Difference between revisions of "Corpse"
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− | {{ | + | {{Infobox main|animal |
− | + | | image = Dessicated male south.png | |
+ | | name = {0} corpse | ||
+ | | description = Dead body of a {0}. | ||
+ | <!-- Base Stats --> | ||
+ | | type = Animal | ||
+ | | path cost = 14 | ||
+ | | beauty = -50 | ||
+ | | deterioration = 1 | ||
+ | | food preference = DesperateOnly | ||
+ | | food type = Corpse | ||
+ | | days to rot = 2.5 | ||
+ | | meatyield = 0 | ||
+ | | leatheryield = 0 | ||
+ | <!-- Ingestion --> | ||
+ | | nutrition = 5.2 | ||
+ | | food poison chance = 0.05 | ||
+ | <!-- Technical --> | ||
+ | | defName = Corpse_ | ||
+ | | label = {0} corpse | ||
+ | | selectable = true | ||
+ | | tradeability = None | ||
+ | }} | ||
− | ==Acquisition== | + | A '''corpse''' is the [[dead]] body of a [[human]], [[animal]] or [[mechanoid]]. |
− | Corpses are obtained whenever something dies. They reflect what they had in life; missing limbs will affect a corpse's yield. | + | |
+ | == Acquisition == | ||
+ | Corpses are obtained whenever something [[death|dies]]. [[Nociosphere]]s {{AnomalyIcon}}, [[Metalhorror]]s {{AnomalyIcon}}, [[Revenant]]s {{AnomalyIcon}}, and [[Fleshmass nucleus|Fleshmass nuclei]] {{AnomalyIcon}} are the only pawns who do not have corpses. They reflect what they had in life; missing limbs will affect a corpse's yield. | ||
Certain means of death may destroy the corpse, or deal so much damage that there is nothing left to see. | Certain means of death may destroy the corpse, or deal so much damage that there is nothing left to see. | ||
− | ==Summary== | + | == Summary == |
− | Corpses provide negative [[beauty]] while on the ground, worse than most items. All corpses have a Missing Body Parts value. | + | Corpses provide negative [[beauty]] while on the ground, worse than most items. Traits and other effects that prevent negative mood penalties from seeing bodies do not prevent the beauty impact. |
+ | |||
+ | All corpses will [[deteriorate]] when left outside. In addition, all corpses have a Missing Body Parts value, separate from the deterioration mechanic. | ||
+ | |||
+ | === Organic corpses === | ||
+ | The corpses of organic life (e.g. non-[[mechanoid]]s) can be used for food. When eaten directly, corpses will gain Missing Body Parts until there is nothing left, at which point the corpse will disappear entirely. Animals don't mind, but colonists will receive the {{--|12}} ''[[Mood#Ate corpse|Ate corpse]]'' [[mood]]let and have a flat 5% of [[food poisoning]] when directly eating corpses. Eating [[human]] corpses will also impose the {{--|20}} ''[[Mood#Raw cannibalism|Raw cannibalism]]'' on non cannibal pawns, or a mood buff of varying intensity for pawns with the [[Cannibal (Trait)|Cannibal]] trait or a pro-Cannibalism ideoligion.{{IdeologyIcon}} Corpses can instead be butchered, which is a more efficient way of gaining food. | ||
+ | |||
+ | Colonists who see a human corpse will receive negative thoughts, which are worse if the corpse is rotten. Colonists with the [[Traits#Cannibal|Cannibal]] or [[Psychopath]] trait don't mind fresh corpses. Those with [[Bloodlust]] are completely immune, as well as those following an [[Ideoligion]]{{IdeologyIcon}} with the "Corpses: Don't Care" precept. | ||
+ | |||
+ | === Rotten corpses === | ||
+ | {{Stub|section=1|reason=Dessication time}} | ||
+ | Organic corpses will rot after 2.2 [[Time|days]], the same as meat, if left above freezing [[temperature]], {{temperature|0}}. Refrigeration at temperatures between {{Temperature|1|9}} slows rot time as it does with food. For a full description of the relationship between temperature and rot time, see [[Temperature#Temperature thresholds|Temperature]]. | ||
− | + | Animals with [[scaria]] have a chance to rot immediately on death dependent on the [[AI Storytellers#Scaria rot chance|Scaria rot chance]] AI Storyteller settings, and pawns with [[toxic buildup]] will have a chance to rot immediately equal to the severity of buildup. | |
− | |||
− | + | Rotten corpses have the same texture as normal corpses, but with a red tint. | |
− | + | Rotten corpses cannot be eaten or butchered. Rotten organic corpses will produce [[Filth#Corpse_bile|corpse bile]], which is [[cleanliness|dirty]] and [[beauty|ugly]] to look. In addition, a rotting corpse emits [[rot gas]] clouds. Standing in rot gas for too long can inflict [[lung rot]]. | |
− | + | Eventually, a rotting corpse will desiccate. The corpse will become a skeleton, stop producing corpse bile or rot stink, and is no longer is a valid target for a [[resurrector mech serum]]. | |
− | |||
− | Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]] | + | === Butchering & shredding === |
