Difference between revisions of "Death"

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{{Biotech|no category}}
 
{{Biotech|no category}}
 
The ''deathless'' [[gene]]{{BiotechIcon}} 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]]{{BiotechIcon}} 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 aliments are cured, 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.
+
*Pawns with deathless and the ''deathrest'' gene will enter into [[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. No body parts are regenerated, so vital organs like the [[heart]] must be actively replaced before they can start to wake up.
 
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.

Revision as of 10:14, 30 October 2022

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 IdeoligionContent added by the Ideology DLC 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

The deathless geneContent added by the Biotech DLC 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 into 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. No body parts are regenerated, so vital organs like the heart must be actively replaced before they can start to wake up.

Sources

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

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 apocritonContent added by the Biotech DLC can revive enemy mechanoids.