Death

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Death is the cessation of all bodily functions necessary to sustain life.

Summary[edit]

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. Animals bonded to a dead pawn may receive a mental break, while a bonded animal dying gives a mood penalty to the pawn it's bonded to. A pawn's IdeoligionContent added by the Ideology DLC may change how they feel about various deaths.

Causes[edit]

An elephant, with a health scale of 3.6, would take a maximum of (3.6 * 150) = 540 HP of damage. Note that pain will usually down humans and other organic pawns far below this HP threshold. An unmodified baseline human would be downed from 80 HP at the maximum.

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 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 mechanoids will always die when downed.

Resurrection[edit]

Resurrector mech serum is the only vanilla, gameplay way to resurrect a dead pawn. It only works on non-desiccated corpses. Resurrection runs the risk of causing blindness, brain damage, or resurrection psychosis. The chance of each side effect happening is based on how much the body has rotted; a preserved (frozen) corpse can be resurrected many years after death with a low risk of side-effects.

When preserving a corpse via freezing, it is recommended to ensure the freezer used is kept at a very low temperature and is well-insulated; over time, repeated power loss due to solar flares, raids, etc. can repeatedly thaw the body and allow it to rot. Taking the mentioned precautionary steps can mitigate or prevent intermittent rotting entirely.

Death in Biotech[edit]

Mechanics that interact with death in the Biotech DLC.

Deathless[edit]

The deathless gene prevents death no matter how injured the pawn gets; the only thing that can kill a deathless pawn is total destruction of the brain. Destroying the head or the neck will also destroy the brain. In cases when a pawn would usually be dead but possesses the deathless gene, they will simply enter a regenerative coma; once all fatal injuries/ailments have healed, they will remain in the coma for 7 days.

Pawns with both the deathless and the deathrest gene will enter deathrest, rather than a coma. Once fatal injuries and/or aliments are cured, the pawn goes through ordinary deathrest, which lasts for 4 days by default.

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[Verify] 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.

Mechanoid resurrection[edit]

Allied mechanoids can be resurrected 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. You can't revive enemy mechanoids, even if they were once part of your faction.

The apocriton can revive enemy mechanoids.