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− | A '''corpse''' is the | + | {{Rewrite|reason=Cleanup, utility, linking, and general content.}} |
+ | A '''corpse''' is the dead body of a [[human]], [[animal]] or [[mechanoid]]. | ||
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+ | Most corpses will [[Deterioration|deteriorate]] under the usual conditions. | ||
== Acquisition == | == Acquisition == | ||
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== Summary == | == Summary == | ||
− | Corpses provide negative [[beauty]] while on the ground, worse than most items. | + | Corpses provide negative [[beauty]] while on the ground, worse than most items. All corpses have a Missing Body Parts value. |
− | + | However, for colonist with ideoligion not believing Corpse as ugly, the [[beauty]] is reversed for them when seeing a corpse. | |
=== Organic corpses === | === Organic corpses === | ||
− | The corpses of organic life (e.g. non-[[mechanoid]]s) can be used for food. When eaten directly, corpses will gain Missing Body Parts until there is nothing left | + | The corpses of organic life (e.g. non-[[mechanoid]]s) can be used for food. When eaten directly, corpses will gain Missing Body Parts until there is nothing left. Animals don't mind, but colonists will receive the {{--|12}} ''[[Mood#Ate corpse|Ate corpse]]'' [[mood]]let and have a flat 5% of [[food poisoning]] when directly eating corpses. Eating [[human]] corpses will also impose the {{--|20}} ''[[Mood#Raw cannibalism|Raw cannibalism]]'' on non cannibal pawns, or a mood buff of varying intesitity for pawns with the [[Cannibal]] trait or a pro-Cannibalism ideoligion.{{IdeologyIcon}} Corpses can instead be butchered, which is a more efficient way of gaining food. |
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− | Animals with [[scaria]] have a chance to rot immediately on death dependent on the [[AI Storytellers#Scaria rot chance| | + | Organic corpses will quickly rot{{Check Tag|What time?}} if left above freezing [[temperature]], {{temperature|0}}. Animals with [[scaria]] have a chance to rot immediately on death dependent on the [[AI Storytellers#Scaria rot chance|AI Storyteller settings]], and pawns with [[toxic buildup]] will have a chance to rot immediately equal to the severity of buildup. |
− | + | Colonists who see a human corpse will receive negative thoughts, which are worse if the corpse is rotten. Colonists with the [[Cannibal]] or [[Psychopath]] don't mind fresh corpses. Those with [[Bloodlust]] are completely immune, as well as those following an [[Ideoligion]]{{IdeologyIcon}} with the "Corpses: Don't Care" precept. | |
− | Rotten corpses cannot be eaten or butchered. Rotten organic corpses will produce [[Filth#Corpse_bile|corpse bile]], which is [[ | + | ===Rotten Corpses=== |
+ | Rotten corpses cannot be eaten or butchered. Rotten organic corpses will produce [[Filth#Corpse_bile|corpse bile]], which is [[beauty|ugly]] to look at and also [[cleanliness|dirty]]. They will emit [[rot gas]] clouds while rotting, which can cause [[Disease#Fatal_diseases|Lungrot]] of increasingly worse severity, even to the point of [[death]], if they happen to stand inside the cloud. | ||
− | + | === Butchering & Shredding === | |
+ | Organic corpses without rot can be butchered at a [[butcher spot]] or the superior [[butcher table]] for [[meat]] and [[leather]], which can be processed further. | ||
− | + | Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]] to produces [[steel]] and [[plasteel]]. | |
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How much yield is determined on a variety of factors including: | How much yield is determined on a variety of factors including: | ||
* The base [[Meat Amount]] and [[Leather Amount]] of the animal, which also varies with maturity. For mechanoids, yield is dependent on their type. | * The base [[Meat Amount]] and [[Leather Amount]] of the animal, which also varies with maturity. For mechanoids, yield is dependent on their type. | ||
* The [[butchery efficiency]] of the cook butchering, or [[Mechanoid Shredding Efficiency]] of the shredder | * The [[butchery efficiency]] of the cook butchering, or [[Mechanoid Shredding Efficiency]] of the shredder | ||
− | * A 66% multiplier for | + | * A 66% multiplier for damaged organic corpses i.e. any animal not [[tame]]d and then cleanly slaughtered. {{Check Tag|Fact Check|Version change-log only mentions meat - needs confirmation that it doesn't affect leather}} |
