Difference between revisions of "Electric crematorium"

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(type: Production -> Building; placeable: Yes -> true; flammability: 1.0 -> -; power: - 250 -> -250; type2: - -> Production; passability: - -> impassable; cover: - -> 1; minifiable: - -> false; terrain affordance: - -> heavy;)
(flammability: - -> 0; glowradius: - -> 6; glowcolor: - -> (217, 112, 33); heatpersecond: - -> 12;)
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|minifiable = false
 
|minifiable = false
 
|size = 3 ˣ 2
 
|size = 3 ˣ 2
 +
|flammability = 0
 
|hp = 300
 
|hp = 300
 
|beauty = -10
 
|beauty = -10
 
|cleanliness = -20
 
|cleanliness = -20
 
|power = -250
 
|power = -250
 +
|glowradius = 6
 +
|glowcolor = (217, 112, 33)
 +
|heatpersecond = 12
 
|terrain affordance = heavy
 
|terrain affordance = heavy
 
|research = Electricity
 
|research = Electricity

Revision as of 00:05, 14 October 2021

Electric crematorium

Electric crematorium

A huge stone crematorium which vaporizes corpses with extremely high temperatures.

Base Stats

Type
BuildingProduction
Beauty
-10
HP
300
Flammability
0%

Building

Size
3 × 2
Minifiable
False
Placeable
True
Passability
impassable
Cover Effectiveness
75%
Terrain Affordance
Heavy
Power
-250 W
Cleanliness
-20
Light Radius
3.44
Heat Per Second
12

Creation

Required Research
Electricity
Skill Required
Construction 4
Work To Make
4,500 ticks (1.25 mins)
Stuff Tags
Stony
Resources to make
Stuff 150 + Steel 20 + Component 2
Deconstruct yield
Stuff 75 + Steel 10 + Component 1
Destroy yield
Stuff 37 - 38 + Steel 5 + Component 0 - 1

A crematorium is an appliance used to destroy corpses and unwanted clothing or armor. Bills are worked by haulers. Corpses are cremated together with all of their equipped gear.

Crematoriums have -10 beauty, which is significantly less ugly than corpses that have -50 beauty and negatively impact nearby colonists' beauty opinion and mood. It has a cleanliness value of -20.

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.


Acquisition

After Electricity is researched, the crematorium can be built for Stuff 150 Stuff (Stony), Steel 20 Steel, Component 2 Components (Stuff = Stony) in 4,500 ticks (1.25 mins).

Analysis

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.

Unlike molotovs, electric crematoria don't require Machining to be researched to be be constructed, can be fully automated with bills, and do not involve open fire.

Stats table

  • Electric crematorium Electric crematorium Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Granite blocks Granite blocks -10 027,140 ticks (7.54 mins) 510 0% 335 Silver
    Limestone blocks Limestone blocks -10 027,140 ticks (7.54 mins) 465 0% 335 Silver
    Marble blocks Marble blocks -9 024,890 ticks (6.91 mins) 360 0% 325 Silver
    Sandstone blocks Sandstone blocks -10 022,640 ticks (6.29 mins) 420 0% 320 Silver
    Slate blocks Slate blocks -10 027,140 ticks (7.54 mins) 390 0% 335 Silver
    Jade Jade 0 022,500 ticks (6.25 mins) 150 0% 935 Silver
  • Notes

    "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.

    Alternatively, they can be loaded onto transport pods and launched to other faction's settlements for a modest relationship gain.

    Version History