Deathrest
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs to be turned into something equivlaent to the need pages with similar depth in mechanics, times to thresholds etc. |
Deathrest is a near-catatonic state that pawns with the Deathrest gene, such as Sanguophages, can go through to avoid devastating penalties.
Deathrest need
Only pawns with the Deathrest gene, such as Sanguophages, are able to deathrest. For pawns with this gene, the need for deathrest falls by 3.3% every day, to a minimum of 0%. This means that a pawn would need to rest every 30 days to avoid exhaustion. If the need is at 0%, pawns will gain the Deathrest exhaustion status with the following effects:
- Consciousness: 50% Max
- Psychic Sensitivity: −100%,
- −12 Deathrest exhaustion mood
Deathless
A pawn that has both the deathrest and deathless gene, including Sanguophages, will go into compulsed deathrest if they would have otherwise died without deathless. While the pawn is hosting lethal injuries, the actual deathrest need, along with deathrest progress, will not increase.
Going into deathrest is shorter than the regenerative coma, which lasts for 7 days and the time to heal from regular lethality. Deathless itself can restore the torso, but no other body parts (including vital ones like the heart); deathrest does not impact this.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: How fast does deathrest need increase? Deathrest moodlets. |
Deathresting can be done on any bed or deathrest casket, which must be in a roofed space. Forced deathrest from being deathless has no restrictions. Going into deathrest sets Consciousness to a maximum of 10% and freezes most needs, including the need for Hemogen, though both rest and deathrest will rise. Certainty and a child's growth points are also frozen.
Pawns must rest for a default of 4 game days to avoid penalties, regardless of their actual deathrest need. A deathrest casket, connected to power, accelerates this to 3.6 days (+11% faster), while a deathrest accelerator speeds it up further. They can wake up instantly on command, but waking up too early gives the Interrupted deathrest status with the following effects for 5 days:
- Consciousness: ×80%
- Moving: ×90%
- Manipulation: ×90%
Entering deathrest causes any dedicated buildings (like the casket) to be permanently bound to the applicable pawn. If there is no occupant, there are no penalties for deconstructing or destroying bound buildings, past general resource loss. Buildings will still be bound if unpowered or constructed later during the deathrest.
Buildings
Deathrest can be improved by various buildings placed near a casket. Once used, these buildings will permanently bind to the rester. If the deathrest is interrupted, then these buildings will not apply.
- Hemopump: Increases hemogen storage capacity by +25 until the next deathrest. (No maximum)
- Hemogen amplifier: Increases hemogen gain by +25% until the next deathrest. (No maximum)
- Glucosoid pump: Increases pawn move speed by +12% until the next deathrest. (Maximum of 4)
- Psychofluid pump: Increases Psychic Sensitivity by +25%, psyfocus gain from meditation (+5% focus/day) and neural heat recovery rate (+0.05 heat/second). [Psylink lvl?] (Maximum of 4)
- Deathrest accelerator: Speeds deathrest by +20%. With 1 accelerator, it lasts for 3 days, and with 2 accelerators, it lasts for 2.5 days. (Maximum of 2)
Each pawn has a building limit, where only a certain amount of buildings may apply at once. Pawns start with a limit of only 1 building, which can be increased with a deathrest capacity serum.
Version history
- Biotech DLC - Introduced.
- 1.4.3542 - Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
- 1.4.3555 - Fix: Pawns gain certainty during deathrest. Fix: Growth points are gained during deathrest when learning need is frozen.