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A '''grave''' provides a place to bury [[corpse]]s.
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A '''grave''' provides a place to bury [[corpse]]s. Graves can be [[Work#Construct|constructed]] without need of materials. 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. Fellow colonists will occasionally visit the grave, even if it is placed far from the base, which can be inefficient.
  
== Acquisition ==
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== Effects ==
Graves do not have a material cost, but require {{Ticks|{{P|Work To Make}}}} of work, using the Construction skill. They can only be built on diggable terrain.
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* Unburied human corpses trigger 'observed corpse' negative thoughts for passersby.
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* Unburied colonist bodies trigger the 'colonist left unburied' negative thought.
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* Unburied corpses have -150 beauty, resulting in an ugly environment.
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* Unburied corpses create the corpse bile [[filth]], which provides a massive -50 [[beauty]] indoors and -15 outdoors.
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* Colonists visiting the graves of fellow members gain a [[recreation]] boost of the Solitary variety.
  
== Summary ==
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Graves cannot be stood on, though they can be walked through. This allows tactical usage by positioning graves to prevent enemies from standing in some locations.
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. Graves can be stood on.
 
 
Pawns can visit graves as part of Solitary [[recreation]].
 
 
 
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 [[sarcophagus|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 [[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.
 
 
 
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. Alternatively, [[molotov cocktail]]s can be used - just burn the corpses in a controlled, nonflammable room - though this cannot be automated.
 
 
 
Graves or sarcophagi can be used to store corpses of pawns you want to [[Resurrector mech serum|resurrect]], without the risk of the corpse being cremated or [[butcher table|butchered]]. Make sure to keep the grave in a frozen room.
 
 
 
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 ==

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