Download here: http://dffd.bay12games.com/file.php?id=12130I discovered it in Masterwork Mod some time ago and found it pretty cool. Unfortunately the crematory was a little bit outdated. So I wiped all the dust and pimped it with many new reactions. After my little project reached near completion, I found out the crematory in brand new Masterwork has been reworked as well. Lol. However, this mod includes many additions still classifying it as unique piece.
Features: Basically the crematory is some sort of waste disposal. Want to get rid off your clothing, that old wooden armor stand or the teeth of Urist McFistFight? Throw it in and get some ash and/or charcoal as exchange. About 250 custom reactions allow you to select exactly the item you like. They are sorted in main categories for easier reference and each of them provides a unique description. Butchering in evil biomes is no more problem. Turn that evil hair into ashes before it bats an eyelash.
As with the original crematory, also this is not designed for efficiency, but for reducing the number of items. Currently the output is following:
wooden item - 0,40 charcoal
cloth, silk, leather items - 0,20 charcoal, 0,20 ash
corpses, remains, all kind of body and plant parts - 0,40 ash
some other materials like oil, wax and alcohol completely evaporate
Are there limits? Yes. Naturally you cannot burn anything made of stone, metal, glass, ceramics and gems (exceept large gems made of wood, bone, etc.) or certain liquids like water.
Do you miss an item? Or shall I change the output for certain reagents so a wooden bed yields more charcoal than a stack of 25 wooden arrows? Bug detected? I am happy to read your comments/ideas/suggestions.
This mod is made for the most recent version DF 43.03. But it might work for some older versions (at least all of the 42.x branch) as well.
Credit goes to* everybody in the forums for helping me out regarding my questions and supporting this project
* everybody working on the original Crematory mod
* especially to ToadyOne and ThreeToe for creating such a great game
* and finally to Scamps for supporting them
For everyone interested, there's a little side story about the testing process. While preparing for the embark I mainly cared about the things I would like to test as usual. Setting up a fully functional fortress everytime a new world is created is just a waste of time. So I brought enough stuff to burn, lots of modified cows to have enough bones and shells to craft various things and a ton of everything else. I spent nearly 150,000 embark points for all that stuff. I didn't need most of it anyway. However, I was lacking one important thing. Enough Alcohol. The few barrels I brought with me lasted just for about two or three months. But as I founded the fortress for testing purposes only I didn't cared about it. Soon, I will find some nasty bug in my creation and quit anyway, just to start a brand new fort with reworked raw files. At least I thought so.
In this crematory mod there are so many reactions to test. I just wanted to squeeze into that session as much as possible. Weeks and months passed while the dilligent dwarves created lots of goods, just to burn them shortly afterwards at the crematory. The cows became hungry and the dwarves became thirsty. Let's find out, how long the fort will keep running. First I butchered all the cows to save their materials before they starve away and there only corpses remain. Summer arrived, later on autumn. I got two migrant waves. Not sure, what was attracting them. My fortress existed basically of a 3x3 room underground wherein I let my bookkeeper do his job. No dining room, no bedrooms, not even a meeting room underground. I also didn't bother to set up basic farming or plant gathering jobs. There were just a few workshops at the surface to test stuff.
The trading caravan passed my site as I forgot to open a trade depot. I did that afterwards altough it will never get the chance to be used. All my dwarves were still thirsty. During the warm months they survived thanks to natural water sources. Then winter arrived. The few small lakes froze instantly. And then the drama began. My announcement screen was spammed with "xx cancels give water" messages. First my last mule dehydrated followed by the dwarves, slowly one after another. It is interesting, there was nothing like tantrum spirals or anything like that. One or two villagers were scared, the rest did the jobs I ordered them to do, which is burn more stuff.
It was a crazy spectacle. The red leaves of the heavily forested area fell down like a rain of blood while more and more dwarves dehydrated. The toughest still worked at the crematory and surrounding workshops. I almost felt sorry for them. They really must have thought, burning useless crap might save them. And then just one was left. He was standing in the crematory and burned some cow bones. I actually hoped he burns some dwarf corpse to see if that works. But unfortunately those bones were closer. I forbid them and all the other animal corpse pieces to force him to burn dwarf corpses. But it was too late. He should never finish his job. He worked slowly, very slowly. Two or three days passed. The last dwarf standing grabbed a bar of charcoal and then ... the fortress crumbled to death. Before the game over screen I checked which units survived longest. Only six animals left and among them, two cute cats. Those I embarked with. Meow.