one method of disposing of bodies besides the resource intensive fire or acid would be the ability to dig holes to bury corpses in.
you could then construct grave markers on top of them (like makeshift wooden ones or more complex shrines out of stone) to help payrespects for fallen survivors or mark difficult foes.
one addition to this would be helping mitigate guilt damage to morale by burying children or other survivors
Last I checked, you can craft coffins for companions/pets that let you seal/bury them. You can see these options in the construction menu
that still seems alot harder than just simply digging a pit and pushing them in though
Well, yeah. But seeing as your comment was about âpaying respectsâ, Iâd argue that the coffin burial is a lot better than âdigging a pit and pushing them inâ.
I was also upset, several months ago, when I tried burying my companion in a pit only to find it didnât work. It has something to do, I think, with how the construction stuff works. It alters the tile, but does not affect items on that tile. Thatâs why the burial only works with the coffin item and only works when explicitly told to do so. Thatâs if I understand it right.
I like the idea, what could be based off of it
A âmourningâ function for a burial plot sounds neat. An actual and useful âpress F to pay respectsâ that could allow you to leave flowers, food, drink, and/or allowing the character to pass a bit of time remembering the dead. The method of burial could determine initial moral boosts that would scale/depreciate due to time and traits.
Traits could add positive/negative modifiers to the moral change. Things like âspiritualâ, âpsychopathâ, and/or losing humanity from cybernetics/mutations could even determine the âneedâ for the character to do such a thing. Could play easily into Rp-ing too.
I could also see the use in being able to make a mass grave for practical/RP-ing reasons.
Press F to pay respects.
I think somebody already beat you to that joke