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− | A '''corpse''' is the | + | {{Rewrite|reason=Cleanup, utility, linking, and general content.}} |
+ | A '''corpse''' is the dead body of a [[human]], [[animal]] or [[mechanoid]]. | ||
− | == Acquisition == | + | ==Acquisition== |
− | Corpses are obtained whenever something | + | Corpses are obtained whenever something dies. 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. | + | Corpses provide negative [[beauty]] while on the ground, worse than most items. All corpses have a Missing Body Parts value. |
− | + | ===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. Animals don't mind, but colonists will recieve the -12 ''[[Mood#Ate corpse|Ate corpse]]'' [[mood]]let and have a flat 5% of [[food poisoning]] when directly eating corpses. Corpses can instead be butchered, which is a more efficient way of gaining food - see the below section for details. | ||
− | + | Organic corpses will quickly rot{{Check Tag|What time?}} if left above freezing [[temperature]], {{temperature|0}}. Animals with [[scaria]] also have a 50% chance to rot immediately on death, and [[toxic buildup]] will rot based on its severity. Rotten corpses cannot be eaten or butchered. Rotten corpses will produce [[Filth|corpse bile]], which is ugly to look at and also dirty. | |
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− | Colonists who see a human corpse will | + | Colonists who see a human corpse will recieve negative thoughts, which are worse if the corpse is rotten. Colonists with the [[Cannibal]] or [[Psychopath]] don't mind fresh corpses, or those with [[Bloodlust]] are completely immune, as well as an [[Ideoligion]]{{IdeologyIcon}} with the "Corpses: Don't Care" precept. |
− | === | + | ===Butchering & Shredding=== |
− | + | 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. How much is determined on the [[Meat Amount]] and [[Leather Amount]], which considers a variety of factors, including [[Skill#Cooking|Cooking]] skill, the animal butchered, and whenever a spot or table is used. | |
− | Organic corpses | ||
− | + | :When butchering [[human]] corpses, colonists will get a -6 [[Mood#We butchered humanlike|We butchered humanlike]] moodlet, and the butcherer gaining a further -6 [[Mood#I butchered humanlike|I butchered humanlike]] mood. For the former penalty, it doesn't matter how many corpses you've butchered, it will remain at -6. Colonists with the [[Cannibal]], [[Psychopath]], or [[Bloodlust]] traits are immune, as does an [[Ideoligion]]{{IdeologyIcon}} that finds Cannibalism acceptable. | |
− | + | Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]], which produces [[steel]] and [[plasteel]]. The amount depends on which mechanoid you're shredding, as well as [[Mechanoid Shredding Efficiency]], itself reliant on Crafting [[skill]], whenever a machining table is used, and other factors. | |
− | + | In both cases, having more missing parts means less yield. | |
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== Disposal == | == Disposal == | ||
The following methods can dispose of corpses: | The following methods can dispose of corpses: | ||
− | === Butchering & | + | ===Butchering & Feeding=== |
− | Butchering | + | Non-rotten corpses can be butchered by a pawn assigned to [[Work#Cook|cooking]]. Butchering requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. Mechanoids can be scrapped by a pawn assigned to [[Work#Crafting|crafting]] and requires {{ticks|300}} of work from a table, or {{ticks|450}} from a crafting spot. Butcher spots and crafting spots give 30% less material than their respective workstation. |
+ | |||
+ | As butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous [[animals]]. Otherwise, butchering yields more food and useful leather; the former can be further converted into [[meal]]s or [[kibble]]. Butchering animals gives no penalty, and converting [[human meat]] to more processed food has no extra penalty. | ||
− | + | As corpses and their meat will rot over time, it is recommended to use a [[cooler]] to preserve them. | |
− | === Manual | + | ===Manual Destruction=== |
− | [[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. | + | [[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. Placing a pile of corpses in a fireproof room (such as using stone for walls and floors) and lighting them on fire is the least work-consuming method of disposing corpses. It requires a pawn to be drafted, move to the place in question, and fire a single shot. Make sure that the room is fireproof, as a large fire can destroy many buildings. Regardless, fire tends to be the best and 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. | 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. | ||
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Mechanoid corpses are immune to fire (but not frag grenades), but don't rot and can always be shredded into useful ingredients. | 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 also improve the Funeral [[ritual]]{{IdeologyIcon}}. Finally, either building acts as solitary [[recreation]]. However, this type of recreation is available | + | 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 always available, 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 recieve 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. | 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. | ||
− | === | + | === Burning === |
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]] manually is available, then it is typically more | + | If a way to start [[fire]] manually is available, then it is typically more efficent. Cremation is automatically done by haulers, so is largely for convienence's sake, or if fire isn't available. |
[[Category: Game mechanics]] | [[Category: Game mechanics]] |