+ | {{Stub|section=1|reason=Check all ways to avoid the not-cleanly slaughtered penalty - does [[Prisoner#Execute]] work? does [[Rituals#Prisoner_execution]] work? Does Euthanize by cut [[surgery]] work? etc.}} | ||
+ | Organic corpses without rot can be butchered at a [[butcher spot]] or the superior [[butcher table]] for [[meat]] and [[leather]], which can be processed further. Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]] to produces [[steel]] and [[plasteel]]. | ||
− | + | How much yield is determined on a variety of factors including: | |
+ | * The base [[Meat Amount]] and [[Leather Amount]] of the animal, which also varies with maturity. For mechanoids, yield is dependent on their type. | ||
+ | * The [[butchery efficiency]] of the cook butchering, or [[Mechanoid Shredding Efficiency]] of the shredder | ||
+ | * A 66% multiplier for "damaged" organic corpses i.e. any animal not cleanly slaughtered either through [[tame|taming]] or injury-less downing followed by hunting execution. {{Check Tag|Fact Check|Version change-log only mentions meat - needs confirmation that it doesn't affect leather}} | ||
+ | * A percentage multiplier for lost body parts. | ||
+ | * A 70% multiplier if using a butcher spot or crafting spot instead of a table. | ||
+ | Butchering organic corpses requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. Shredding mechanoids requires {{ticks|300}} of work from a table, or {{ticks|450}} from a crafting spot. | ||
− | + | When butchering [[human]] corpses, most butchers will get a -6 [[Mood#I butchered humanlike|I butchered humanlike]] moodlet, and all colonists in the map get a -6 [[Mood#We butchered humanlike|We butchered humanlike]] moodlet. Colonists with the [[Cannibal]], [[Psychopath]], or [[Bloodlust]] traits are immune, as does an [[Ideoligion]]{{IdeologyIcon}} that finds Cannibalism acceptable. For the latter penalty, it doesn't matter how many corpses you've butchered, it will remain at -6. There is no further penalty for working with [[human resources]] until actually eaten or worn. | |
== Disposal == | == Disposal == | ||
The following methods can dispose of corpses: | The following methods can dispose of corpses: | ||
− | ===Butchering & | + | === Butchering & feeding === |
− | + | Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials. See [[#Butchering & Shredding]] above for details. | |
− | + | But as butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous [[animals]]. This takes no work beyond hauling, though is less nutritious than butchering. Corpses and their meat will rot over time, so it is recommended to use a [[cooler]] if you want to preserve their food. | |
− | + | === Manual destruction === | |
+ | [[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. Place a pile of corpses in a fireproof room (such as using stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make extra sure that the room is fireproof, as a large fire can destroy many buildings. This is often the best, least time-consuming way to dispose of human and rotten corpses. | ||
− | + | Alternatively, you can use [[frag grenade]]s, which can destroy most items. As multiple grenades are needed per corpse, and as the explosion is rather small, they use more time. However, you don't have to mess with fire. Grenades can also destroy walls, so give a little space when throwing them. | |
− | [[ | ||
− | + | Mechanoid corpses are immune to fire (but not frag grenades), but don't rot and can always be shredded into useful ingredients. | |
− | ===Burying=== | + | === Burying === |
Corpses can be buried in a [[grave]] or [[sarcophagus]], where the corpse is [[hauling|hauled]] to its location. Graves are much better for general disposal, costing no resources and {{ticks|800}} of work to make. Sarcophagi are more beautiful, so are useful if placed inside. | Corpses can be buried in a [[grave]] or [[sarcophagus]], where the corpse is [[hauling|hauled]] to its location. Graves are much better for general disposal, costing no resources and {{ticks|800}} of work to make. Sarcophagi are more beautiful, so are useful if placed inside. | ||
− | They can be useful for preserving corpse in a freezer, preventing both rot and overzealous cooks from destroying them. This helps if you're waiting for a [[resurrector mech serum]] to revive the corpse in question. Up to 5 buried coprses can be used for [[Psycasts#Psyfocus|meditation]] {{RoyaltyIcon}} of the Morbid type. They will improve the Funeral [[ritual]]{{IdeologyIcon}}. Finally, either building acts as solitary [[recreation]]. However, this type of recreation is | + | They can be useful for preserving corpse in a freezer, preventing both rot and overzealous cooks from destroying them. This helps if you're waiting for a [[resurrector mech serum]] to revive the corpse in question. Up to 5 buried coprses can be used for [[Psycasts#Psyfocus|meditation]] {{RoyaltyIcon}} of the Morbid type. They will also improve the Funeral [[ritual]]{{IdeologyIcon}}. Finally, either building acts as solitary [[recreation]]. However, this type of recreation is available even without burying, and colonists may visit graves that are far away. |
