Difference between revisions of "Death"

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'''Death''' is a certainly fatal state that can be inflicted to any [[pawn]].
 
'''Death''' is a certainly fatal state that can be inflicted to any [[pawn]].
  
==Summary==
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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]].
  
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== Sources ==
 
== Sources ==
*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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* 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.
*Reaching 0% [[Consciousness]], [[Blood Filtration]], [[Blood Pumping]], [[Breathing]], or [[Metabolism]].
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* Reaching 0% [[Consciousness]], [[Blood Filtration]], [[Blood Pumping]], [[Breathing]], or [[Metabolism]].
*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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* 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).
 
: 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''.
 
: 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:
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* Having certain [[ailments]] reach 100% severity. These include:
**[[Blood loss]]
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** [[Blood loss]]
**[[Malnutrition]]
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** [[Malnutrition]]
**Fatal [[disease]]s
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** Fatal [[disease]]s
**[[Hypothermia]] & [[Heatstroke]]
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** [[Hypothermia]] & [[Heatstroke]]
**[[Artery blockage]] & [[Heart attack]]
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** [[Artery blockage]] & [[Heart attack]]
**[[Drug]] [[overdose]]
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** [[Drug]] [[overdose]]
**[[Toxic buildup]]
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** [[Toxic buildup]]
**[[Resurrection psychosis]]
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** [[Resurrection psychosis]]
**[[Growth vat#Summary|Biostarvation]]{{BiotechIcon}}
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** [[Growth vat#Summary|Biostarvation]]{{BiotechIcon}}
*Randomly while [[overdose|majorly overdosing]] or under [[Luciferium]] withdrawal.
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* Randomly while [[overdose|majorly overdosing]] or under [[Luciferium]] withdrawal.
*Having [[collapsed rocks]] from overhead mountain fall on top of them.
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* 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.
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* 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.
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* [[Genes#Drugs|Drug dependency]] [[gene]],{{BiotechIcon}} after 60 days without the drug.
*During [[Reproduction|human pregnancy]].{{BiotechIcon}}
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* During [[Reproduction|human pregnancy]].{{BiotechIcon}}
  
 
Enemy pawns have an additional chance to die when [[downed]] from [[pain shock]] or when their [[Moving]] capacity is reduced below 15% directly by damage, 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.
 
Enemy pawns have an additional chance to die when [[downed]] from [[pain shock]] or when their [[Moving]] capacity is reduced below 15% directly by damage, 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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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.
 
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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== Death in Biotech ==
 
{{Biotech|no category}}
 
{{Biotech|no category}}
 
Mechanics that interact with death in the [[Biotech DLC]].
 
Mechanics that interact with death in the [[Biotech DLC]].
  
===Death and deathless===
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=== Death and deathless ===
The ''deathless'' [[gene]] can prevent most causes of death. If the brain, head, or neck is destroyed, then the pawn will actually die. Otherwise, a deathless pawn will enter into a comatose state:
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The [[deathless]] gene can prevent most causes of death however destruction of the brain remains fatal. Note that destroying the head or the neck will also destroy the brain. When deathless prevents death, the pawn will enter into a comatose state instead.  
*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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Pawns with deathless and the [[deathrest]] gene will enter [[deathrest]]. Once fatal injuries and/or aliments are cured, the pawn goes through ordinary deathrest, which lasts for 4 days by default.
  
===Mechanoid resurrection===
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Pawns that have the deathless gene only will enter into a regenerative coma. Once fatal injuries and/or aliments are cured, the coma lasts for 7 days.
[[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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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" [[bloodloss]] 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.
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=== Mechanoid resurrection ===
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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.
  
 
[[Category: Game mechanics]]
 
[[Category: Game mechanics]]

Revision as of 12:57, 27 January 2024

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. 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.

Sources

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 down humans and other organic pawns far below this HP threshold. An unmodified baseline human would be downed from 80 HP at the maximum.

Enemy pawns have an additional chance to die when downed from pain shock or when their Moving capacity is reduced below 15% directly by damage, 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. Other causes of downing, such as from blood loss or heatstroke, do not trigger this death chance.

In addition, enemy mechanoids will always die when downed.

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.

Death in Biotech

Mechanics that interact with death in the Biotech DLC.

Death and deathless

The deathless gene can prevent most causes of death however destruction of the brain remains fatal. Note that destroying the head or the neck will also destroy the brain. When deathless prevents death, the pawn will enter into a comatose state instead.

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

Pawns that have the deathless gene only will enter into a regenerative coma. Once fatal injuries and/or aliments are cured, the coma lasts for 7 days.

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" bloodloss 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.

Mechanoid resurrection

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.