|This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled.
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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. Despite the similarity in name and mechanics, it has no connection with the Kill thirst persona weapon trait.
|This section is a stub. You can help RimWorld Wiki by expanding it. 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, and prisoners. Pawns from other factions such as raiders or in 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.
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%.
- Biotech DLC Release - Introduced.
- 1.4.3555 - Fix: Kills with body part weapons like knee spike and power claw don't satisfy kill satiety.