− | Having a buried human allows the [[Mental break|Corpse Obsession]] [[mental break]] to occur. Everybody who sees the corpse will | + | Having a buried human allows the [[Mental break|Corpse Obsession]] [[mental break]] to occur. Everybody who sees the corpse will receive the normal Saw (Rotten) Corpse penalty, but this is one of the least immediately harmful of the major breaks. |
− | The main problem with burying is space - large raids can quickly consume a lot of time and area. And as you need to go further, the longer it takes to bury. It is recommended to swap to another form of corpse disposal, once available, for your enemies. | + | The main problem with burying is space - large raids can quickly consume a lot of time and area. And as you need to go further away, the longer it takes to bury. It is recommended to swap to another form of corpse disposal, once available, for your enemies. |
− | === | + | === Cremation === |
Corpses can be burnt in an [[electric crematorium]]. Each cremation requires {{ticks|180}} of work {{Check Tag|Fact Check}}, and the crematorium itself requires 250 W of power to function. | Corpses can be burnt in an [[electric crematorium]]. Each cremation requires {{ticks|180}} of work {{Check Tag|Fact Check}}, and the crematorium itself requires 250 W of power to function. | ||
− | If a way to start fire is available, then it is typically more | + | If a way to start [[fire]] manually is available, then it is typically more efficient. Cremation is automatically done by haulers, so is largely for convenience's sake, or if fire isn't available. Cremation is also marginally better for dealing with rotten corpses, as rotten corpses do not accumulate in a single area. |
[[Category: Game mechanics]] | [[Category: Game mechanics]] |
Latest revision as of 15:08, 15 November 2024
{0} corpse
Dead body of a {0}.
Base Stats
- Type
- Animal
- Beauty
- -50
- Deterioration Rate
- 1
- Days To Start Rot
- 2.5
- Path Cost
- 14 (48%)
Production
Ingestion
- Nutrition
- 5.2
- Food Poison Chance
- 5%
- defName
- Corpse_
- Food Preference
- DesperateOnly
A corpse is the dead body of a human, animal or mechanoid.
Acquisition[edit]
Corpses are obtained whenever something dies. Nociospheres , Metalhorrors , Revenants , and Fleshmass nuclei are the only pawns who do not have corpses. They reflect what they had in life; missing limbs will affect a corpse's yield.
Certain means of death may destroy the corpse, or deal so much damage that there is nothing left to see.
Summary[edit]
Corpses provide negative beauty while on the ground, worse than most items. Traits and other effects that prevent negative mood penalties from seeing bodies do not prevent the beauty impact.
All corpses will deteriorate when left outside. In addition, all corpses have a Missing Body Parts value, separate from the deterioration mechanic.
Organic corpses[edit]
The corpses of organic life (e.g. non-mechanoids) can be used for food. When eaten directly, corpses will gain Missing Body Parts until there is nothing left, at which point the corpse will disappear entirely. Animals don't mind, but colonists will receive the −12 Ate corpse moodlet and have a flat 5% of food poisoning when directly eating corpses. Eating human corpses will also impose the −20 Raw cannibalism on non cannibal pawns, or a mood buff of varying intensity for pawns with the Cannibal trait or a pro-Cannibalism ideoligion. Corpses can instead be butchered, which is a more efficient way of gaining food.
Colonists who see a human corpse will receive negative thoughts, which are worse if the corpse is rotten. Colonists with the Cannibal or Psychopath trait don't mind fresh corpses. Those with Bloodlust are completely immune, as well as those following an Ideoligion with the "Corpses: Don't Care" precept.
Rotten corpses[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Dessication time. |
Organic corpses will rot after 2.2 days, the same as meat, if left above freezing temperature, 0 °C (32 °F). Refrigeration at temperatures between 1 °C – 9 °C (33.8 °F – 48.2 °F) slows rot time as it does with food. For a full description of the relationship between temperature and rot time, see Temperature.
Animals with scaria have a chance to rot immediately on death dependent on the Scaria rot chance AI Storyteller settings, and pawns with toxic buildup will have a chance to rot immediately equal to the severity of buildup.
