Editing Electric crematorium

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It outputs [[light]] in a 6 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the crematorium can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the crematorium itself is sufficient.
 
It outputs [[light]] in a 6 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the crematorium can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the crematorium itself is sufficient.
  
If the electric crematorium left is out in the [[rain]], a [[Events#Zzztt...|short circuit]] can start a fire.  
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If the electric crematorium left is out in the [[rain]], a [[Events#Zzztt...|short-circuit]] can start a fire.  
  
 
{{Cleanliness Note}}
 
{{Cleanliness Note}}
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Crematoria are work intensive compared to other methods of disposing of unwanted objects, and this typically leads them to be neglected. However they do possess some advantages that can be relevant.  
 
Crematoria are work intensive compared to other methods of disposing of unwanted objects, and this typically leads them to be neglected. However they do possess some advantages that can be relevant.  
  
[[Molotov cocktail]]s can dispose items with an open [[fire]]; one throw is enough to burn many objects. A safe burn area is required, such as a stone floored and walled room, though this can be cheaper than 1 crematorium. A [[stockpile zone]] can be configured to load the corpses, but the player needs to ignite it every time. Also note that the entrance must be forbidden or the [[Home Zone]] area removed to ensure no firefighters attempts to put out the cremating fire within.  
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The primary alternative to using the crematorium is to dispose of unwanted objects using [[Molotov cocktail]]s. This has the advantage of burning multiple objects with one throw, and not requiring electricity or additional pawn labor. This does require a safe burning area, such as a stone floored and walled room which may need to be constructed, but which could be built for fewer materials than the crematorium itself. These "manual crematoria" can be partially automated with the use of a [[stockpile zone]] with proper filters, but require player intervention to ignite every time. Also note that the entrance must be forbidden or the [[Home Zone]] area removed to ensure no firefighters attempts to put out the cremating fire within.  
  
However, unlike molotovs, electric crematoria don't require [[Research#Machining|Machining]] to be researched to be be constructed, can be fully automated with bills, and do not involve open [[fire]]. In addition, many rotten corpses in a confined space can cause [[rot stink]]. This allows the player to be completely hands-off once the process is set up, which can be a significant advantage in some playstyles or colonies.  
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However, unlike molotovs, electric crematoria don't require [[Research#Machining|Machining]] to be researched to be be constructed, can be fully automated with bills, and do not involve open [[fire]]. This allows the player to be completely hands-off once the process is set up, which can be a significant advantage is some playstyles or colonies.  
  
Finally, unwanted objects can instead be loaded onto [[transport pod]]s, and launched to other [[faction]]'s settlements, for a modest relationship gain. Using transport pods solely to dispose of weapons is costly for little gain. You can mitigate this by shipping unwanted gear with other items you would've sent as gifts, anyway (like [[flake]] or [[sculpture]]s). As corpses are heavy, this method is impractical for them.
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Finally, unwanted objects can instead be loaded onto [[transport pod]]s and launched to other [[faction]]'s settlements for a modest relationship gain. This is often expensive for the gain it offers however.
  
 
{{Building Stats Table}}
 
{{Building Stats Table}}

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