Difference between revisions of "Electric crematorium"
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− | + | {{infobox main|production| | |
|name = Electric crematorium | |name = Electric crematorium | ||
|image = Crematorium.png|Electric crematorium | |image = Crematorium.png|Electric crematorium | ||
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|resource 3 amount = 2 | |resource 3 amount = 2 | ||
}} | }} | ||
− | {{Info| | + | {{Info|An '''electric crematorium''' is a [[Production]] [[Power#Appliances|appliance]] used to destroy [[corpse]]s 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 [[Research#Electricity|Electricity]] is researched. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | ||
− | + | == Summary == | |
+ | Crematoria can be used to destroy corpses, apparel, weapons, or drugs by creating bills. | ||
− | If the | + | Crematoria have {{P|Beauty}} [[beauty]], and a [[cleanliness]] value of {{P|cleanliness}}. |
− | }} | + | |
+ | Crematoria produce heats while executing bills at a rate of 12 heat per second,{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}} over half the rate of a [[campfire]] and with no maximum temperature. No heat is produced when idle, even if powered on. | ||
+ | |||
+ | If the electric crematorium left is out in the [[rain]], a [[Events#Zzztt...|short-circuit]] can start a fire. | ||
+ | |||
+ | ===Bills=== | ||
+ | Bills are worked by [[Menus#Haul|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{{Check Tag|Ticks or Secs?|Work defined in recipe .xml but unclear if it is in ticks or seconds}} work to cremate and are cremated together with all of their equipped gear. [[Mechanoid]] corpses cannot be cremated but human and animal corpses can be. By default, animal corpses will be filtered out. | ||
+ | |||
+ | Apparel requires 60{{Check Tag|Ticks or Secs?|Work defined in recipe .xml but unclear if it is in ticks or seconds}} work to burn regardless of the item or material. [[Shield belt]]s and [[smokepop belt]]s cannot be burned. | ||
− | + | Weapons require 60{{Check Tag|Ticks or Secs?|Work defined in recipe .xml but unclear if it is in ticks or seconds}} work to burn regardless of the item or material. Only burnable weapons can be burned.{{Check Tag|Which?}} | |
− | |||
− | + | Drugs require 60{{Check Tag|Ticks or Secs?|Work defined in recipe .xml but unclear if it is in ticks or seconds}} work to burn but will be burned in entire stacks. | |
− | |||
− | + | == Analysis == | |
+ | {{For|an analysis of butchering vs disposal of human corpse|Human resources#Human_butchering{{!}}Human resources}} | ||
+ | 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. | ||
− | + | The primary alternative to using the crematorium is to dispose of unwanted objects using [[Molotov cocktail]]s. This has the advantage of burning multiple objects with one throw, and not requiring electricity or additional pawn labor. This does require a safe burning area, such as a stone floored and walled room which may need to be constructed, but which could be built for fewer materials than the crematorium itself. These "manual crematoria" can be partially automated with the use of a [[stockpile zone]] with proper filters, but require player intervention to ignite 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 is 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. This is often expensive for the gain it offers however. | |
− | ==Version | + | {{Building Material Table}} |
+ | |||
+ | == Version history == | ||
*[[Version/0.4.460|0.4.460]] - Added as "Crematorium" | *[[Version/0.4.460|0.4.460]] - Added as "Crematorium" | ||
<gallery> | <gallery> | ||
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</gallery> | </gallery> | ||
{{nav|production|wide}} | {{nav|production|wide}} | ||
− | |||
[[Category:Production]] | [[Category:Production]] |
Revision as of 00:12, 17 November 2021
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.
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 or Secs?] work to cremate and are cremated together with all of their equipped gear. Mechanoid corpses cannot be cremated but human and animal corpses can be. By default, animal corpses will be filtered out.
Apparel requires 60[Ticks or Secs?] work to burn regardless of the item or material. Shield belts and smokepop belts cannot be burned.
Weapons require 60[Ticks or Secs?] work to burn regardless of the item or material. Only burnable weapons can be burned.[Which?]
Drugs require 60[Ticks or Secs?] work to burn but will be burned 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.
The primary alternative to using the crematorium is to dispose of unwanted objects using Molotov cocktails. This has the advantage of burning multiple objects with one throw, and not requiring electricity or additional pawn labor. This does require a safe burning area, such as a stone floored and walled room which may need to be constructed, but which could be built for fewer materials than the crematorium itself. These "manual crematoria" can be partially automated with the use of a stockpile zone with proper filters, but require player intervention to ignite 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. This allows the player to be completely hands-off once the process is set up, which can be a significant advantage is 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. This is often expensive for the gain it offers however.
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"