Difference between revisions of "Electric crematorium"

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(Burning corpses is much more cost/effort effective than building this appliance.)
 
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<onlyinclude>
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{{Infobox main|production
{{infobox main|production|
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| name = Electric crematorium
|name = Crematorium
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| image = Crematorium.png
|image = Crematorium.png|Crematorium
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| imagesize = 192px
|imagesize = 192px
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| description = A huge stone crematorium which vaporizes corpses with extremely high temperatures.
|description = Cremates corpses.
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| type = Building
|type = Production
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| type2 = Production
|placeable = Yes
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| placeable = true
|size = 3|2
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| passability = impassable
|hp = 300
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| cover = 1
|power = - 250  
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| minifiable = false
|buy = {{icon|steel|20}} + {{icon|stone|150}}
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| size = 3 ˣ 2
|sell = {{icon|steel|15}} + {{icon|stone|112.5}}
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| flammability = 0
 +
| hp = 300
 +
| beauty = -10
 +
| cleanliness = -20
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| power = -250
 +
| glowradius = 6
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| glowcolor = (217, 112, 33)
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| heatpersecond = 12
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| terrain affordance = heavy
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| research = Electricity
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| skill 1 = Construction
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| skill 1 level = 4
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| work to make = 4500
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| stuff tags = Stony
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| resource 1 = Stuff
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| resource 1 amount = 150
 +
| resource 2 = Steel
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| resource 2 amount = 20
 +
| resource 3 = Component
 +
| resource 3 amount = 2
 
}}
 
}}
</onlyinclude>
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{{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.
{{Info|A crematorium is an [[Power#Appliances|appliance]] used to destroy corpses and unwanted [[clothing|clothing]] or [[armor|armor]]. It needs to be [[research]]ed before being unlocked. Bills are worked by [[Menus#Haul|haulers]]. When corpses are cremated, clothing is automatically stripped.
 
  
Crematoriums have neutral [[beauty]], as opposed to corpses in the open, which have -150 beauty and negatively impact nearby colonists' beauty opinion and mood.}}
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== Acquisition ==
{| {{STDT| sortable c_25 text-center}}
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{{Acquisition}}
! Material !! Steel Cost !! Block Cost !! Hit Points
 
|-
 
| style="text-align:left;" | Limestone || 20 {{Icon Small|steel}} || 150 {{Icon Small|Limestone_Blocks}} || 465
 
|-
 
| style="text-align:left;" | Granite || 20 {{Icon Small|steel}} || 150 {{Icon Small|Granite_Blocks}} || 510
 
|-
 
| style="text-align:left;" | Marble || 20 {{Icon Small|steel}} || 150 {{Icon Small|Marble_Blocks}} || 360
 
|-
 
| style="text-align:left;" | Slate || 20 {{Icon Small|steel}} || 150 {{Icon Small|Slate_Blocks}} || 390
 
|-
 
| style="text-align:left;" | Sandstone || 20 {{Icon Small|steel}} || 150 {{Icon Small|Sandstone_Blocks}} || 420
 
|}
 
  
The crematorium can be deconstructed to return 15 [[steel|steel]] and 112 of the stone blocks which it was made of.
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== Summary ==
 +
Crematoria can be used to destroy corpses, apparel, weapons, or drugs by creating bills. The building itself uses 250 W of [[power]], has {{P|Beauty}} [[beauty]], and a [[cleanliness]] value of {{P|cleanliness}}.
  
 +
Crematoria produce heat 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.
  
== Notes ==
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It outputs [[light]] in a 6 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the crematorium can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the crematorium itself is sufficient.
  
Since "Tainted" apparel cannot be sold to traders (anymore after v1.0) and you can only get rid of such clothing by burning them on a campfire. It is most cost effective (material/time/efforts) to just build a stone room (or seal off an existing ruin) and craft a [[Molotov cocktails]] to burn all corpses at once with their apparel all together after forbidding the entrance to secure no firefighters attempt to put off the cremating fire within. Making this appliance totally obsolete and a game design failure.
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If the electric crematorium left is out in the [[rain]], a [[Events#Zzztt...|short circuit]] can start a fire.  
  
{{nav|production|wide}}
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{{Cleanliness Note}}
  
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=== Bills ===
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Bills are worked by [[Work#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.
  
