RimWorld

RimWorld

1,037 ratings
Kill For Me
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Mod, 1.0, 1.1, 1.2, 1.3
File Size
Posted
Updated
2.997 MB
Jan 19, 2019 @ 5:35pm
Aug 23 @ 10:29am
46 Change Notes ( view )

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Kill For Me

In 1 collection by aRandomKiwi
aRandomKiwi's mods
12 items
Description



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.

[ko-fi.com]





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

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

[ko-fi.com]

[github.com]
Popular Discussions View All (3)
78
Oct 12 @ 4:47am
PINNED: [ BUG REPORTS ]
aRandomKiwi
25
Oct 7 @ 4:44pm
PINNED: [ FEATURE REQUESTS ]
aRandomKiwi
1
Mar 16, 2019 @ 8:12am
PINNED: [ FAQ ]
aRandomKiwi
< >
328 Comments
Ares Oct 10 @ 3:37pm 
Great mod! Small nitpick on the description, but in Features you have "whitelist enemies" but I believe you want "blacklist" instead. A blacklist is a list of items to ex clude, while a whitelist is a list of items to in clude. So you would normally blacklist enemies you don't want to attack and whitelist enemies you do want to attack (could've just been a typo idk).
Alundra Oct 10 @ 10:14am 
See if there's a friendly fire mod of some kind Flandre, this is a mod for animals hunting in groups, so if you use this don't send people hunting because there's no point as this mod lets animals do it for you :)
FlandreScarlet Oct 10 @ 8:00am 
Is there any way to prevent range attack animals from hitting their own people?
Alundra Oct 3 @ 12:06pm 
I love this but my stupid carnivore idiots keep hunting things I've marked as not kill when they're hungry.....especially baby animals. Can you please add some kind of check in that if it's marked as don't kill no colony animal will hunt it even for food?
Demonlord09 Sep 19 @ 12:19pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2606483806 <--- Screenshot of Red Error

https://gist.github.com/1553e745376b7891aa78bbf477385f7d <--- Hugslib_Log

This one showed up when a pawn ran into a trap.
Hans Sep 15 @ 10:59pm 
mhm it's compatible with jurasic rim? :D
Vartarhoz Sep 15 @ 6:42pm 
AI animal attacks mine to kill, I kill attacker "Innocent animal killed", okay I guess pawns shouldn't get involved in natures way.
Using pets to kill aggressive animal, it still says "Innocent animal killed" :steamfacepalm:
You expect me to watch my bonded animal get killed? What kind of "Animal Personhood" is this?
Damn, Rimworld may be awesome but its DLCs are crap.
Mst Aug 27 @ 2:13pm 
Should I keep RimPy's sorting order that places it somwhere in the first quarter (alphabetically) or is it better to force it to the top of the list? Right now everything seems to be working fine
ZzZombo Aug 23 @ 6:30pm 
This mod triggers an exception whenever a turret downs something: https://gist.github.com/ed95e3a1131e94cb4eac20b338bee003 .
Shadow Fox Aug 23 @ 2:00pm 
Can confirm the fix works and packs group just fine now, thank you very much.