Difference between revisions of "Grave"

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<onlyinclude>{{{{TNTN|infobox main}}|building|
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__NOTOC__
|name =  
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<onlyinclude>
Grave
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{{infobox main|misc|
|image = GraveFull.png|
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|name = Grave
Grave
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|image = GraveFull.png|Grave
|info =  
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|description = A decent final resting place. Colonists will visit full graves to gain meditative joy.
R.I.P.
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|type = Building
|type = Buildings{{!}}
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|type2 = Misc
Buildings
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|placeable = true
|type2 = Thoughts{{!}}
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|passability = standable
Thoughts
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|minifiable = false
|placeable = y
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|size = 1 ˣ 2
|size = 1|2
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|flammability = 0
|hp =  
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|terrain affordance = diggable
|speed =  
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|work to make = 800
|time =  
 
|yield =  
 
|power =  
 
|buy =  
 
Free
 
|sell = {{mi|0}}
 
 
}}</onlyinclude>
 
}}</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.
  
Dumping spot for human and animal corpses. Each grave can be set to individually accept or deny strangers bodies, colonists bodies, and animal corpses.
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== Effects ==
  
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* Unburied human corpses trigger 'observed corpse' negative thought for passersbys.
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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 graves of fellow members gain a [[recreation]] boost.
  
Putting colonist bodies in graves instead of dumping zones will prevent the "saw colonist body in dump zone" unhappy thought.
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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.
  
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== Alternatives ==
  
==Alternative solution to using graves==
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* [[Molotov cocktail]]s can be thrown on corpses for fire to burn them up.
Define a '''[[Dumping zone|Dumping zone]]''' somewhere (preferably under some kind of roof), set the dumping zone to only accept bodies, when there are bodies in the dumping zone, draft a colonist and equip him with a '''[[Molotov cocktails|Molotov cocktail]]''' (or a [[Frag Grenades|frag grenade]]) and throw it at the bodies, its enough when 1 body has catched fire because it will spread and incinerate the others (the roof prevents the rain from extinguishing the fire).
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* [[Electric crematorium]] can be used to burn corpses while requiring electricity.
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* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.
  
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== Trivia ==
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* 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.
  
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== Version history ==
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* [[Version/0.12.906|0.12.906]] - ‘Open’ designator added. Can now be visited as a joy activity.
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*Beta 19/1.0 = Burying corpses takes 2x longer. Digging graves takes 20% longer. Now show the person's date of death
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* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain range of grave from 4~20 to 6~26.
  
==Previous versions==
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{{nav|misc|wide}}
{{v|{{:Version}}}} There is no easy method of permanent corpse removal from the game. Using explosive charges (research option) placed in the center of graves allows for the removal (requires 2 charge detonations for corpses to reach 0 health and be removed from the game) of the surrounding corpses inside the graves. The grave structure is not harmed and can be reused indefinitely.
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[[Category:Miscellaneous]]
 
 
 
 
{{{{TNTN|nav}}|building|wide}}
 
[[Category:
 
Buildings]]
 
[[Category:
 
Characters]]
 

Revision as of 22:37, 5 April 2022


Grave

A decent final resting place. Colonists will visit full graves to gain meditative joy.

Base Stats

Type
BuildingMisc
Flammability
0%

Building

Size
1 × 2
Minifiable
False
Placeable
True
Passability
standable
Terrain Affordance
Diggable

Creation

Work To Make
800 ticks (13.33 secs)

A grave provides a place to bury corpses. Graves can be 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 (hauled) from a grave with the 'Open' command. Deconstructing will also release the buried.

Effects

  • Unburied human corpses trigger 'observed corpse' negative thought for passersbys.
  • Unburied colonist bodies trigger the 'colonist left unburied' negative thought.
  • Unburied corpses have -150 beauty, resulting in an ugly environment.
  • Unburied corpses create the corpse bile filth, which provides a massive -50 beauty indoors and -15 outdoors.
  • Colonists visiting graves of fellow members gain a recreation boost.

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.

Alternatives

Trivia

  • Until 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.

Version history

  • 0.12.906 - ‘Open’ designator added. Can now be visited as a joy activity.
  • Beta 19/1.0 = Burying corpses takes 2x longer. Digging graves takes 20% longer. Now show the person's date of death
  • 1.1.2654 - Increase psyfocus gain range of grave from 4~20 to 6~26.