Difference between revisions of "Grave"
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− | A '''grave''' provides a place to bury [[corpse]]s | + | A '''grave''' provides a place to bury [[corpse]]s. |
− | == | + | == Acquisition == |
− | + | Graves do not have a material cost, but require {{Ticks|{{P|Work To Make}}}} of work, using the Construction skill. | |
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− | Graves | + | == 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. | ||
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+ | Pawns can visit graves as part of Solitary [[recreation]]. | ||
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+ | Graves do not allow a pawn to "stop" to fire or take cover, though they can be walked through. | ||
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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 [[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 == | ||
+ | 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. [[Molotov cocktail]]s are even better - just burn the corpse in a controlled, nonflammable room - though they cannot be automated. | ||
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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. | ||
== Trivia == | == Trivia == |
Revision as of 05:49, 3 December 2023
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: recreation and tomb room roles info. |
Grave
A grave provides a place to bury corpses.
Acquisition
Graves do not have a material cost, but require 800 ticks (13.33 secs) of work, using the Construction skill.
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 (hauled) from a grave with the 'Open' command. Deconstructing will also release the buried.
Pawns can visit graves as part of Solitary recreation.
Graves do not allow a pawn to "stop" to fire or take cover, though they can be walked through.
Pawns with the Morbid meditation focus type 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
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. Molotov cocktails are even better - just burn the corpse in a controlled, nonflammable room - though they cannot be automated.
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
- 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
See also
- Molotov cocktails can be thrown on corpses for fire to burn them up.
- Electric crematorium can be used to burn corpses while requiring electricity.
- Sarcophagi are nicer but require materials to make.
Version history
- 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.