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A '''corpse''' is the [[dead]] body of a [[human]], [[animal]] or [[mechanoid]].
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{{Rewrite|reason=Cleanup, utility, linking, and general content.}}
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A '''corpse''' is the dead body of a [[human]], [[animal]] or [[mechanoid]].
  
== Acquisition ==
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==Acquisition==
Corpses are obtained whenever something [[death|dies]]. They reflect what they had in life; missing limbs will affect a corpse's yield.
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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 ==
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==Summary==
Corpses provide negative [[beauty]] while on the ground, worse than most items. An [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Corpses|Corpses: Don't Care]] precept negates the beauty penalty for a colonist.{{Check Tag|Verify|Does the precept remove the beauty penalty or just the mood penalty? If beauty too, add to Ideoligion page}}
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Corpses provide negative [[beauty]] while on the ground, worse than most items. All corpses have a Missing Body Parts value.
  
All corpses will [[deteriorate]] when left outside. In addition, all corpses have a Missing Body Parts value, separate from the deterioration mechanic.
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===Organic Corpses===
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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 ===
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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.
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, at which point the corpse will disappear entirely. Animals don't mind, but colonists will receive the {{--|12}} ''[[Mood#Ate corpse|Ate corpse]]'' [[mood]]let and have a flat 5% of [[food poisoning]] when directly eating corpses. Eating [[human]] corpses will also impose the {{--|20}} ''[[Mood#Raw cannibalism|Raw cannibalism]]'' on non cannibal pawns, or a mood buff of varying intensity for pawns with the [[Cannibal (Trait)|Cannibal]] trait or a pro-Cannibalism ideoligion.{{IdeologyIcon}} Corpses can instead be butchered, which is a more efficient way of gaining food.
 
  
Colonists who see a human corpse will receive negative thoughts, which are worse if the corpse is rotten. Colonists with the [[Traits#Cannibal|Cannibal]] or [[Psychopath]] trait don't mind fresh corpses. Those with [[Bloodlust]] are completely immune, as well as those following an [[Ideoligion]]{{IdeologyIcon}} with the "Corpses: Don't Care" precept.
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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.
  
=== Rotten corpses ===
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===Butchering & Shredding===
{{Stub|section=1|reason=Dessication time}}
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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 will rot after 2.2 [[Time|days]], the same as meat, if left above freezing [[temperature]], {{temperature|0}}. Refrigeration at temperatures between {{Temperature|1|9}} slows rot time as it does with food. For a full description of the relationship between temperature and rot time, see [[Temperature#Temperature thresholds|Temperature]].  
 
  
Animals with [[scaria]] have a chance to rot immediately on death dependent on the [[AI Storytellers#Scaria rot chance|Scaria rot chance]] AI Storyteller settings, and pawns with [[toxic buildup]] will have a chance to rot immediately equal to the severity of buildup.  
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: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.
  
Rotten corpses have the same texture as normal corpses, but with a red tint.
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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.
  
Rotten corpses cannot be eaten or butchered. Rotten organic corpses will produce [[Filth#Corpse_bile|corpse bile]], which is [[cleanliness|dirty]] and [[beauty|ugly]] to look. In addition, a rotting corpse emits [[rot gas]] clouds. Standing in rot gas for too long can inflict [[lung rot]].
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In both cases, having more missing parts means less yield.
 
 
Eventually, a rotting corpse will desiccate. The corpse will become a skeleton, stop producing corpse bile or rot stink, and is no longer is a valid target for a [[resurrector mech serum]].
 
 
 
=== Butchering & shredding ===
 
{{Stub|section=1|reason=Check all ways to avoid the not-cleanly slaughtered penalty - does [[Prisoner#Execute]] work? does [[Rituals#Prisoner_execution]] work? Does Euthanize by cut [[surgery]] work? etc.}}
 
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.  Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]] to produces [[steel]] and [[plasteel]].
 
 
 
How much yield is determined on a variety of factors including:
 
* The base [[Meat Amount]] and [[Leather Amount]] of the animal, which also varies with maturity. For mechanoids, yield is dependent on their type.
 
* The [[butchery efficiency]] of the cook butchering, or [[Mechanoid Shredding Efficiency]] of the shredder
 
* A 66% multiplier for "damaged" organic corpses  i.e. any animal not cleanly slaughtered either through [[tame|taming]] or injury-less downing followed by hunting execution. {{Check Tag|Fact Check|Version change-log only mentions meat - needs confirmation that it doesn't affect leather}}
 
* A percentage multiplier for lost body parts.
 
* A 70% multiplier if using a butcher spot or crafting spot instead of a table.
 
Butchering organic corpses requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. Shredding mechanoids requires {{ticks|300}} of work from a table, or {{ticks|450}} from a crafting spot.
 
 
 
When butchering [[human]] corpses, most butchers will get a -6 [[Mood#I butchered humanlike|I butchered humanlike]] moodlet, and all colonists in the map get a -6 [[Mood#We butchered humanlike|We butchered humanlike]] moodlet. Colonists with the [[Cannibal]], [[Psychopath]], or [[Bloodlust]] traits are immune, as does an [[Ideoligion]]{{IdeologyIcon}} that finds Cannibalism acceptable. For the latter penalty, it doesn't matter how many corpses you've butchered, it will remain at -6. There is no further penalty for working with [[human resources]] until actually eaten or worn.
 
  
 
== Disposal ==
 
== Disposal ==
 
The following methods can dispose of corpses:
 
The following methods can dispose of corpses:
  
=== Butchering & feeding ===
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===Butchering & Feeding===
Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials. See [[#Butchering & Shredding]] above for details.
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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.
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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.
  
But as butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous [[animals]]. This takes no work beyond hauling, though is less nutritious than butchering. Corpses and their meat will rot over time, so it is recommended to use a [[cooler]] if you want to preserve their food.
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As corpses and their meat will rot over time, it is recommended to use a [[cooler]] to preserve them.
  
=== Manual destruction ===
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===Manual Destruction===
[[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. Place a pile of corpses in a fireproof room (such as using stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make extra sure that the room is fireproof, as a large fire can destroy many buildings. This is often the best, least time-consuming way to dispose of human and rotten corpses.  
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[[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 ===
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===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 even without burying, and colonists may visit graves that are far away.
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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 receive the normal Saw (Rotten) Corpse penalty, but this is one of the least immediately harmful of the major breaks.
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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.
  
=== Cremation ===
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=== 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 efficient. Cremation is automatically done by haulers, so is largely for convenience's sake, or if fire isn't available. Cremation is also marginally better for dealing with rotten corpses, as rotten corpses do not accumulate in a single area.
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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]]

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