Difference between revisions of "Death"

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(→‎Sources: devmode test: elephant with installed painstopper took 55 autopistol shots (550 damage), and the killing blow was an ear shot. blood loss and body injuries were cleared via devmode. 3.6 * 150 = 540 so it's safe to say it is health scale modified)
 
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{{stub|reason = All moodlets regarding death. List of deaths possibly incomplete. General info/analysis}}
 
{{stub|reason = All moodlets regarding death. List of deaths possibly incomplete. General info/analysis}}
'''Death''' is a certainly fatal state that can be inflicted to any [[pawn]].
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'''Death''', in RimWorld, is the end of a [[pawn]]'s life; it is marked by the cessation of all bodily functions and the generation of a [[corpse]] object. A pawn can die in many ways, and much of the core gameplay is focused on attempting to prevent this. Pawns die primarily from [[Injury|injuries]] and [[ailments]], but may also die through other means, such as from special events or dev tools.
  
==Summary==
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Most pawns become a corpse upon death; however, some do not, depending on special circumstances, and some causes of death will not result in the creation of a corpse.
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[[Plants]] are not pawns and are also termed by the game as "dying" when they are destroyed, however this page will focus predominately on death from the point of view of pawns. 
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== Summary ==
 
A dead pawn can no longer act, and creates a [[corpse]] if its body was not completely destroyed. No organs or [[Artificial body parts|artificial parts]] may be retrieved, and any [[apparel]] items they were wearing will become [[tainted]]. Death activates a [[death acidifier]].
 
A dead pawn can no longer act, and creates a [[corpse]] if its body was not completely destroyed. No organs or [[Artificial body parts|artificial parts]] may be retrieved, and any [[apparel]] items they were wearing will become [[tainted]]. Death activates a [[death acidifier]].
  
Colonist deaths cause various [[mood]] penalties. Pawns connected by family or relationship will be especially devastated. Animals [[bond]]ed to a dead pawn may receive a [[mental break]], while a bonded animal dying gives a mood penalty. A pawn's [[Ideoligion]]{{IdeologyIcon}} may change how they feel about various deaths.
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Colonist deaths cause various [[mood]] penalties. Pawns connected by family or relationship will be especially devastated. Animals [[bond]]ed to a dead pawn may receive a [[mental break]], while a bonded animal dying gives a mood penalty to the pawn it's bonded to. A pawn's [[Ideoligion]]{{IdeologyIcon}} may change how they feel about various deaths.
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== Causes ==
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* Loss of a vital body part. For [[human]]s, this is the torso, brain, head, neck, [[heart]], and [[liver]]. Losing both [[kidney]]s or both [[lung]]s is also fatal.
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* Reaching 0% [[Consciousness]], [[Blood Filtration]], [[Blood Pumping]], [[Breathing]], or [[Digestion]].
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* Taking over a total amount of damage across all body parts. For adult humans, this is 150 HP. For other pawns, this is (150 HP * health scale).
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** For example, an [[elephant]], with a health scale of 3.6, would take a maximum of (3.6 * 150) = 540 HP of damage.  Note that [[pain]] will usually [[downed|down]] humans and other organic pawns far below this HP threshold. An unmodified baseline human would be downed from 80 HP ''at the maximum''.
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* Having certain [[ailments]] reach 100% severity. These include:
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** [[Blood loss]]
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** [[Malnutrition]]
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** Fatal [[disease]]s
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** [[Hypothermia]] & [[Heatstroke]]
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** [[Artery blockage]] & [[Heart attack]]
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** [[Drug]] [[overdose]]
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** [[Toxic buildup]]
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** [[Resurrection psychosis]]
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** [[Growth vat#Summary|Biostarvation]]{{BiotechIcon}}
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* Randomly while [[overdose|majorly overdosing]] or under [[Luciferium]] withdrawal.
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* Having [[collapsed rocks]] from overhead mountain fall on top of them.
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* Chance to die when failing certain specific [[surgery|surgeries]], such as installing a [[prosthetic heart]] or removing a [[carcinoma]].
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* [[Genes#Drugs|Drug dependency]] [[gene]],{{BiotechIcon}} after 60 days without the drug.
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* During [[Reproduction|human pregnancy]].{{BiotechIcon}}
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* Chronophagy, Philophagy, and Psychophagy [[Psychic rituals]] can kill the target pawn. {{AnomalyIcon}} <!-- I do not know if Brainwipe can kill a target pawn as I haven't used it enough to find out. -->
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Enemy pawns have an additional chance to die when [[downed]] from any source except [[blood loss]], even if their condition otherwise would not kill them. This chance is dependent on current population and the [[AI Storytellers#Enemy death on downed|storyteller settings]], and can be adjusted at any time.
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In addition, enemy [[mechanoid]]s will always die when downed.
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== Resurrection ==
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{{Stub|section=1|reason=[[Genes#Resurrect]]}}
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[[Resurrector mech serum]] is the only Core (non-DLC, non-modded), gameplay way to resurrect a dead pawn. It only works on non-desiccated corpses. Resurrection runs the risk of causing [[blindness]], [[dementia]], or [[resurrection psychosis]]. The chance of each side effect happening is based on how much the body has rotted; a preserved (frozen) corpse can be resurrected many years after death with a low risk of side-effects.
  
