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− | '''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. Killing a colonist or prisoner through particularly cruel methods, like execution and banishment, incur extra penalties. 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. |
− | + | Corpses may be buried in a [[grave]] or [[sarcophagus]]. Leaving a colonist corpse unburied (or not burned, butchered, destroyed...) incurs further mood penalties with most [[trait]]s. | |
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− | + | == Sources == | |
+ | {{stub|section=1}} | ||
+ | *Loss of a vital body part. For [[human]]s, this is the torso, brain, head, neck, [[heart]], and [[liver]]. Losing both [[kidney]]s or [[lung]]s is also fatal. | ||
+ | *Reaching 0% [[Consciousness]]. | ||
+ | ** 0% [[Blood Filtration]], [[Blood Pumping]], [[Breathing]], and [[Metabolism]] are also fatal, though they require loss of vital organs anyways. | ||
+ | *Having certain [[ailments]] reach 100% severity. These include: | ||
+ | **[[Blood loss]] | ||
+ | **[[Malnutrition]] | ||
+ | **Fatal [[disease]]s | ||
+ | **[[Hypothermia]] & [[Heatstroke]] | ||
+ | **[[Artery blockage]] & [[Heart attack]] | ||
+ | **[[Drug]] [[overdose]] | ||
+ | **[[Toxic buildup]] | ||
+ | *Randomly while [[overdose|overdosing]] or under [[Luciferium]] withdrawal. | ||
+ | *Having [[collapsed rocks]] from overhead mountain fall on top of them. | ||
+ | *Chance to die when failing certain specific [[surgery|surgeries]], such as installing a [[prosthetic heart]] ([[bionic heart]]s are safe to install) or [[carcinoma]] removal | ||
− | + | Enemy pawns also have a chance to die when [[downed]] from pain shock, even if their condition otherwise would not kill them. This chance is dependent on [[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. | |
− | == | + | == Curing == |
− | [[ | + | A [[resurrector mech serum]] is the only way for a colonist to treat death, 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. |
− | + | ===Mechanoid Ressurrection=== | |
+ | {{Biotech}} | ||
+ | [[Allied mechanoid]]s can be resurected 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]]. | ||
− | + | The [[apocriton]]{{BiotechIcon}} can revive enemy mechanoids. | |
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