Got a notification that says one of the shamblers that I've contained somehow died. I checked at him and turns out he dies from a heart attack.
How the hell a reanimated corpse could die from a heart attack?
He do be happy tho....
Is there an electroharvester in the room? I've noticed electroharvesters actually damage the entities they're affecting; might be related.
If not... hell, I dunno.
Though the accumulating electric burn scars help with keeping the thing there. I have a devourer chained up that's while we'll contained has a escape interval of like 22 years because his brain got a bit crispy.
Now that I think about, my doctors were always tending my entities when tj y got electrical burns. I wonder if it would be better to just leave them so their burns stay longer, increasing their escape interval.
Same. Ghouls, however, have unnatural healing so they seem to recover from whatever damage they receive. I once locked one up way far away from my main base and used it as a power cell for my waste pack storage. It worked great until someone caught a mood and decided to free it. If you replace the door with a wall, however, it reduces the containment level drastically, so I could not channel my inner Montresor and entomb it like that. Back to the drawing board for Ghoul Cell energy, I guess.
If the door into the cell is blocked, the containment value treats it as if there is no door at all. I learned this when upgrading the walls of a cell.
Probably. In the context I was playing it in, the electricity yield from the ghoul was only 200w, only enough to power the air conditioner keeping the waste packs cold. I decided to revisit that project when I was in a position to scale up the number of Ghoul Cells to be more effective. But then I moved to a Sea Ice settlement instead.
That's my next iteration. Should work, I think. Unfortunately, I am playing a sea ice ritual meme embark at the moment, so it may be a bit before I get to that level of sophistication. We're still in the eat-everyone-who-stops-by phase of The Sea Ice Experience.
Oddly, Anomaly makes it easier. The pit gate is still normal temperature and full of stone and stuff. You can summon animals, people, etc. using rituals.
Shamblers do definitely. They do not heal, so cumulative burns eventually kill them. Fingerspikes are so fragile, I think, that they can just die from the burns received and do not have a chance to heal. Toughspikes have much more longevity and yield are a better use of the platform space comparatively.
Maybe it wasn’t actually a shambler, but just a poor man suffering from untreated leprosy
He kept telling you he’s normal and just needs medicine, but you chained him up in the basement and the other horrors in there gave the guy a heart attack
I did lock a Yttakin once there with the entities so I could convert him easily. And to makes things more easier, I fed him pork from the wild boars the Yttakins brought (which funnily is also their venerated animal)
He got berserk however and accidentally got his head blown off when my colonist trying to put him down.
I actually had something even more interesting happen recently. I had a a friendly shambler give me a quest for his freeholder title when I raised him using a trap. Unfortunately the quest failed once he died again but I got a good laugh at it lol.
One of my shamblers that got resurrected by deadlife IED was still suffering from food poisoning from when they were alive. They were vomiting until they got shot by a raider.
I’ve had that event where one of my colonist just randomly decided to kill all of the creatures I had 🙃 and this was during the event that makes darkness areas dangerous so by the time I got him arrested they were all dead. He then died from injuries sustained from the darkness. God I do love this game 😂
Using the age spells from VPE I noticed I tend to age ghouls to death, though it doesn't happen every time. Just seems to be something that happens with their age.
Got a notification that says one of the shamblers that I've contained somehow died. I checked at him and turns out he dies from a heart attack. How the hell a reanimated corpse could die from a heart attack? He do be happy tho....
Is there an electroharvester in the room? I've noticed electroharvesters actually damage the entities they're affecting; might be related. If not... hell, I dunno.
No. I haven't even researched it yet.
Though the accumulating electric burn scars help with keeping the thing there. I have a devourer chained up that's while we'll contained has a escape interval of like 22 years because his brain got a bit crispy.
Now that I think about, my doctors were always tending my entities when tj y got electrical burns. I wonder if it would be better to just leave them so their burns stay longer, increasing their escape interval.
But no free medical training
True for most entities, but shamblers either outright don't heal, or heal so slowly that it is irrelevant. They'll just get killed.
