Stayin' Alive - CPR & Resuscitation
Adds CPR. When a pawn dies, you get a short window to bring them back before they're gone for good. ★ How it works - Right-click a fresh corpse with a doctor selected to attempt CPR. The success chance is shown up front. - The window lasts about an hour in-game. Cold bodies keep
Adds CPR. When a pawn dies, you get a short window to bring them back before they're gone for good.
★ How it works
- Right-click a fresh corpse with a doctor selected to attempt CPR. The success chance is shown up front.
- The window lasts about an hour in-game. Cold bodies keep much longer, hot ones spoil fast
- Each failed attempt drops the odds. Medicine is used up every try, and better medicine means better odds.
- Build a defibrillator for +30% on nearby attempts.
- Nobody comes back clean: cracked ribs, a few days of weakness, and possible permanent brain damage if you waited too long.
- No brain, no revival. Rotten and desiccated corpses are a lost cause. Missing limbs stay missing.
- Works on animals too. Can be turned off in settings.
- Revived raiders wake up unconscious, so you can capture them instead of fighting them twice.
- The colony remembers. The pawn you saved likes their doctor, bystanders get a mood buff, and factions appreciate you reviving their people.
★ Balance
Resurrector mech serums are still strictly better - this is the desperate option, not a replacement. Window length, base chance, attempt penalty, brain damage and animals are all tunable in mod settings.
★ Compatibility
- No Harmony patches. No dependencies.
- Safe to add mid-save. Safe to remove, revived pawns just keep their scars.
- Should work alongside pretty much anything, including CE