Difference between revisions of "Kill satiety"

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== Need changes ==
 
== Need changes ==
 
{{Stub|section=1|reason=What counts for reset? Surgical euthanasia, ritual sacrifice, wildman hunting slaughter?}}
 
{{Stub|section=1|reason=What counts for reset? Surgical euthanasia, ritual sacrifice, wildman hunting slaughter?}}
The need only becomes active after age 13. It is only active on colonists, [[slaves]],{{IdeologyIcon}} and [[prisoners]]. Pawns from other factions such as [[raiders]] or in caravans{{Check Tag|Clarification needed|Is it "NPCs such as raiders" and "pawns in caravans" or is it "pawns from other factions, such as raiders or those in trade caravans"}} do not have the need active, even if the gene is present.  
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The need only becomes active after age 13. It is only active on colonists, [[slaves]],{{IdeologyIcon}} and [[prisoners]]. Pawns from other factions such as [[raiders]] or in caravans{{Check Tag|Clarification needed|Is it 'NPCs such as raiders' and 'pawns in caravans' or is it 'pawns from other factions, such as raiders or those in trade caravans'}} 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.
 
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.

Revision as of 05:03, 14 December 2023

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

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

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%.

Version history