Death
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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 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 not 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 of 1 organ is fatal.
- Reaching 0% Consciousness or Metabolism.
- 0% Blood Filtration, Blood Pumping, and Breathing are also fatal, though they require loss of vital organs anyways.
- 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.
- Chance to die when failing certain surgeries, such as installing a prosthetic heart or carcinoma removal
Curing
A resurrector mech serum is the only way to treat death, at least 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 again in 100 days; the chance is reduced by keeping the pawn's corpse fresh and applying the serum quickly.