size = 1|2
+
| minifiable = false
|hp =  
+
| size = 1 ˣ 2
|speed =  
+
| flammability = 0
|time =  
+
| terrain affordance = diggable
|yield =  
+
| work to make = 800
|power =  
+
}}
|buy = Free
+
A '''grave''' provides a place to bury [[corpse]]s.
|sell = Nothing
 
}}</onlyinclude>
 
{{Info|A [[grave]] provides a place to bury corpses.}}<p>
 
Each grave can be set to individually accept or deny the corpses of strangers, colonists, animals, or mechanoids. The default storage setting is to allow only human bodies. Modified storage settings can be copied to other graves via the buttons 'Copy settings' and Paste settings'. Graves are made by colonists assigned to [[Menus#Construct|construction]], and require work, but no materials.</p>
 
  
 +
== Acquisition ==
 +
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 corpses of any kind have a beauty of -150, making for an ugly environment. Unburied human corpses trigger for passersby the 'observed corpse' negative thought. Additionally, unburied colonist bodies will trigger the 'colonist left unburied' thought. Graves provide a way to properly bury bodies. Sarcophagi are a nicer alternative, but require materials to make. A body can be removed from a grave with the 'Open' command, and will be done by a colonist assigned to [[Menus#Haul|hauling]].
+
== 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 ([[Work#Haul|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 [[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%.
  
Colonists visit the graves of fallen colony members and it provides a boost to [[joy]].
+
== Analysis ==
 +
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.
  
 +
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.
  
==Storage==
+
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.
The storage tab above the inspect pane can be configured to set what types of pawns can be buried in the selected grave.
 
<p>The command icons (Copy settings, Paste settings) can be used to copy storage settings between graves and [[sarcophagus|sarcophagi]]. Settings can also be copied to other containers like stockpile zones and dumping stockpile zones; however, settings that a grave doesn't have (i.e. food) will be copied as disallowed. The copy function can take settings from one container and apply them to many containers, when shift-click is used to select multiple.</p>
 
{|class="wikitable"
 
|-
 
| [[File:StorageSettingsCopy.png|60px|link= ]] || [[File:StorageSettingsPaste.png|60px|link= ]]
 
|}
 
  
 +
Graves also prevent pawns from being resurrected into [[Shambler]]s{{AnomalyIcon}} during [[Death pall]],{{AnomalyIcon}} graves can be quickly constructed next to bodies and buried to prevent the shambler from being resurrected again.
  
==Alternatives to using graves==
+
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.
===Fire===
 
Define a Dumping zone somewhere (preferably under some kind of roof) and set the dumping zone to only accept bodies. Clear the Home area designation to prevent firefighting. When there are bodies in the dumping zone, draft a colonist and equip him with a [[Molotov cocktail]] or [[incendiary launcher]] and throw it at the bodies. If one body catches fire it will spread and incinerate the others. The roof prevents the rain from extinguishing the fire.
 
  
 +
== 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.
  
Alternatively, using [[frag grenades]] will work to destroy the bodies, though this requires multiple grenades and hence more time.
+
== Gallery ==
 +
<gallery>
 +
Grave empty south.png|Empty grave facing south
 +
Grave empty north.png|Empty grave facing north
 +
Grave empty east.png|Empty grave facing east
 +
</gallery>
 +
<gallery>
 +
Grave full south.png|Full grave facing south
 +
Grave full north.png|Full grave facing north
 +
Grave full east.png|Full grave facing east
 +
</gallery>
  
 +
== See also ==
 +
* [[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.
 +
* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.
  
===Butchering===
+
== Version history ==
Add the "Butcher creature" bill to the butcher table and set it to allow human corpses. Rotting corpses cannot be butchered. Butchering corpses produces meat and leather. Keep in mind that butchering human corpses will grant the "Butchered humanlike -6" debuff for the cook and the "We butchered humanlike -6" debuff for everyone in the colony. It also affects relations between the chef and other colonists. Colonists with the Psychopath, Bloodlust, or Cannibal trait are unaffected by the debuff.
+
* [[Version/0.12.906|0.12.906]] - ‘Open’ designator added. Can now be visited as a joy activity.
 +
* [[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.
  
 +
<gallery>
 +
Grave full old.png|Old sprite
 +
</gallery>
  
===Cremation===
+
{{Nav|misc|wide}}
An [[electric crematorium]] can eliminate corpses by cremating them. It requires electricity, but is the fastest way to destroy unwanted corpses. Corpses cremated will automatically be stripped, allowing you to sell the clothes, though at a greatly reduced price due to it being worn by a corpse.
 
 
 
 
 
{{nav|misc|wide}}
 
 
[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]
[[Category:Buildings]]
 
[[Category:Characters]]
 

Latest revision as of 05:31, 14 November 2024

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[edit]

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[edit]

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[edit]

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.

Graves also prevent pawns from being resurrected into ShamblersContent added by the Anomaly DLC during Death pall,Content added by the Anomaly DLC graves can be quickly constructed next to bodies and buried to prevent the shambler from being resurrected again.

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[edit]

  • 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[edit]

See also[edit]

Version history[edit]

  • 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.