Difference between revisions of "Death"
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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 [[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. | 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 [[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. | ||
− | Corpses may be buried in a [[grave]] or [[sarcophagus]]. Leaving a colonist corpse unburied (or not burned, butchered, destroyed...) incurs further mood penalties. | + | 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 [[trait]]s. |
== Sources == | == Sources == |
Revision as of 21:10, 19 October 2022
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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.
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 to treat death, 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.