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I imagine one way of dealing with undying shamblers might be a liberal use of grenades to destroy the bodies, but don't quote me on that.
Regardless, they're really susceptible to fire, if you have it. If not, haul them to a Harbinger tree, as digestion doesn't seem to get repaired by Death Pall resurrection, not sure - good way to turn shamblers into skeletons anyway, with missing eyes, jaws, fingers etc, making them terrible in combat and easy to beat down.
Failing that just haul them inside a building. Death Pall is a weather effect, it can only resurrect corpses in the open air, so if you bring them (or kill them) inside a roofed, enclosed room they can't get back up no matter what. Throw a butcher table or crematorium in there to quickly get rid of the corpses, or throw a molotov in when you're done hauling or something.
I wish Death Pall could get expanded a bit, like, with degrees of intensity, since it's a form of weather, right? A light dusting should be the kind that makes shamblers take 6 hours to resurrect with a maximum of 50 corpses, regular should be like 3 hours with a maximum of 100, and then a strong cloud should be like 1 hour resurrection timer and 250 max corpses. Also -3, -6 and -9 opinion from Death Pall (smells of death, stinks of death, reeks of death..etc).
I do think it's weird they regenerate limbs, heads and all that though, I guess it makes sense since it's corrupted healer mech serum nanites swarming through the air, but it's still odd. I guess it's just Rimworld's spin on zombies, and was done to ensure shamblers don't instantly become a non-threat once you pull their skulls or something, but still. It makes fighting them very fun though.
Not sure what happened in my game, maybe it was because it was a from a pre-patched map with permanent Death Pall but after the patch came in, shamblers became a total joke. They'd get hit with "Shambler Corpse" after being killed, making them take a long time before resurrecting again - and sometimes if other corpses kept regenerating before them, they'd have time to rot away significantly.
One thing I'd like to see is shamblers combine into big versions, further corrupted mechanites screwing up and fusing corpses together in an attempt to heal one corpse fully, like a patchwork quilt. Imagine 3x3 raiders merging into a 200% size raider pawn with insane health and damage etc. Like an uber-shambler. That'd be cool lol.
That's actually a really cool idea. I fully second that.
As such I just let my pawns always haul corpses to harbinger trees (they even eat corpses if they're frozen / not growing) or burning corpses, also helps prevent stink rot.