Difference between revisions of "Kill satiety"

From RimWorld Wiki
Jump to navigation Jump to search
 
(3 intermediate revisions by 2 users not shown)
Line 14: Line 14:
 
{{Quote|Must kill... it has been too long since I have killed somebody up close and personal.|Kill thirst thought description}}
 
{{Quote|Must kill... it has been too long since I have killed somebody up close and personal.|Kill thirst thought description}}
 
A ''"Kill thirst"'' [[mood]] penalty is inflicted once the need drops to 30%. This starts at {{--|4}} and increasing as need drops to a maximum of {{--|18}} at 0%.  
 
A ''"Kill thirst"'' [[mood]] penalty is inflicted once the need drops to 30%. This starts at {{--|4}} and increasing as need drops to a maximum of {{--|18}} at 0%.  
 +
 +
== Analysis ==
 +
Kill thirst is a rather tedious gene to manage for colonies that don't raid frequently or much rather prefer using ranged weapons, fortunately it doesn't occur naturally outside the very rare custom xenotypes or trader genepacks, so kill satiety will be a rare issue and only ever self-inflicted.
 +
 +
To get rid of kill thirst you can try replacing the xenogerm if possible or using the pawn as a [[Human Resources|Human Resource]] especially if the pawn is incapable of violence where they will suffer an {{--|18}} mood constantly.
 +
 +
Otherwise, do caravan raids frequently, set your ranged pawns to hold fire to prevent kill stealing and let the desired pawn kill a enemy in melee combat and capture any prisoners regularly to be executed later by that pawn.
  
 
== Version history ==
 
== Version history ==

Latest revision as of 19:57, 5 November 2024

Kill satiety fulfills a built-in desire to do violence at close range to human victims. If it isn't satiated, the person will become very unhappy.

— Kill satiety description

The kill satiety need is the game mechanic that controls the need of Characters with the Kill thirst gene to kill other humans in melee combat. Despite the similarity in name and mechanics, it has no connection with the Kill thirst persona weapon trait.Content added by the Royalty DLC

Need changes[edit]

The need only becomes active after age 13. It is only active on colonists, slaves,Content added by the Ideology DLC and prisoners. Pawns from other factions such as raiders or in caravans[Clarification needed] do not have the need active, even if the gene is present.

The need decays at a rate of 3.33% per day. Killing a human in melee combat will fill the need to 100%. A ranged attack in melee range does not count, it must be a melee attack. Killing downed pawns counts.

Need threshold[edit]

Must kill... it has been too long since I have killed somebody up close and personal.

— Kill thirst thought description

A "Kill thirst" mood penalty is inflicted once the need drops to 30%. This starts at −4 and increasing as need drops to a maximum of −18 at 0%.

Analysis[edit]

Kill thirst is a rather tedious gene to manage for colonies that don't raid frequently or much rather prefer using ranged weapons, fortunately it doesn't occur naturally outside the very rare custom xenotypes or trader genepacks, so kill satiety will be a rare issue and only ever self-inflicted.

To get rid of kill thirst you can try replacing the xenogerm if possible or using the pawn as a Human Resource especially if the pawn is incapable of violence where they will suffer an −18 mood constantly.

Otherwise, do caravan raids frequently, set your ranged pawns to hold fire to prevent kill stealing and let the desired pawn kill a enemy in melee combat and capture any prisoners regularly to be executed later by that pawn.

Version history[edit]

  • Biotech DLC Release - Introduced.
  • 1.4.3555 - Fix: Kills with body part weapons like knee spike and power claw don't satisfy kill satiety.