Difference between revisions of "Kill satiety"

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(Created page with "{{Biotech}} {{Stub|reason= General - tables, times til, analysis etc}} {{About|the need from the Kill thirst gene|the "kill thirst" persona weapon trait|...")
 
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== Need threshold ==  
 
== Need threshold ==  
 +
{{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%.  
  

Revision as of 05:11, 27 February 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,

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.

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%.