Kill satiety

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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. You can view the kill satiety need of any affected human by viewing the "Kill satiety" bar and the corresponding mouseover text in the Needs tab.

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 by 0.00833% every 150 ticks (2.5 secs), equivalent to 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. A melee attack with a ranged weapon does not work. Nor does executing a pawn, if the executioner is carrying a ranged weapon.

Threshold Thought Real time in state[1] Game time in state[2] Real time since 100% Kill satiety [3] Game time since 100% Kill satiety [4]
100% - 31% <None> 1,260,000 ticks (350 mins) 1,260,000 ticks (21 in-game days) - -
30% - 28% −4 Kill thirst mood 36,000 ticks (10 mins) 36,000 ticks (14.4 in-game hours) 1,296,000 ticks (360 mins) 1,296,000 ticks (21.6 in-game days)
27% - 26% −5 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,332,000 ticks (370 mins) 1,332,000 ticks (22.2 in-game days)
25% - 24% −6 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,368,000 ticks (380 mins) 1,368,000 ticks (22.8 in-game days)
23% - 22% −7 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,404,000 ticks (390 mins) 1,404,000 ticks (23.4 in-game days)
21% - 20% −8 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,440,000 ticks (400 mins) 1,440,000 ticks (24 in-game days)
19% - 18% −9 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,476,000 ticks (410 mins) 1,476,000 ticks (24.6 in-game days)
17% - 16% −10 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,512,000 ticks (420 mins) 1,512,000 ticks (25.2 in-game days)
15% - 13% −11 Kill thirst mood 36,000 ticks (10 mins) 36,000 ticks (14.4 in-game hours) 1,566,000 ticks (435 mins) 1,566,000 ticks (26.1 in-game days)
12% - 11% −12 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,602,000 ticks (445 mins) 1,602,000 ticks (26.7 in-game days)
10% - 9% −13 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,638,000 ticks (455 mins) 1,638,000 ticks (27.3 in-game days)
8% - 7% −14 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,674,000 ticks (465 mins) 1,674,000 ticks (27.9 in-game days)
6% - 5% −15 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,710,000 ticks (475 mins) 1,710,000 ticks (28.5 in-game days)
4% - 3% −16 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,746,000 ticks (485 mins) 1,746,000 ticks (29.1 in-game days)
2% - 1% −17 Kill thirst mood 18,000 ticks (5 mins) 18,000 ticks (7.2 in-game hours) 1,782,000 ticks (495 mins) 1,782,000 ticks (29.7 in-game days)
0% −18 Kill thirst mood - - 1,800,000 ticks (500 mins) 1,800,000 ticks (2 quadrums)
  1. Real time spent in the state before crossing the lower threshold, assuming no Kill satiety is gained
  2. Game time spent in the state before crossing the lower threshold, assuming no Kill satiety is gained
  3. Real time spent before entering the state, assuming no Kill satiety is gained and the starting Kill satiety is 100%
  4. Game time spent before entering the state, assuming no Kill satiety is gained and the starting Kill satiety is 100%


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 linearly 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.