Difference between revisions of "Corpse"

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A '''corpse''' is the dead body of a [[human]], [[animal]] or [[mechanoid]].
 
A '''corpse''' is the dead body of a [[human]], [[animal]] or [[mechanoid]].
  
==Acquisition==
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== Acquisition ==
 
Corpses are obtained whenever something dies. They reflect what they had in life; missing limbs will affect a corpse's yield.
 
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. All corpses have a Missing Body Parts value.
 
Corpses provide negative [[beauty]] while on the ground, worse than most items. All corpses have a Missing Body Parts value.
  
===Organic Corpses===
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=== 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.
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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 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 intesitity for pawns with the [[Cannibal]] trait or a pro-Cannibalism ideoligion.{{IdeologyIcon}} 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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Organic corpses will quickly rot{{Check Tag|What time?}} if left above freezing [[temperature]], {{temperature|0}}. Animals with [[scaria]] have a chance to rot immediately on death dependent on the [[AI Storytellers#Scaria rot chance|AI Storyteller settings]], and pawns with [[toxic buildup]] will have a chance to rot immediately equal to the severity of buildup. Rotten corpses cannot be eaten or butchered. Rotten corpses will produce [[Filth|corpse bile]], which is [[beauty|ugly]] to look at and also [[cleanliness|dirty]].
  
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. 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 receive negative thoughts, which are worse if the corpse is rotten. Colonists with the [[Cannibal]] or [[Psychopath]] 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.
  
===Butchering & Shredding===
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=== 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.
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{{Merge|section=1|destination=#Disposal|reason=Significant overlap}}
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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 a variety of factors including:
 +
* The base [[Meat Amount]] and [[Leather Amount]] of the animal
 +
* The [[butchery efficiency]] of the cook butchering
 +
* The maturity stage of the animal{{Check Tag|Detail needed}}
 +
* A 150% multiplier, on meat only, for cleanly slaughtered tame animals. {{Check Tag|Fact Check|Version change-log only mentions meat - needs confirmation that it doesn't affect leather}}
 +
* A 66% multiplier for damaged corpses
 +
* A percentage multiplier for lost body parts {{Check Tag|Fact Check|Still exists AND separate but stacking with the damaged corpse multi?}}
 +
* A 70% multiplier if using a butcher spot instead of a table.
  
: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.
+
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.
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Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]] to 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.
 
In both cases, having more missing parts means less yield.
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The following methods can dispose of corpses:
 
The following methods can dispose of corpses:
  
===Butchering & Feeding===
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=== Butchering & Feeding ===
 
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.
 
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 corpses and their meat will rot over time, it is recommended to use a [[cooler]] to preserve them.
 
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]]. 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.  
 
[[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.  
  
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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 always available, and colonists may visit graves that are far away.
 
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 recieve 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 receive 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.
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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 efficent. Cremation is automatically done by haulers, so is largely for convienence's sake, or if fire isn't available.
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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.
  
 
[[Category: Game mechanics]]
 
[[Category: Game mechanics]]

Revision as of 12:17, 17 October 2022

A corpse is the dead body of a human, animal or mechanoid.

Acquisition

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.

Summary

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-mechanoids) 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 receive the −12 Ate corpse moodlet and have a flat 5% of food poisoning when directly eating corpses. Eating human corpses will also impose the −20 Raw cannibalism on non cannibal pawns, or a mood buff of varying intesitity for pawns with the Cannibal trait or a pro-Cannibalism ideoligion.Content added by the Ideology DLC 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[What time?] if left above freezing temperature, 0 °C (32 °F). Animals with scaria have a chance to rot immediately on death dependent on the AI Storyteller settings, and pawns with toxic buildup will have a chance to rot immediately equal to the severity of buildup. Rotten corpses cannot be eaten or butchered. Rotten corpses will produce corpse bile, which is ugly to look at and also dirty.

Colonists who see a human corpse will receive negative thoughts, which are worse if the corpse is rotten. Colonists with the Cannibal or Psychopath don't mind fresh corpses. Those with Bloodlust are completely immune, as well as those following an IdeoligionContent added by the Ideology DLC 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 a variety of factors including:

  • The base Meat Amount and Leather Amount of the animal
  • The butchery efficiency of the cook butchering
  • The maturity stage of the animal[Detail needed]
  • A 150% multiplier, on meat only, for cleanly slaughtered tame animals. [Fact Check]
  • A 66% multiplier for damaged corpses
  • A percentage multiplier for lost body parts [Fact Check]
  • A 70% multiplier if using a butcher spot instead of a table.

When butchering human corpses, colonists will get a -6 We butchered humanlike moodlet, and the butcherer gaining a further -6 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 IdeoligionContent added by the Ideology DLC that finds Cannibalism acceptable.

Mechanoid corpses can instead be smashed at a crafting spot or shredded at a machining table to 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.

Disposal

The following methods can dispose of corpses:

Butchering & Feeding

Non-rotten corpses can be butchered by a pawn assigned to cooking. Butchering requires 450 ticks (7.5 secs) of work, modified by the butchery speed of the cook and up to two nearby tool cabinets. Mechanoids can be scrapped by a pawn assigned to crafting and requires 300 ticks (5 secs) of work from a table, or 450 ticks (7.5 secs) 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 meals 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 Destruction

Molotov cocktails or incendiary launchers 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 grenades, 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.

Mechanoid corpses are immune to fire (but not frag grenades), but don't rot and can always be shredded into useful ingredients.

Burying

Corpses can be buried in a grave or sarcophagus, where the corpse is hauled to its location. Graves are much better for general disposal, costing no resources and 800 ticks (13.33 secs) 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 meditation Content added by the Royalty DLC of the Morbid type. They will also improve the Funeral ritualContent added by the Ideology DLC. 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 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.

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 180 ticks (3 secs) of work [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.