Death
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Death is a certainly fatal state that can be inflicted to any pawn.
Summary
Death kills a pawn. The pawn can no longer act, and creates a corpse in its place. No organs or artifical 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 that pawn may recieve a mental break, while a bonded animal dying gives a mood penalty.
Corpses may be buried in a grave or sarcophagus. Leaving a colonist corpse unburied (or burned, butchered, destroyed...) incurs further mood penalties.
Sources
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- Loss of a vital body part. For humans, this is the torso, brain, head, neck, heart, and liver. One kidney and one lung is required, so loss of both kills a colonist.
- Reaching 0% Consciousness or Metabolism. 0% Blood Filtration, Blood Pumping, and Breathing are also fatal, requiring loss of vital organs to reach.
- Having certain ailments reach 100% serverity. These include:
- Randomly while overdosing or under Luciferium withdrawal.
- Having collapsed rocks from overhead mountain fall on top of them.
Curing
A resurrector mech serum is the only way to treat death, without mods or developer tools. There must be a non-desiccated corpse in order to revive. It runs the risk of resurrection psychosis (and other side effects), which will kill the pawn in 100 days anyways. The chance is reduced by keeping the pawn's corpse fresh and applying the serum quickly.