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{{stub|reason = All moodlets regarding death. List of deaths possibly incomplete. General info/analysis}} | {{stub|reason = All moodlets regarding death. List of deaths possibly incomplete. General info/analysis}} | ||
− | '''Death''' is | + | '''Death''' is a certainly fatal state that can be inflicted to any [[pawn]]. |
== Summary == | == 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]]. | ||
− | Colonist deaths cause various [[mood]] penalties. Pawns connected by family or relationship will be especially devastated. Animals [[bond]]ed to a dead pawn may receive a [[mental break]], while a bonded animal dying gives a mood penalty | + | Colonist deaths cause various [[mood]] penalties. Pawns connected by family or relationship will be especially devastated. Animals [[bond]]ed to a dead pawn may receive a [[mental break]], while a bonded animal dying gives a mood penalty. A pawn's [[Ideoligion]]{{IdeologyIcon}} may change how they feel about various deaths. |
− | == | + | == 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. | * 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 [[Digestion]]. | * Reaching 0% [[Consciousness]], [[Blood Filtration]], [[Blood Pumping]], [[Breathing]], or [[Digestion]]. | ||
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* During [[Reproduction|human pregnancy]].{{BiotechIcon}} | * During [[Reproduction|human pregnancy]].{{BiotechIcon}} | ||
− | Enemy pawns have an additional chance to die when [[downed]] from [[pain shock]] or when their [[ | + | 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. |
In addition, enemy [[mechanoid]]s will always die when downed. | In addition, enemy [[mechanoid]]s 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. |
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== Death in Biotech == | == Death in Biotech == | ||
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Mechanics that interact with death in the [[Biotech DLC]]. | Mechanics that interact with death in the [[Biotech DLC]]. | ||
− | === | + | === Death and deathless === |
− | The [[deathless]] gene | + | 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 | + | 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{{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" [[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. | 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" [[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. |