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{{Stub|reason=recreation and tomb [[room roles]] info}}
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__NOTOC__
{{Infobox main|misc
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<onlyinclude>
| name = Grave
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{{infobox main|misc|
| image = Grave full south.png
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|name = Grave
| description = A decent final resting place. Colonists will visit full graves to gain meditative joy.
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|image = GraveFull.png|Grave
| type = Building
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|description = Place the dead in graves to give them a decent final resting place. Colonists will visit full graves to gain meditative joy.
| type2 = Misc
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|type = Misc{{!}}Miscellaneous
| placeable = true
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|type2 = Thoughts
| passability = standable
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|placeable = Yes
| minifiable = false
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|size = 1 ˣ 2
| size = 1 ˣ 2
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|hp =  
| flammability = 0
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|speed =  
| terrain affordance = diggable
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|time =  
| work to make = 800
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|yield =  
}}
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|power =  
A '''grave''' provides a place to bury [[corpse]]s.
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|work to make = 800
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}}</onlyinclude>
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A '''grave''' provides a place to bury [[corpse]]s. Graves can be [[Menus#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 ([[Menus#Haul|hauled]]) from a grave with the 'Open' command. Deconstructing will also release the buried.
  
== 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.
 
  
== Summary ==
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* Unburied human corpses trigger 'observed corpse' negative thought for passersbys.
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.
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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.
Pawns can visit graves as part of Solitary [[recreation]].
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* Colonists visiting graves of fellow members gain [[joy]] boost.
  
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%.
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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 on some locations.
  
== Analysis ==
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== Alternatives ==
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.
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* [[Molotov cocktail]]s can be thrown on corpses for fire to burn them up.  
 
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* [[Electric crematorium]] can be used to burn corpses while requiring electricity.
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.
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* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.
 
 
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 ==
* Until [[Version/0.4.460|Alpha 4]], there used to be another version called [[gibbet cage]] which caused "Fear" mood debuff to characters passing nearby. The [[Ideology DLC]] re-added the gibbet cage as a separate object.
 
  
== Gallery ==
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* Until [[Version/0.4.460|Alpha 4]], there used to be another version called Gibbet cage which caused mood debuff (Fear) to characters passing nearby.
<gallery>
 
Grave empty south.png|Empty grave facing south
 
Grave empty north.png|Empty grave facing north
 
Grave empty east.png|Empty grave facing east
 
</gallery>
 
<gallery>
 
Grave full south.png|Full grave facing south
 
Grave full north.png|Full grave facing north
 
Grave full east.png|Full grave facing east
 
</gallery>
 
 
 
== See also ==
 
* [[Molotov cocktail]]s can be thrown on corpses for fire to burn them up.
 
* [[Electric crematorium]] can be used to burn corpses while requiring electricity.
 
* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - ‘Open’ designator added. Can now be visited as a joy activity.
 
* [[Version/0.12.906|0.12.906]] - ‘Open’ designator added. Can now be visited as a joy activity.
* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Burying corpses takes 2x longer. Digging graves takes 20% longer. Now show the person's date of death
 
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain range of grave from 4~20 to 6~26.
 
 
<gallery>
 
Grave full old.png|Old sprite
 
</gallery>
 
  
{{Nav|misc|wide}}
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{{nav|misc|wide}}
 
[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]
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[[Category:Buildings]]

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