Difference between revisions of "Grave"

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<onlyinclude>{{{{TNTN|infobox main}}|building|
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{{Stub|reason=recreation and tomb [[room roles]] info}}
|name = <translate><!--T:2-->
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{{Infobox main|misc
Grave</translate>
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| name = Grave
|image = GraveFull.png|<translate><!--T:3-->
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| image = Grave full south.png
Grave</translate>
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| description = A decent final resting place. Colonists will visit full graves to gain meditative joy.
|info = <translate><!--T:4-->
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| type = Building
R.I.P.</translate>
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| type2 = Misc
|type = Buildings{{!}}<translate><!--T:5-->
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| placeable = true
Buildings</translate>
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| passability = standable
|type2 = Thoughts{{!}}<translate><!--T:14-->
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| minifiable = false
Thoughts</translate>
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| size = 1 ˣ 2
|placeable = y
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| flammability = 0
|size = 1|2
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| terrain affordance = diggable
|hp =  
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| work to make = 800
|speed =  
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}}
|time =  
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A '''grave''' provides a place to bury [[corpse]]s.
|yield =  
 
|power =
 
|buy = <translate><!--T:6-->
 
Free</translate>
 
|sell = {{mi|0}}
 
}}</onlyinclude><translate>
 
<!--T:10-->
 
Dumping spot for human and animal corpses. Each grave can be set to individually accept or deny strangers bodies, colonists bodies, and animal corpses.
 
  
<!--T:11-->
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== Acquisition ==
Putting colonist bodies in graves instead of dumping zones will prevent the "saw colonist body in dump zone" unhappy thought.
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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.
</translate>
 
<translate>
 
==Alternative solution to using graves== <!--T:12-->
 
Define a '''[[Dumping zone|Dumping zone]]''' somewhere (preferably under some kind of roof), set the dumping zone to only accept bodies, when there are bodies in the dumping zone, draft a colonist and equip him with a '''[[Molotov cocktails|Molotov cocktail]]''' (or a [[Frag Grenades|frag grenade]]) and throw it at the bodies, its enough when 1 bodie has catched fire because it will spread and incinerate the others (the roof prevents the rain from extinguish the fire).
 
</translate>
 
<translate>
 
==Previous versions== <!--T:13-->
 
{{v|{{:Version}}}} There is no easy method of permanent corpse removal from the game. Using explosive charges (research option) placed in the center of graves allows for the removal (requires 2 charge detonations for corpses to reach 0 health and be removed from the game) of the surrounding corpses inside the graves. The grave structure is not harmed and can be reused indefinitely.
 
</translate>
 
  
{{{{TNTN|nav}}|building|wide}}
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== Summary ==
[[Category:<translate><!--T:16-->
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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.
Buildings</translate>]]
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[[Category:<translate><!--T:17-->
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Pawns can visit graves as part of Solitary [[recreation]].
Characters</translate>]]
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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%.
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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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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.
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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 ==
 +
<gallery>
 +
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.
 +
* [[Electric crematorium]] can be used to burn corpses while requiring electricity.
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* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.
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== Version history ==
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* [[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
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* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain range of grave from 4~20 to 6~26.
 +
 
 +
<gallery>
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Grave full old.png|Old sprite
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</gallery>
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{{Nav|misc|wide}}
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[[Category:Miscellaneous]]

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.