Difference between revisions of "Electric crematorium"
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It outputs [[light]] in a 6 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the crematorium can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the crematorium itself is sufficient. | It outputs [[light]] in a 6 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the crematorium can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the crematorium itself is sufficient. | ||
− | If the electric crematorium left is out in the [[rain]], a [[Events#Zzztt...|short | + | If the electric crematorium left is out in the [[rain]], a [[Events#Zzztt...|short circuit]] can start a fire. |
===Bills=== | ===Bills=== | ||
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Crematoria are work intensive compared to other methods of disposing of unwanted objects, and this typically leads them to be neglected. However they do possess some advantages that can be relevant. | Crematoria are work intensive compared to other methods of disposing of unwanted objects, and this typically leads them to be neglected. However they do possess some advantages that can be relevant. | ||
− | + | [[Molotov cocktail]]s can dispose items with an open [[fire]]; one throw is enough to burn many objects. A safe burn area is required, such as a stone floored and walled room, though this can be cheaper than 1 crematorium. A [[stockpile zone]] can be configured to load the corpses, but the player needs to ignite it every time. Also note that the entrance must be forbidden or the [[Home Zone]] area removed to ensure no firefighters attempts to put out the cremating fire within. | |
− | However, unlike molotovs, electric crematoria don't require [[Research#Machining|Machining]] to be researched to be be constructed, can be fully automated with bills, and do not involve open [[fire]]. This allows the player to be completely hands-off once the process is set up, which can be a significant advantage | + | However, unlike molotovs, electric crematoria don't require [[Research#Machining|Machining]] to be researched to be be constructed, can be fully automated with bills, and do not involve open [[fire]]. In addition, many rotten corpses in a confined space can cause [[rot stink]]. This allows the player to be completely hands-off once the process is set up, which can be a significant advantage in some playstyles or colonies. |
− | Finally, unwanted objects can instead be loaded onto [[transport pod]]s and launched to other [[faction]]'s settlements for a modest relationship gain. | + | Finally, unwanted objects can instead be loaded onto [[transport pod]]s, and launched to other [[faction]]'s settlements, for a modest relationship gain. Using transport pods solely to dispose of weapons is costly for little gain. You can mitigate this by shipping unwanted gear with other items you would've sent as gifts, anyway (like [[flake]] or [[sculpture]]s). As corpses are heavy, this method is impractical for them. |
{{Building Material Table}} | {{Building Material Table}} |
Revision as of 20:07, 10 December 2022
Electric crematorium
A huge stone crematorium which vaporizes corpses with extremely high temperatures.
Base Stats
- Type
- Building – Production
- Beauty
- -10
- HP
- 300
- Flammability
- 0%
Building
- Size
- 3 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- impassable
- Cover Effectiveness
- 75%
- Terrain Affordance
- Heavy
- Power
- -250 W
- Cleanliness
- -20
- Light Radius
- 3.44
- Heat Per Second
- 12
Creation
- Required Research
- Electricity
- Skill Required
- Construction 4
- Work To Make
- 4,500 ticks (1.25 mins)
- Stuff Tags
- Stony
An electric crematorium is a Production appliance used to destroy corpses as well as unwanted apparel, weapons, or drugs. Despite the specificity in the name, there is no other form of crematorium.
Acquisition
Electric crematoria can be constructed once Electricity is researched. They require 150 Stuff (Stony), 20 Steel, 2 Components, 4,500 ticks (1.25 mins) of work and a Construction skill of 4.
Summary
Crematoria can be used to destroy corpses, apparel, weapons, or drugs by creating bills.
Crematoria have -10 beauty, and a cleanliness value of -20.
Crematoria produce heats while executing bills at a rate of 12 heat per second,[Exact mechanic unclear] over half the rate of a campfire and with no maximum temperature. No heat is produced when idle, even if powered on.
It outputs light in a 6 tile radius while it is powered on, with the nearest 3.442 tiles being above 50% light level and considered lit. As the crematorium can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the crematorium itself is sufficient.
If the electric crematorium left is out in the rain, a short circuit can start a fire.
Bills
Bills are worked by haulers. All cremation times are scaled only by the General Labor Speed of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind.
- Corpses require 180 ticks (3 secs) work to cremate and are cremated together with all of their equipped gear. By default, animal corpses will be filtered out. Mechanoid corpses cannot be
- Apparel requires 60 ticks (1 sec) work to burn, regardless of the item or material. Shield belts and smokepop belts cannot be burned (though firefoam pop packs can).
- Weapons require 60 ticks (1 sec) work to burn, regardless of the item or material. Only flammable melee weapons, and ranged weapons made from wood (pila, short bow / recurve bow / greatbow / flamebow), can be burned.
- Drugs require 60 ticks (1 sec) work to burn, but burns in entire stacks.
Analysis
Crematoria are work intensive compared to other methods of disposing of unwanted objects, and this typically leads them to be neglected. However they do possess some advantages that can be relevant.
Molotov cocktails can dispose items with an open fire; one throw is enough to burn many objects. A safe burn area is required, such as a stone floored and walled room, though this can be cheaper than 1 crematorium. A stockpile zone can be configured to load the corpses, but the player needs to ignite it every time. Also note that the entrance must be forbidden or the Home Zone area removed to ensure no firefighters attempts to put out the cremating fire within.
However, unlike molotovs, electric crematoria don't require Machining to be researched to be be constructed, can be fully automated with bills, and do not involve open fire. In addition, many rotten corpses in a confined space can cause rot stink. This allows the player to be completely hands-off once the process is set up, which can be a significant advantage in some playstyles or colonies.
Finally, unwanted objects can instead be loaded onto transport pods, and launched to other faction's settlements, for a modest relationship gain. Using transport pods solely to dispose of weapons is costly for little gain. You can mitigate this by shipping unwanted gear with other items you would've sent as gifts, anyway (like flake or sculptures). As corpses are heavy, this method is impractical for them.
Stats table
Electric crematorium | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Granite blocks | -10 | ticks (7.54 mins) | 27,140510 | 0% | 335 |
Limestone blocks | -10 | ticks (7.54 mins) | 27,140465 | 0% | 335 |
Marble blocks | -9 | ticks (6.91 mins) | 24,890360 | 0% | 325 |
Sandstone blocks | -10 | ticks (6.29 mins) | 22,640420 | 0% | 320 |
Slate blocks | -10 | ticks (7.54 mins) | 27,140390 | 0% | 335 |
Jade | 0 | ticks (6.25 mins) | 22,500150 | 0% | 935 |
Version history
- 0.4.460 - Added as "Crematorium"