== Sources ==
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When preserving a corpse via freezing, it is recommended to ensure the freezer used is kept at a very low temperature and is well-insulated; over time, repeated power loss due to solar flares, raids, etc. can repeatedly thaw the body and allow it to rot. Taking the mentioned precautionary steps can mitigate or prevent intermittent rotting entirely.
*Loss of a vital body part. For [[human]]s, this is the torso, brain, head, neck, [[heart]], and [[liver]]. Losing both [[kidney]]s or [[lung]]s is also fatal.
 
*Reaching 0% [[Consciousness]], [[Blood Filtration]], [[Blood Pumping]], [[Breathing]], or [[Metabolism]].
 
*Taking over a total amount of damage across all body parts. For humans, this is 150 HP. For other pawns, this is (150 HP * health scale).
 
: An [[elephant]], with a health scale of 3.6, would take a maximum of (3.6 * 150) = 540 HP of damage.  Note that [[pain]] will usually [[downed|down]] humans and other organic pawns far below this HP threshold. An unmodified baseline human would be downed from 80 HP ''at the maximum''.
 
*Having certain [[ailments]] reach 100% severity. These include:
 
**[[Blood loss]]
 
**[[Malnutrition]]
 
**Fatal [[disease]]s
 
**[[Hypothermia]] & [[Heatstroke]]
 
**[[Artery blockage]] & [[Heart attack]]
 
**[[Drug]] [[overdose]]
 
**[[Toxic buildup]]
 
**[[Resurrection psychosis]]
 
**[[Growth vat#Summary|Biostarvation]]{{BiotechIcon}}
 
*Randomly while [[overdose|majorly overdosing]] or under [[Luciferium]] withdrawal.
 
*Having [[collapsed rocks]] from overhead mountain fall on top of them.
 
*Chance to die when failing certain specific [[surgery|surgeries]], such as installing a [[prosthetic heart]] ([[bionic heart]]s are safe to install) or [[carcinoma]] removal.
 
*[[Genes#Drugs|Drug dependency]] [[gene]],{{BiotechIcon}} after 60 days without the drug.
 