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==== Cremate corpse ====
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{{Quote|Cremate a corpse to completely destroy it.|Cremate corpse description}}
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[[Corpse]]s require {{Ticks|180}} work to cremate (modified by the [[general labor speed]] of the hauler) and are cremated together with all of their equipped gear. By default, animal corpses will be filtered out. [[Mechanoid]] corpses cannot be burned.
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==== Burn apparel ====
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{{Quote|Burn unwanted apparel to completely destroy it.|Burn apparel description}}
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Apparel requires {{Ticks|60}} work to burn (modified by the [[general labor speed]] of the hauler), regardless of the item or material. [[Shield belt]]s and [[smokepop pack]]s cannot be burned (though [[firefoam pop pack]]s can).
 +
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==== Burn weapon ====
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{{Quote|Burn unwanted weapon to completely destroy it.|Burn weapon description}}
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Weapons require {{Ticks|60}} work to burn (modified by the [[general labor speed]] of the hauler), regardless of the item or material. Only flammable melee weapons, and ranged weapons made from wood ([[pila]], [[short bow]] / [[recurve bow]] / [[greatbow]] / [[flamebow]]{{BiotechIcon}}), can be burned.
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==== Burn drugs ====
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{{Quote|Burn unwanted drugs to completely destroy them.|Burn drugs description}}
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Drugs require {{Ticks|60}} work to burn (modified by the [[general labor speed]] of the hauler), but burns in entire stacks.
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== Analysis ==
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{{For|an analysis of butchering vs disposal of human corpse|Human resources#Human_butchering{{!}}Human resources}}
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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.
 +
 +
[[Molotov cocktail]]s can dispose items with an open [[fire]]; one throw is enough to burn many objects. A safe burn area is required, such as a stone floored and walled room, though this can be cheaper than 1 crematorium. A [[stockpile zone]] can be configured to load the corpses, but the player needs to ignite it 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]]. In addition, many rotten corpses in a confined space can cause [[rot stink]]. This allows the player to be completely hands-off once the process is set up, which can be a significant advantage in some playstyles or colonies.
 +
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Finally, unwanted objects can instead be loaded onto [[transport pod]]s, and launched to other [[faction]]'s settlements, for a modest relationship gain. Using transport pods solely to dispose of weapons is costly for little gain. You can mitigate this by shipping unwanted gear with other items you would've sent as gifts, anyway (like [[flake]] or [[sculpture]]s). As corpses are heavy, this method is impractical for them.
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{{Building Stats Table}}
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== Version history ==
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* [[Version/0.4.460|0.4.460]] -  Added as "Crematorium"
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<gallery>
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OldCrematorium.png|The Old Crematorium Texture
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</gallery>
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{{Nav|production|wide}}
 
[[Category:Production]]
 
[[Category:Production]]

Latest revision as of 14:49, 16 January 2024

Electric crematorium

Electric crematorium

A huge stone crematorium which vaporizes corpses with extremely high temperatures.

Base Stats

Type
BuildingProduction
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
Resources to make
Stuff 150 + Steel 20 + Component 2
Deconstruct yield
Stuff 75 + Steel 10 + Component 1
Destroy yield
Stuff 37 - 38 + Steel 5 + Component 0 - 1

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[edit]

Electric crematoriums can be constructed once the electricity research project has been completed. Each requires Stuff 150 Stuff (Stony), Steel 20 Steel, Component 2 Components, 4,500 ticks (1.25 mins) of work modified by the construction speed of the builder and the work to build factor and offset of the material, and a construction skill of 4.

Once constructed, they cannot be re-installed, they can only be deconstructed.

Summary[edit]

Crematoria can be used to destroy corpses, apparel, weapons, or drugs by creating bills. The building itself uses 250 W of power, has -10 beauty, and a cleanliness value of -20.

Crematoria produce heat 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.

It outputs light in a 6 tile radius while it is powered on, with the nearest 3.442 tiles being above 50% light level and considered lit. As the crematorium can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the crematorium itself is sufficient.

If the electric crematorium left is out in the rain, a short circuit can start a fire.

Each electric crematorium is considered dirty with a Cleanliness of −20, applied to the bottom-left-most tile from the player's perspective, regardless of orientation. This reduces the average cleanliness of the room it occupies.

Bills[edit]

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.

Cremate corpse[edit]

Cremate a corpse to completely destroy it.

— Cremate corpse description

Corpses require 180 ticks (3 secs) work to cremate (modified by the general labor speed of the hauler) and are cremated together with all of their equipped gear. By default, animal corpses will be filtered out. Mechanoid corpses cannot be burned.

Burn apparel[edit]

Burn unwanted apparel to completely destroy it.

— Burn apparel description

Apparel requires 60 ticks (1 sec) work to burn (modified by the general labor speed of the hauler), regardless of the item or material. Shield belts and smokepop packs cannot be burned (though firefoam pop packs can).

Burn weapon[edit]

Burn unwanted weapon to completely destroy it.

— Burn weapon description

Weapons require 60 ticks (1 sec) work to burn (modified by the general labor speed of the hauler), regardless of the item or material. Only flammable melee weapons, and ranged weapons made from wood (pila, short bow / recurve bow / greatbow / flamebowContent added by the Biotech DLC), can be burned.

Burn drugs[edit]

Burn unwanted drugs to completely destroy them.

— Burn drugs description

Drugs require 60 ticks (1 sec) work to burn (modified by the general labor speed of the hauler), but burns in entire stacks.

Analysis[edit]

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.

Molotov cocktails can dispose items with an open fire; one throw is enough to burn many objects. A safe burn area is required, such as a stone floored and walled room, though this can be cheaper than 1 crematorium. A stockpile zone can be configured to load the corpses, but the player needs to ignite it 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. In addition, many rotten corpses in a confined space can cause rot stink. This allows the player to be completely hands-off once the process is set up, which can be a significant advantage in 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. Using transport pods solely to dispose of weapons is costly for little gain. You can mitigate this by shipping unwanted gear with other items you would've sent as gifts, anyway (like flake or sculptures). As corpses are heavy, this method is impractical for them.

Stats table

  • Electric crematorium Electric crematorium Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Granite blocks Granite blocks -10 027,140 ticks (7.54 mins) 510 0% 335 Silver
    Limestone blocks Limestone blocks -10 027,140 ticks (7.54 mins) 465 0% 335 Silver
    Marble blocks Marble blocks -9 024,890 ticks (6.91 mins) 360 0% 325 Silver
    Sandstone blocks Sandstone blocks -10 022,640 ticks (6.29 mins) 420 0% 320 Silver
    Slate blocks Slate blocks -10 027,140 ticks (7.54 mins) 390 0% 335 Silver
    Jade Jade 0 022,500 ticks (6.25 mins) 150 0% 935 Silver
  • Version history[edit]