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A huge stone crematorium which vaporizes corpses with extremely high temperatures.
- 3 ˣ 2
- Terrain Affordance
- Heat Per Second
- Cover Effectiveness
- Required Research
- Skill Required
- Construction 4
- Work To Make
- 4,500 ticks (
Crematoriums produce heat comparable to output of one heater while burning things. No heat is produced when idle, even if powered on.
If the Electric Crematorium left is out in the rain, a short-circuit can start a fire.
An alternative to using the crematorium or graves is to dispose of corpses using Molotov cocktails. This has the advantage of burning multiple corpses with one throw, and not requiring electricity or additional pawn labor, provided a safe burning area has been built.
|Material||Stuff cost||Beauty||Work||Mass||HP||Flammability||Market Value|
|Granite Electric crematorium||150||-10||27,000 ticks (||-||510||0%||335|
|Limestone Electric crematorium||150||-10||27,000 ticks (||-||465||0%||335|
|Marble Electric crematorium||150||-9||24,750 ticks (||-||360||0%||325|
|Sandstone Electric crematorium||150||-10||22,500 ticks (||-||420||0%||320|
|Slate Electric crematorium||150||-10||27,000 ticks (||-||390||0%||335|
|Jade Electric crematorium||150||0||22,500 ticks (||-||150||0%||935|
"Tainted" apparel cannot be sold to traders and you can only get rid of such clothing by burning them on a campfire. An alternative, lower labor method to using a crematorium is build a stone room (or seal off an existing ruin) and use Molotov cocktails to burn all corpses at once with their apparel after forbidding the entrance or clearing the Home Zone area marker to ensure no firefighters attempt to put out the cremating fire within. This does carry the drawback of adding hefty mood penalties to any colonist who adds to the furnace due to seeing many corpses, as well as having slightly less customization for deciding what is to be burnt.
- 0.4.460 - Added as "Crematorium"