*During [[Reproduction|human pregnancy]].{{BiotechIcon}}
 
  
Enemy pawns also have a chance to die when [[downed]] from pain shock, even if their condition otherwise would not kill them. This chance is dependent on current population and the [[AI Storytellers#Enemy death on downed|storyteller settings]], and can be adjusted at any time. Other causes of downing, such as from blood loss or heatstroke, do not trigger this death chance.
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=== Deathless ===
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The [[deathless]] gene prevents death no matter how injured the pawn gets; the only thing that can kill a deathless pawn is total destruction of the brain. Destroying the head or the neck will also destroy the brain. In cases when a pawn would usually be dead but possesses the deathless gene, they will simply enter a regenerative coma; once all fatal injuries/ailments have healed, they will remain in the coma for 7 days.
  
== Curing ==
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Pawns with both the deathless and the [[deathrest]] gene will enter [[deathrest]], rather than a coma. Once fatal injuries and/or aliments are cured, the pawn goes through ordinary deathrest, which lasts for 4 days by default.
A [[resurrector mech serum]] is the only way for to treat death for a colonist, at least without mods, developer tools, or reverting to a previous save. There must be a non-desiccated corpse in order to resurrect. It runs the risk of side effects, including [[resurrection psychosis]], which will kill the pawn again in 100 days. The chance of all side effects is reduced by limiting the time the corpse spends unfrozen before application of the serum.
 
  
==Death in Biotech==
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In both cases, all fatal injuries or aliments must be healed before they can begin these countdowns. Pawns recover from injuries, ailments, and diseases at the normal rate{{Check Tag|Verify|Is it the normal standing rate, the normal resting in bed rate, does anything affect it?}} during their coma, but still only heal issues that they could heal normally. For example, a pawn will sufficiently recover from "fatal" [[blood loss]] to begin the countdown in under a day, diseases will disable the pawn until 100% immunity is reached. But, except for the torso, no body parts are regenerated, so a destroyed vital organ such as a [[heart]] must be surgically replaced before they can start to wake up.
{{Biotech|no category}}
 
Mechanics that interact with death in the [[Biotech DLC]].
 
  
===Death and deathless===
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=== Death refusal ===
The ''deathless'' [[gene]] can prevent most causes of death. If the brain (or by corollary, head) is destroyed, then the pawn will actually die. Otherwise, a deathless pawn will enter into a comatose state:
 
*Pawns that are just deathless will enter into a regenerative coma. Once fatal aliments are cured, the coma lasts for 7 days.
 
*Pawns with deathless and the ''deathrest'' gene will enter [[deathrest]]. Once fatal aliments are cured, the pawn goes through ordinary deathrest, which lasts for 4 days by default.
 
  
In both cases, all fatal injuries or aliments must be healed. For example, diseases will disable the pawn until natural immunity kicks in. Except for the torso, no body parts are regenerated, so vital organs like the [[heart]] must be actively replaced before they can start to wake up.
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[[Death refusal]] is a hediff which resurrects a pawn shortly after their death. It can be applied to a pawn via the "imbue death refusal" psychic ritual. It reduces the target's skills by a certain amount depending on the quality of the ritual; a lower quality ritual will result in more skill loss. Any vital organs which were destroyed during death are repaired upon resurrection. A pawn will suffer from death refusal sickness for a brief time after being resurrection.
  
===Mechanoid resurrection===
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=== Nonhuman resurrection ===
[[Allied mechanoid]]s can be resurrected at a [[mech gestator]] or [[large mech gestator]]. This takes 1 gestation cycle (1.8 days by default) and a size-dependent amount of [[steel]]. You can't revive enemy mechanoids, even if they were once part of your faction.
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[[Allied mechanoid]]s can be resurrected at a [[mech gestator]] or [[large mech gestator]]. This takes 1 [[gestation cycle]] (1.8 days by default) and a size-dependent amount of [[steel]]. You can't revive enemy mechanoids, even if they were once part of your faction. The [[apocriton]] can revive enemy mechanoids.
  
The [[apocriton]] can revive enemy mechanoids.
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[[Ghoul]]s can be resurrected with [[ghoul resurrection serum]].
  
