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== Summary == | == Summary == | ||
− | Corpses provide negative [[beauty]] while on the ground, worse than most items. An [[ideoligion]]{{IdeologyIcon}} with the | + | Corpses provide negative [[beauty]] while on the ground, worse than most items. An [[ideoligion]]{{IdeologyIcon}} with the Corpses: Don't Care [[precept]] negates the beauty penalty for a colonist. |
All corpses will [[deteriorate]] when left outside. In addition, all corpses have a Missing Body Parts value, separate from the deterioration mechanic. | All corpses will [[deteriorate]] when left outside. In addition, all corpses have a Missing Body Parts value, separate from the deterioration mechanic. | ||
=== 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 [[Traits#Cannibal|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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+ | 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 [[Traits#Cannibal|Cannibal]] or [[Psychopath]] trait 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. | Colonists who see a human corpse will receive negative thoughts, which are worse if the corpse is rotten. Colonists with the [[Traits#Cannibal|Cannibal]] or [[Psychopath]] trait 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 === | === Rotten corpses === | ||
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Rotten corpses cannot be eaten or butchered. Rotten organic corpses will produce [[Filth#Corpse_bile|corpse bile]], which is [[cleanliness|dirty]] and [[beauty|ugly]] to look. In addition, a rotting corpse emits [[rot gas]] clouds. Standing in rot gas for too long can inflict [[lung rot]]. | Rotten corpses cannot be eaten or butchered. Rotten organic corpses will produce [[Filth#Corpse_bile|corpse bile]], which is [[cleanliness|dirty]] and [[beauty|ugly]] to look. In addition, a rotting corpse emits [[rot gas]] clouds. Standing in rot gas for too long can inflict [[lung rot]]. | ||
− | Eventually, a rotting corpse will desiccate. The corpse will | + | Eventually, a rotting corpse will desiccate. The corpse will stop producing corpse bile or rot stink, and is no longer is a valid target for a [[resurrector mech serum]]. |
=== Butchering & shredding === | === Butchering & shredding === | ||
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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]]. | 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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* 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 "damaged" organic corpses i.e. any animal not | + | * 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. |