* A percentage multiplier for lost body parts. | * A percentage multiplier for lost body parts. | ||
* A 70% multiplier if using a butcher spot or crafting spot instead of a table. | * A 70% multiplier if using a butcher spot or crafting spot instead of a table. | ||
Butchering organic corpses requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. Shredding mechanoids requires {{ticks|300}} of work from a table, or {{ticks|450}} from a crafting spot. | Butchering organic corpses requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. Shredding mechanoids requires {{ticks|300}} of work from a table, or {{ticks|450}} from a crafting spot. | ||
− | When butchering [[human]] corpses, most butchers will get a -6 [[Mood#I butchered humanlike|I butchered humanlike]] moodlet | + | When butchering [[human]] corpses, most butchers will get a -6 [[Mood#I butchered humanlike|I butchered humanlike]] moodlet and a -6 [[Mood#We butchered humanlike|We butchered humanlike]] for others colonist(s). Colonists with the [[Cannibal]], [[Psychopath]], or [[Bloodlust]] traits are immune, as does an [[Ideoligion]]{{IdeologyIcon}} that finds Cannibalism acceptable. For the former penalty, it doesn't matter how many corpses you've butchered, it will remain at -6. There is no further penalty for working with [[human resources]] until actually eaten or worn. |
== Disposal == | == Disposal == | ||
The following methods can dispose of corpses: | The following methods can dispose of corpses: | ||
− | === Butchering & | + | === Butchering & Feeding === |
Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials. See [[#Butchering & Shredding]] above for details. | Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials. See [[#Butchering & Shredding]] above for details. | ||
But as butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous [[animals]]. This takes no work beyond hauling, though is less nutritious than butchering. Corpses and their meat will rot over time, so it is recommended to use a [[cooler]] if you want to preserve their food. | But as butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous [[animals]]. This takes no work beyond hauling, though is less nutritious than butchering. Corpses and their meat will rot over time, so it is recommended to use a [[cooler]] if you want to preserve their food. | ||
− | === Manual | + | === Manual Destruction === |
[[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. Place a pile of corpses in a fireproof room (such as using stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make extra sure that the room is fireproof, as a large fire can destroy many buildings. This is often the best, least time-consuming way to dispose of human and rotten corpses. | [[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. Place a pile of corpses in a fireproof room (such as using stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make extra sure that the room is fireproof, as a large fire can destroy many buildings. This is often the best, least time-consuming way to dispose of human and rotten corpses. | ||
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The main problem with burying is space - large raids can quickly consume a lot of time and area. And as you need to go further away, the longer it takes to bury. It is recommended to swap to another form of corpse disposal, once available, for your enemies. | The main problem with burying is space - large raids can quickly consume a lot of time and area. And as you need to go further away, the longer it takes to bury. It is recommended to swap to another form of corpse disposal, once available, for your enemies. | ||
− | === | + | === Burning === |
Corpses can be burnt in an [[electric crematorium]]. Each cremation requires {{ticks|180}} of work {{Check Tag|Fact Check}}, and the crematorium itself requires 250 W of power to function. | Corpses can be burnt in an [[electric crematorium]]. Each cremation requires {{ticks|180}} of work {{Check Tag|Fact Check}}, and the crematorium itself requires 250 W of power to function. | ||
− | If a way to start [[fire]] manually is available, then it is typically more efficient. Cremation is automatically done by haulers, so is largely for convenience's sake, or if fire isn't available | + | If a way to start [[fire]] manually is available, then it is typically more efficient. Cremation is automatically done by haulers, so is largely for convenience's sake, or if fire isn't available. |
[[Category: Game mechanics]] | [[Category: Game mechanics]] |