Rotten corpses have the same texture as normal corpses, but with a red tint.
Rotten corpses cannot be eaten or butchered. Rotten organic corpses will produce corpse bile, which is dirty and ugly to look. In addition, a rotting corpse emits rot gas clouds. Standing in rot gas for too long can inflict lung rot.
Eventually, a rotting corpse will desiccate. The corpse will become a skeleton, stop producing corpse bile or rot stink, and is no longer is a valid target for a resurrector mech serum.
Butchering & shredding[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Check all ways to avoid the not-cleanly slaughtered penalty - does Prisoner#Execute work? does Rituals#Prisoner_execution work? Does Euthanize by cut surgery work? etc.. |
Organic corpses without rot can be butchered at a butcher spot or the superior butcher table for meat and leather, which can be processed further. Mechanoid corpses can instead be smashed at a crafting spot or shredded at a machining table to produces steel and plasteel.
How much yield is determined on a variety of factors including:
- The base Meat Amount and Leather Amount of the animal, which also varies with maturity. For mechanoids, yield is dependent on their type.
- The butchery efficiency of the cook butchering, or Mechanoid Shredding Efficiency of the shredder
- A 66% multiplier for "damaged" organic corpses i.e. any animal not cleanly slaughtered either through taming or injury-less downing followed by hunting execution. [Fact Check]
- A percentage multiplier for lost body parts.
- A 70% multiplier if using a butcher spot or crafting spot instead of a table.
Butchering organic corpses requires 450 ticks (7.5 secs) of work, modified by the butchery speed of the cook and up to two nearby tool cabinets. Shredding mechanoids requires 300 ticks (5 secs) of work from a table, or 450 ticks (7.5 secs) from a crafting spot.
When butchering human corpses, most butchers will get a -6 I butchered humanlike moodlet, and all colonists in the map get a -6 We butchered humanlike moodlet. Colonists with the Cannibal, Psychopath, or Bloodlust traits are immune, as does an Ideoligion that finds Cannibalism acceptable. For the latter penalty, it doesn't matter how many corpses you've butchered, it will remain at -6. There is no further penalty for working with human resources until actually eaten or worn.
Disposal[edit]
The following methods can dispose of corpses:
Butchering & feeding[edit]
Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials. See #Butchering & Shredding above for details.
But as butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous animals. This takes no work beyond hauling, though is less nutritious than butchering. Corpses and their meat will rot over time, so it is recommended to use a cooler if you want to preserve their food.
Manual destruction[edit]
Molotov cocktails or incendiary launchers will create fire. Place a pile of corpses in a fireproof room (such as using stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make extra sure that the room is fireproof, as a large fire can destroy many buildings. This is often the best, least time-consuming way to dispose of human and rotten corpses.
Alternatively, you can use frag grenades, which can destroy most items. As multiple grenades are needed per corpse, and as the explosion is rather small, they use more time. However, you don't have to mess with fire. Grenades can also destroy walls, so give a little space when throwing them.
Mechanoid corpses are immune to fire (but not frag grenades), but don't rot and can always be shredded into useful ingredients.
Burying[edit]
Corpses can be buried in a grave or sarcophagus, where the corpse is hauled to its location. Graves are much better for general disposal, costing no resources and 800 ticks (13.33 secs) of work to make. Sarcophagi are more beautiful, so are useful if placed inside.
They can be useful for preserving corpse in a freezer, preventing both rot and overzealous cooks from destroying them. This helps if you're waiting for a resurrector mech serum to revive the corpse in question. Up to 5 buried coprses can be used for meditation of the Morbid type. They will also improve the Funeral ritual. Finally, either building acts as solitary recreation. However, this type of recreation is available even without burying, and colonists may visit graves that are far away.
Having a buried human allows the Corpse Obsession mental break to occur. Everybody who sees the corpse will receive the normal Saw (Rotten) Corpse penalty, but this is one of the least immediately harmful of the major breaks.
The main problem with burying is space - large raids can quickly consume a lot of time and area. And as you need to go further away, the longer it takes to bury. It is recommended to swap to another form of corpse disposal, once available, for your enemies.
Cremation[edit]
Corpses can be burnt in an electric crematorium. Each cremation requires 180 ticks (3 secs) of work [Fact Check], and the crematorium itself requires 250 W of power to function.
If a way to start fire manually is available, then it is typically more efficient. Cremation is automatically done by haulers, so is largely for convenience's sake, or if fire isn't available. Cremation is also marginally better for dealing with rotten corpses, as rotten corpses do not accumulate in a single area.