 
[[Category: Game mechanics]]
 
[[Category: Game mechanics]]

Latest revision as of 06:50, 25 September 2024

Death, in RimWorld, is the end of a pawn's life; it is marked by the cessation of all bodily functions and the generation of a corpse object. A pawn can die in many ways, and much of the core gameplay is focused on attempting to prevent this. Pawns die primarily from injuries and ailments, but may also die through other means, such as from special events or dev tools.

Most pawns become a corpse upon death; however, some do not, depending on special circumstances, and some causes of death will not result in the creation of a corpse.

Plants are not pawns and are also termed by the game as "dying" when they are destroyed, however this page will focus predominately on death from the point of view of pawns.

Summary[edit]

A dead pawn can no longer act, and creates a corpse if its body was not completely destroyed. No organs or artificial parts may be retrieved, and any apparel items they were wearing will become tainted. Death activates a death acidifier.

Colonist deaths cause various mood penalties. Pawns connected by family or relationship will be especially devastated. Animals bonded to a dead pawn may receive a mental break, while a bonded animal dying gives a mood penalty to the pawn it's bonded to. A pawn's IdeoligionContent added by the Ideology DLC may change how they feel about various deaths.

Causes[edit]

Enemy pawns have an additional chance to die when downed from any source except blood loss, even if their condition otherwise would not kill them. This chance is dependent on current population and the storyteller settings, and can be adjusted at any time.

In addition, enemy mechanoids will always die when downed.

Resurrection[edit]

Resurrector mech serum is the only Core (non-DLC, non-modded), gameplay way to resurrect a dead pawn. It only works on non-desiccated corpses. Resurrection runs the risk of causing blindness, dementia, or resurrection psychosis. The chance of each side effect happening is based on how much the body has rotted; a preserved (frozen) corpse can be resurrected many years after death with a low risk of side-effects.

When preserving a corpse via freezing, it is recommended to ensure the freezer used is kept at a very low temperature and is well-insulated; over time, repeated power loss due to solar flares, raids, etc. can repeatedly thaw the body and allow it to rot. Taking the mentioned precautionary steps can mitigate or prevent intermittent rotting entirely.

Deathless[edit]

The deathless gene prevents death no matter how injured the pawn gets; the only thing that can kill a deathless pawn is total destruction of the brain. Destroying the head or the neck will also destroy the brain. In cases when a pawn would usually be dead but possesses the deathless gene, they will simply enter a regenerative coma; once all fatal injuries/ailments have healed, they will remain in the coma for 7 days.

Pawns with both the deathless and the deathrest gene will enter deathrest, rather than a coma. Once fatal injuries and/or aliments are cured, the pawn goes through ordinary deathrest, which lasts for 4 days by default.

In both cases, all fatal injuries or aliments must be healed before they can begin these countdowns. Pawns recover from injuries, ailments, and diseases at the normal rate[Verify] during their coma, but still only heal issues that they could heal normally. For example, a pawn will sufficiently recover from "fatal" blood loss to begin the countdown in under a day, diseases will disable the pawn until 100% immunity is reached. But, except for the torso, no body parts are regenerated, so a destroyed vital organ such as a heart must be surgically replaced before they can start to wake up.

Death refusal[edit]

Death refusal is a hediff which resurrects a pawn shortly after their death. It can be applied to a pawn via the "imbue death refusal" psychic ritual. It reduces the target's skills by a certain amount depending on the quality of the ritual; a lower quality ritual will result in more skill loss. Any vital organs which were destroyed during death are repaired upon resurrection. A pawn will suffer from death refusal sickness for a brief time after being resurrection.

Nonhuman resurrection[edit]

Allied mechanoids can be resurrected at a mech gestator or large mech gestator. This takes 1 gestation cycle (1.8 days by default) and a size-dependent amount of steel. You can't revive enemy mechanoids, even if they were once part of your faction. The apocriton can revive enemy mechanoids.

Ghouls can be resurrected with ghoul resurrection serum.