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| flammability = 0
 
| flammability = 0
 
| stack limit = 10
 
| stack limit = 10
| path cost = 14
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| path cost = 15
 
<!-- Technical -->
 
<!-- Technical -->
 
| defName = MechSerumResurrector
 
| defName = MechSerumResurrector
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Using the serum removes the "Tainted" tag from any clothing worn on the dead. Any eligible [[title]]{{RoyaltyIcon}} is immediately passed on to the heir, and won't be received even when revived.
 
Using the serum removes the "Tainted" tag from any clothing worn on the dead. Any eligible [[title]]{{RoyaltyIcon}} is immediately passed on to the heir, and won't be received even when revived.
 
Executed [[prisoners]] who are then resurrected will have the execute toggle deselected to prevent their immediate re-execution.
 
  
 
=== Resurrection ailments ===
 
=== Resurrection ailments ===
{{Stub|section=1|reason=What about refrigeration without freezing? Does it slow the counter comparable to rot time?}}
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Once revived, pawns will initially be [[downed|incapacitated]] due to [[resurrection sickness]]. Besides this, they may suffer from permanent side effects. The chances are reduced when used on a corpse that has had less time to rot, by quickly reviving/freezing them. Possible side effects are:
Once revived, pawns will initially be [[downed|incapacitated]] due to [[resurrection sickness]]. Besides this, they may suffer from permanent side effects. Possible side effects are:
 
 
* [[Dementia]]
 
* [[Dementia]]
 
* [[Blindness]]
 
* [[Blindness]]
 
* [[Resurrection psychosis]], visible 10 days after usage
 
* [[Resurrection psychosis]], visible 10 days after usage
The chances of these side effects increase with the time spent unfrozen since death. Freezing the dead pawn completely halts the progression of this time, but does not revert previously accrued time. For each of the above, the initial chance is 2%, increasing after 0.1 day of decay and linearly increasing to 80% after 5 days of decay. This chance is applied separately for each of the effects i.e. there is a 5.88% of at least one side effect even if immediately resurrected and a 99.2% chance after 5 days of decay.  
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For all of the above, the initial chance is 2%, linearly increasing to 80% after 5 days of '''decay'''. Each are applied separately.
 
 
Note the game tracks all time spent unfrozen; it may report that the body is still "Fresh" but that does not mean that it has not accrued decay. At 1 day, the chance of each effect would have risen to {{%|0.02 + (1 - 0.1) * ((0.8-0.02)/(5-0.1)) round 4}} while still reporting that the body is Fresh.
 
 
 
{| class="wikitable"
 
|-
 
! rowspan=2"| Time unfrozen<br>since death !! colspan=2"| Chance of
 
|-
 
! Each side effect !! Any side effect
 
|-
 
! 0 Days 
 
| 2% || {{%|1-(1-0.02)^3 round 4}}
 
|- <!-- Linear interpolation formula, and then chance of at least one instance in n trials -->
 
! 1 Days 
 
| {{%|{{#vardefineecho: tempChancePercent| {{#expr: 0.02 + (1 - 0.1) * ((0.8-0.02)/(5-0.1))}}}} round 4}} || {{%|1-(1-{{#var: tempChancePercent}})^3 round 4}}
 
|-
 
! 2 Days 
 
| {{%|{{#vardefineecho: tempChancePercent| {{#expr: 0.02 + (2 - 0.1) * ((0.8-0.02)/(5-0.1))}}}} round 4}} || {{%|1-(1-{{#var: tempChancePercent}})^3 round 4}}
 
|-
 
! 3 Days 
 
| {{%|{{#vardefineecho: tempChancePercent| {{#expr: 0.02 + (3 - 0.1) * ((0.8-0.02)/(5-0.1))}}}} round 4}} || {{%|1-(1-{{#var: tempChancePercent}})^3 round 4}}
 
|-
 
! 4 Days 
 
| {{%|{{#vardefineecho: tempChancePercent| {{#expr: 0.02 + (4 - 0.1) * ((0.8-0.02)/(5-0.1))}}}} round 4}} || {{%|1-(1-{{#var: tempChancePercent}})^3 round 4}}
 
|-
 
! 5+ Days 
 
| 80% || {{%|1-(1-0.80)^3 round 4}}
 
|}
 
  
 
== Analysis ==
 
== Analysis ==
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=== Corpse preservation ===
 
=== Corpse preservation ===
Storing dead colonists in a freezer or other cold room will allow for resurrecting them long after [[death]] without higher risks of side effects, even if you do not have a serum at the time of death.
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* Colony pets may feed from the corpse of the intended body if within reach. Consider forbidding the corpse until you can control/micromanage what happens to it.
 
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* Storing dead colonists in a freezer or other cold room will allow for resurrecting them long after [[death]] without higher risks of side effects. It may be worth constructing a room with [[sarcophagus|sarcophagi]] in it if you wish to preserve them.
Colony pets may feed from the corpse of the intended body if within reach. Consider forbidding the corpse until you can control/micromanage what happens to it. Constructing a [[sarcophagus]] may be useful to protect it from animals, over-zealous butchers, or from being hauled from the freezer.
 
 
 
If preservation is vital, a dedicated freezer may be constructed. Ideally this freezer would have the minimum possible internal area, have a [[forbid]]den door and a two-thick wall, and be kept at the lowest practical temperature to ensure that it stays frozen during power outages and attacks. The forbidden door will also prevent accidents from being left open too long. If all the floor is occupied by buildings, then drop pod raids also cannot drop in there and upset the temperature control.
 
  
 
== Version history ==
 
== Version history ==
* [[Version/0.18.1722|0.18.1722]] - Added as '''Resurrector mechanite superdose'''.
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* [[Version/0.18.1722|0.18.1722]] - Added as '''Resurrector mechanite superdose'''
 
* [[Version/1.1.2563|1.1.2563]] - Now removes royal [[title]]s,{{RoyaltyIcon}} to prevent duplicating them.
 
* [[Version/1.1.2563|1.1.2563]] - Now removes royal [[title]]s,{{RoyaltyIcon}} to prevent duplicating them.
 
* [[Version/1.2.2719|1.2.2719]] - Fix: Colonists can lose their [[psylink]] {{RoyaltyIcon}} entirely when being resurrected.
 
* [[Version/1.2.2719|1.2.2719]] - Fix: Colonists can lose their [[psylink]] {{RoyaltyIcon}} entirely when being resurrected.
 
* [[Version/1.3.3287|1.3.3287]] - Fix: Resurrector mech serum plays resurrection sound on item pickup, not on application.
 
* [[Version/1.3.3287|1.3.3287]] - Fix: Resurrector mech serum plays resurrection sound on item pickup, not on application.
* [[Version/1.4.3523|1.4.3523]] - Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.
 
  
 
{{nav/questitems}}
 
{{nav/questitems}}
 
[[Category:Medical Item]] [[Category:Exotic Item]]
 
[[Category:Medical Item]] [[Category:Exotic Item]]

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