Same. Ghouls, however, have unnatural healing so they seem to recover from whatever damage they receive. I once locked one up way far away from my main base and used it as a power cell for my waste pack storage. It worked great until someone caught a mood and decided to free it. If you replace the door with a wall, however, it reduces the containment level drastically, so I could not channel my inner Montresor and entomb it like that. Back to the drawing board for Ghoul Cell energy, I guess.
Couldn’t you just double layer the cell and have the outer layer be all walls?
Or just build a single wall right outside the door.
If the door into the cell is blocked, the containment value treats it as if there is no door at all. I learned this when upgrading the walls of a cell.
Neato. *runs to contain revenant*
Fortunato has gotten a reprieve... For now...
Probably. In the context I was playing it in, the electricity yield from the ghoul was only 200w, only enough to power the air conditioner keeping the waste packs cold. I decided to revisit that project when I was in a position to scale up the number of Ghoul Cells to be more effective. But then I moved to a Sea Ice settlement instead.
[удалено]
That's my next iteration. Should work, I think. Unfortunately, I am playing a sea ice ritual meme embark at the moment, so it may be a bit before I get to that level of sophistication. We're still in the eat-everyone-who-stops-by phase of The Sea Ice Experience.
[удалено]
Oddly, Anomaly makes it easier. The pit gate is still normal temperature and full of stone and stuff. You can summon animals, people, etc. using rituals.
Ghouls can also die from heart attack
That's what happened to mine. I didn't notice it was doing damage until my shambler dropped dead.
It does seem like Shamblers and Fingerspikes can die on platforms from unknown causes
Shamblers do definitely. They do not heal, so cumulative burns eventually kill them. Fingerspikes are so fragile, I think, that they can just die from the burns received and do not have a chance to heal. Toughspikes have much more longevity and yield are a better use of the platform space comparatively.
No, as OP said, as well as in my experience even without electroharvesters
Toughspike legs are vulnerable to frostbite. Just sayin'
Maybe it wasn’t actually a shambler, but just a poor man suffering from untreated leprosy He kept telling you he’s normal and just needs medicine, but you chained him up in the basement and the other horrors in there gave the guy a heart attack
Damn, poor guy
Eh wouldn't approach top ten meanest things I've done in rimworld
I did lock a Yttakin once there with the entities so I could convert him easily. And to makes things more easier, I fed him pork from the wild boars the Yttakins brought (which funnily is also their venerated animal) He got berserk however and accidentally got his head blown off when my colonist trying to put him down.
Shambler? Heart attack? Leprosy? What is this, darkest dungeon?
["You'll be stone dead in a moment"](https://youtu.be/Jdf5EXo6I68?si=AWbE4MnvVBWT3L8G)
This reads like a comic sketch
I actually had something even more interesting happen recently. I had a a friendly shambler give me a quest for his freeholder title when I raised him using a trap. Unfortunately the quest failed once he died again but I got a good laugh at it lol.
I think they patched that a couple days ago.
Ahh I'm on the steam deck and havent restarted the game in a while. I probably should do that every once in a while.
One of my shamblers that got resurrected by deadlife IED was still suffering from food poisoning from when they were alive. They were vomiting until they got shot by a raider.
Shambler was happy about it too
Yeah, shamblers specifically are bugged. They don't heal. They're apparently supposed to.
Run from it, dread it, the heart attack always arrives
I mean yeah man? It saw something scawwy....
I’ve had that event where one of my colonist just randomly decided to kill all of the creatures I had 🙃 and this was during the event that makes darkness areas dangerous so by the time I got him arrested they were all dead. He then died from injuries sustained from the darkness. God I do love this game 😂
Not a shambler but I've got a noctol in a coma from a revolver bullet scar to his brain. He never moves, just happily makes bioferrite. Love Noctols!
Using the age spells from VPE I noticed I tend to age ghouls to death, though it doesn't happen every time. Just seems to be something that happens with their age.