Difference between revisions of "Death"

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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]].
 
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 a dead pawn may receive 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 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.
 
Corpses may be buried in a [[grave]] or [[sarcophagus]]. Leaving a colonist corpse unburied (or not burned, butchered, destroyed...) incurs further mood penalties.

Revision as of 03:13, 19 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 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.

Corpses may be buried in a grave or sarcophagus. Leaving a colonist corpse unburied (or not burned, butchered, destroyed...) incurs further mood penalties.

Sources

Enemy pawns also have a chance to die when downed, even if the damage wouldn't normally kill them, with the exception of specific downs like heatstroke. This chance is dependent on storyteller settings and can be adjusted at any time.

Curing

A resurrector mech serum is the only way 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 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.