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my recent colony "died" because one dude got on a murderous spree trying to kill another colonist, and i just thought "tough luck", because colonists can't die, y'know, and waited until the murderer exhausted themself.
well, a bit later they dropped from malnutrition, so i had a starving colonist and a VERY heavily injured one in medical beds.
my medic gained a lot of skill, but starved himself trying to treat the heavily injured one.
also, bandages galore
https://steamcommunity.com/sharedfiles/filedetails/?id=2729431381
But the now arrested colonist can't be killed... but can't be banished either... :O
An options for starting pawn immortality would already be much closer to what I'm looking for
An immortality ritual, quest item, Biosculpter cycle, Medical operation or even just a button would make this perfect
@Moe you just decided my next run if the author adds options for no pawns ever die
i was thinking the same thing.
if there was a way to designate what can and cant die this would be perfect.
so I can spawn with it in naked brutality?
that way if all my pawns do die I just restart by moving to a new tile instead of going through the consent fluid ideology remaking, pawn creation and world gen.
would be easier to practice and not too overpowered
1 - make him get a luciferium addiction, but don't give him any more luciferium, ever.
2 - remove his legs so he isn't throwing tantrums all the time.
3 - make him sleep beside a geothermal generator in an enclosed room.
4 - periodical beatings with sharp weapons in a dirty room = endless infections.
5 - torture crown and mindscrew for the final touch.
Profit: A purgatory of eternal agony.
I was wondering the same thing. How does this apply to disease and other non-violent forms?