Difference between revisions of "Death"

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==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|artifical parts]] may be retrieved, and any [[apparel]] items they were wearing will become [[tainted]]. Death activates a [[death acidifier]].
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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. Killing a colonist or prisoner through particularly cruel methods, like execution and banishment, incur extra penalties. Animals [[bond]]ed to that pawn may recieve a [[mental break]], while a bonded animal dying gives a mood penalty.
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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 [[bond]]ed to that pawn may receive 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.
 
Corpses may be buried in a [[grave]] or [[sarcophagus]]. Leaving a colonist corpse unburied (or not burned, butchered, destroyed...) incurs further mood penalties.
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*Reaching 0% [[Consciousness]].  
 
*Reaching 0% [[Consciousness]].  
 
** 0% [[Blood Filtration]], [[Blood Pumping]], [[Breathing]], and [[Metabolism]] are also fatal, though they require loss of vital organs anyways.
 
** 0% [[Blood Filtration]], [[Blood Pumping]], [[Breathing]], and [[Metabolism]] are also fatal, though they require loss of vital organs anyways.
*Having certain [[ailments]] reach 100% serverity. These include:
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*Having certain [[ailments]] reach 100% severity. These include:
 
**[[Blood loss]]
 
**[[Blood loss]]
 
**[[Malnutrition]]
 
**[[Malnutrition]]

Revision as of 12:19, 17 October 2022

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. Killing a colonist or prisoner through particularly cruel methods, like execution and banishment, incur extra penalties. Animals bonded to that pawn may receive 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

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.