1,316 ratings
Kill For Me
Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
5.758 MB
Jan 19, 2019 @ 5:35pm
Nov 2, 2022 @ 2:11pm
47 Change Notes ( view )

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Kill For Me

In 1 collection by aRandomKiwi
aRandomKiwi's mods
12 items

Teach your animals to kill enemies in packs

Unlike vanilla release animal training, you do not risk life of colonists, get full controls over your packs movements (and therefore the ability to create attack strategies) and choosing targets to kill plus many other advantages and customizations (attack buildings, ranged attack support for modded animals, bonus attack system, hierarchy system...).

Please watch the tutorial video and read the FAQ topic to use the mod correctly.


It is adviced to place Kill For Me just after HugsLib or Core.

For players having weird bugs, non attacking animals in their pack, or animals which try to kill already killed targets, most of the time this comes from a bad mod order caused by some unknown mods incompatibilities, to solve this issue, try bring kill for me just after HugsLib (if you have it) otherwise just after the Core and retry it should fix your issue.

Note : If you have Hunt For Me too please bring it too in the same order that currently (eg : Core > HugsLib > (Kill For Me > Hunt For Me) or (Hunt For Me > Kill For Me if it was in this order) )

  • Animals can be drafted in packs and easily controlled
  • Packs can automatically attack every threat on the map (disabled by default)
  • Animals packs can kill only designated targets (with supervised mode enabled in settings (by default and by pack))
  • Bonding is automatically removed from animals that have learned to kill (can be disabled in settings)
  • Animals will use ranged attacks if possible (moded animals)
  • Up to 10 available packs
  • A hierarchy system in packs with attack bonuses (can be disabled)
  • Terminator mode, animals do not flee when they get hurt (disabled by default)
  • All animals can learn to kill in pack (disabled by default)
  • You can whitelist ennemies (usefull in not supervised mode), packs will not attack them
  • You can target all buildings with your packs (disabled by default)
  • You can target your own animals and colonists with packs (disabled by default)
  • Fully customizable (attack till death of enemies, hide pack icons...)

Tested without issues with the followings animals mods :
  • Hunt For Me (for existing saves see "Notes" section)
  • Animals Logic
  • Animal Tab
  • Vanilla animals overhaul reloaded
  • A dog said
  • Animal gear
  • Alpha animals
  • Call of Cthulhu mods (packs can attack by default the Ctholian sink holes)
  • Dinosauria: A Rimworld Mod
  • Genetic Rim
  • Flommel
  • Wild Pokémon
  • L-Slimes
  • MegaFauna
  • Better Pawn Control

Note : Dont hesitate to contribute and send better/missing translations files.

1.6.5 rev2

Enjoy my mods and like me to continue updating ?
Please consider buying me a kiwi on Ko-Fi or at least put a like :)


Popular Discussions View All (3)
Oct 3 @ 6:23pm
Oct 4 @ 3:33am
Mar 16, 2019 @ 8:12am
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G2dP Aug 31 @ 4:15pm 
I solved my own stupid question.. I guess I should have "Terminator mode" enabled.. lost 10 of my animals because they started fleeing.
G2dP Aug 31 @ 12:32pm 
Is there a setting to make animals not flee? I had a group of 10 Groundrunners from the alpha animals mod. After they engaged the enemy and the first shot was shot 7 of them all just started fleeing.
Dillsonofthedales May 27 @ 1:28pm 
Not sure if this was asked or available,but is it possible to configure how many times an animal must be trained to teach it to kill? like lowering the number from 9. I run rim of magic and my pawn is a necromancer. id like to have an undead animal army,as i dont like clogging up my screen with colonist profiles
_♣Caligula♣_ Apr 30 @ 2:34am 
How to remove an animal from a pack?
Don´t want it to be included in an attack of the pack.
name Jeff Jan 27 @ 12:23am 
theres a massive TPS drop from the errors from this mod, especially after using the "kill" gizmo on buildings like hives.
The Worm Burner Jan 12 @ 2:10am 
not trying to add to the noise but I've noticed in the video "demo team" it seems all pawns in the pack are assigned the same target. There dosen't seem to be independent behaviour from the pack in that video.. unlike the "finish raid in 30 sec" videos, where they target independently. Although the pack is being actively shot at by enemies in those videos as well but it seems weird that they criss cross a building all trying to attack the same cell at the same time. I've looked back in comments and ppl seem generally happy with this mod tho, Ive noticed that too.
Evono Dec 9, 2022 @ 1:53pm 
Still getting errors from this mod even on an entirely fresh autotest full colony.
Evono Nov 23, 2022 @ 8:02am 
Ye getting Hundreds of errors from this mod https://gist.github.com/07641395d58c1e6cfae03fe48b681a68
Evono Nov 23, 2022 @ 4:24am 
@velxra where did you make this screenshot ? my ingame debug log looks heavily different.
Also getting tons of errors from your mods https://gist.github.com/25e2db006cd2f88491bb2467769a4ecb