RimWorld

RimWorld

For the revival serum...
If I keep my dead colonists body at 100/100 condition, and it was kept in a freezer to preserve it, will time that it was dead affect the condition the colonist is in if I manage to revive them? So, if it took me say, 50 in-game days to procure the revival serum (meaning 50 days after the colonist died), and then use it on the colonist, but the colonists body condition was 100/100, how will the time they were dead affect the outcome when I revive them?
Last edited by I AM TRANSCENDENT; Nov 4, 2018 @ 7:02am
Originally posted by Myriad:
I popped a dude in an ancient cryptosleep casket who was about an hour away from death. I took him out a week or two later when I was prepared to deal with him, and he was still an hour away from death.

About those rez numbers.. they don't seem promising. Because if they're correct, you basically have 5 days before 100% brain damage.

But I guess if you use both the rez serum and the healer serum, it wouldn't matter how long they've been dead for now would it.
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Showing 1-15 of 18 comments
Aifen Nov 4, 2018 @ 7:07am 
Yeah they'll still have side effects regardless

Originally posted by https://rimworldwiki.com/wiki/Resurrector_mech_serum:
Using a resurrector is not always without cost. Once revived, pawns will be initially be incapacitated due to resurrection sickness. Besides this, they may suffer from additional side effects, though the chances are less when the serum is used on a corpse that is fresh or better preserved.

Possible side effects are:

8% chance of brain damage, with an additional 20% chance per day dead.
4% chance of blindness, with an additional 12% chance per day dead.
30% chance of resurrection psychosis. This is only visible several days after usage.
Originally posted by AifenDerp:
Yeah they'll still have side effects regardless

Originally posted by https://rimworldwiki.com/wiki/Resurrector_mech_serum:
Using a resurrector is not always without cost. Once revived, pawns will be initially be incapacitated due to resurrection sickness. Besides this, they may suffer from additional side effects, though the chances are less when the serum is used on a corpse that is fresh or better preserved.

Possible side effects are:

8% chance of brain damage, with an additional 20% chance per day dead.
4% chance of blindness, with an additional 12% chance per day dead.
30% chance of resurrection psychosis. This is only visible several days after usage.
But I mean, you can revert some of the damage, right? Is it possible to reverse the brain damage and blindness? I mean, I have a mod enabled which allows me to repair brain damage among other things that came with the mod, but is it a vanilla thing?
Aifen Nov 4, 2018 @ 7:27am 
Originally posted by Lynxes are Adorable:
But I mean, you can revert some of the damage, right? Is it possible to reverse the brain damage and blindness? I mean, I have a mod enabled which allows me to repair brain damage among other things that came with the mod, but is it a vanilla thing?
Oh you don't need a mod to do that (but I guess you can if you want to) you can use a Healer Mech Serum[rimworldwiki.com] to cure pretty much anything.
dnrob7 Nov 4, 2018 @ 7:54am 
What about a crypto casket? I've never tried putting a corpse in it but that, if anything should work.
Angela™ Nov 4, 2018 @ 8:02am 
Originally posted by dnrob7:
What about a crypto casket? I've never tried putting a corpse in it but that, if anything should work.
Can't put corpses in those sadly, just living things.
Sir Doggy Jvla Nov 4, 2018 @ 8:52am 
Originally posted by Cyriel ᛭ᚲᛃᚱᛁᛖᛚ᛭:
Originally posted by dnrob7:
What about a crypto casket? I've never tried putting a corpse in it but that, if anything should work.
Can't put corpses in those sadly, just living things.
What is the use of putting alive people in those ?
Last edited by Sir Doggy Jvla; Nov 4, 2018 @ 8:53am
dnrob7 Nov 4, 2018 @ 8:54am 
Originally posted by JvlaDeYa:
Originally posted by Cyriel ᛭ᚲᛃᚱᛁᛖᛚ᛭:
Can't put corpses in those sadly, just living things.
What is the use of putting alive people in those ?

Infections you can't treat just yet, addictions that are just more than you want to deal with right now.. Luciferium ran out and someone needs some like right now.. That kinda thing.
Sir Doggy Jvla Nov 4, 2018 @ 8:55am 
Originally posted by dnrob7:
Originally posted by JvlaDeYa:
What is the use of putting alive people in those ?

Infections you can't treat just yet, addictions that are just more than you want to deal with right now.. Luciferium ran out and someone needs some like right now.. That kinda thing.
Yea pretty much useless because when you get the technology for it or open an ancient danger it means you have the technology to heal any infections, that's only useful for Luciferium addict
Rio Nov 4, 2018 @ 9:06am 
I mean, some ancient dangers aren't that bad. You might survive early game with a lot of spike traps and a whole lot of luck. Dunno if it can still happen, but I remember in beta you might open an ancient danger and it doesn't have any enemies in it.


Now that I think about it you could probably build a wall maze with only 1x1 move space walkway and put lots of spike traps in it. So long as you don't mind losing a pawn or forcing the ancient ruin opener to run over all of the traps.
Last edited by Rio; Nov 4, 2018 @ 9:13am
Originally posted by JvlaDeYa:
Originally posted by Cyriel ᛭ᚲᛃᚱᛁᛖᛚ᛭:
Can't put corpses in those sadly, just living things.
What is the use of putting alive people in those ?
I suppose to give yourself some breathing room if a colonist gets a life-threatening injury that you can't handle at the moment (An organ got destroyed for example)
dnrob7 Nov 4, 2018 @ 9:09am 
Originally posted by JvlaDeYa:
Originally posted by dnrob7:

Infections you can't treat just yet, addictions that are just more than you want to deal with right now.. Luciferium ran out and someone needs some like right now.. That kinda thing.
Yea pretty much useless because when you get the technology for it or open an ancient danger it means you have the technology to heal any infections, that's only useful for Luciferium addict

Naaaah.. Open them early and leave them be. Raiders don't like mechs and will often decide to attack them instead of you.
Rio Nov 4, 2018 @ 9:10am 
You can also put people into cry if food is low and a toxic fallout or something happens. Or they aren't useful atm, like if they lost both arms or something and you can't make bionic eyes or afford them.
AquaX Nov 4, 2018 @ 9:11am 
To buy time if your underprepared for those injuries. You can jam a pawn into it, then build a fast medical room right next to it instead of them carrying further away that could result in their death.

You can build several of them around your base.
Last edited by AquaX; Nov 4, 2018 @ 9:17am
Rio Nov 4, 2018 @ 9:17am 
Ancient danger like this would totally be do able early game.

https://steamcommunity.com/sharedfiles/filedetails/?id=1556816751

Just 2 scythers. I opened one before that was 2 insect hives (Way worse than mechs imo)
Angela™ Nov 4, 2018 @ 3:36pm 
Originally posted by JvlaDeYa:
Originally posted by Cyriel ᛭ᚲᛃᚱᛁᛖᛚ᛭:
Can't put corpses in those sadly, just living things.
What is the use of putting alive people in those ?
Just some scenarios:
- The plague, and no proper doctor to treat them
- No medicine to adequately heal life threatening injuries
- Luciferium addiction with no luciferium
- Injured neutral / hostile pawn on map with no space to hold, heal or assign them.

Typically you'd use those to pause whatever medical emergency comes your way since it's literally a stasis for any living being.

What i generally do is have a few of these act as my hospital waiting room.
Last edited by Angela™; Nov 4, 2018 @ 3:37pm
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Date Posted: Nov 4, 2018 @ 7:02am
Posts: 18