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 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" blood loss 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.