Difference between revisions of "Death"
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==Death and Deathless== | ==Death and Deathless== | ||
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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: | 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 injuries are aliments, the coma lasts for 7 days. | *Pawns that are just deathless will enter into a regenerative coma. Once fatal injuries are aliments, the coma lasts for 7 days. | ||
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===Mechanoid resurrection=== | ===Mechanoid resurrection=== | ||
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[[Allied mechanoid]]s can be resurected 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]]. | [[Allied mechanoid]]s can be resurected 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]]. | ||
Revision as of 10:13, 30 October 2022
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Death is a certainly fatal state that can be inflicted to any pawn.
Summary
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. Killing a colonist or prisoner through particularly cruel methods, like execution and banishment, incur extra penalties. Animals bonded to a dead pawn may receive a mental break, while a bonded animal dying gives a mood penalty. A pawn's Ideoligion may change how they feel about various deaths.
Corpses may be buried in a grave or sarcophagus. Leaving a colonist corpse unburied (or not burned, butchered, destroyed...) incurs further mood penalties with most traits.
Death and Deathless
- - This section relates to content added by the Biotech DLC. Please note that it will not be present without the DLC enabled.
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 injuries are aliments, the coma lasts for 7 days.
- Pawns with deathless and the deathrest gene will enter into deathrest. Once fatal injuries are aliments, 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. No body parts are regenerated, so vital organs like the heart must be actively replaced before they can start to wake up.
Sources
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
- Loss of a vital body part. For humans, this is the torso, brain, head, neck, heart, and liver. Losing both kidneys or lungs is also fatal.
- Reaching 0% Consciousness.
- 0% Blood Filtration, Blood Pumping, Breathing, and Metabolism are also fatal, though they require loss of vital organs anyways.
- Having certain ailments reach 100% severity. These include:
- Randomly while overdosing or under Luciferium withdrawal.
- Having collapsed rocks from overhead mountain fall on top of them.
- Chance to die when failing certain specific surgeries, such as installing a prosthetic heart (bionic hearts are safe to install) or carcinoma removal
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 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.
Curing
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.
Mechanoid resurrection
- - This section relates to content added by the Biotech DLC. Please note that it will not be present without the DLC enabled.
Allied mechanoids can be resurected 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.
The apocriton can revive enemy mechanoids.