RimWorld

RimWorld

Kill For Me
403 Comments
Beschi 2 Nov @ 3:17am 
@Futstub In the MOD settings -> global settings -> must be the second entry (I play in german: "Rudelsymbole ausblenden")
Futstub 1 Nov @ 1:07pm 
WIll they forever have those colorfull buttons over them with this mod or can you turn those off?
Dillsonofthedales 5 Sep @ 4:24am 
Is it possible to lower the required amount of training from 9 to a set number? i run it with rim of magic,with a necromancer and an undead animal army,but training takes forever
[The] Force 30 Aug @ 6:16pm 
Happy* to report this does, in fact, work with Insectoids from VFE-Insectoids 2 if you use something like Character Editor to train them in Killing (because they can't be trained normally.
Maty the Fluff :3 25 Aug @ 7:01am 
Will this work with the insectoids from VFE-Insectoids 2?
Jet 7 Jul @ 3:27pm 
every time i set the animals to attack they all gather somewhere on the map. how do i stop that and just make them attack the target
Shayne 5 Jul @ 2:12pm 
Also, the Reassign Leader button when clicking on an animal only allows switching between another pack's leader, even though the tooltip implies you can switch the leader to any other pack - I only get options for packs that already have leaders.
Shayne 5 Jul @ 2:07pm 
Is there a way to remove an animal as a leader? I want to switch certain leaders to other colors but can't because they're already a leader?
Kingdano222 17 May @ 12:33pm 
hey is there any way that you can add this feature to ghouls ?? would be amazing to have a gang of ghouls purging your tile for you
aztecrabbit 10 May @ 9:41pm 
Hi, can you add this features

1. Automatic kill predator for some colored pack

Red pack will kill all predator in the map (including infestation, but not hostile human or animal)

2. Automatic set colored pack for some animal race

- Warg to Red pack
- Husky to White pack
- Default to Green pack (can be changed)
Ionfrigate12345 2 May @ 10:17pm 
Hi,

Love this mod for giving combat animals a real balance (which is pretty weak now compared with mechs and ghouls).

BTW I fixed a Chinese translation in game setting, the animal bonding disabled/enabled when finishing training has a non-relevant Chinese text. "禁用动物作战(包括已下令)" has nothing to do with animal bonding. The new text: "动物攻击训练完成后移除牵绊"

Please check your pull requests in github.
超赛神 28 Apr @ 7:31am 
nice
red 23 Apr @ 9:57am 
I'm thrilled to have this mod updated for 1.5, but I have since discovered that when it is active, my animals which are trained to kill cannot eat or sleep (they try and then interrupt themselves without finishing in a continuous loop).

It only affects animals trained to kill, and flicking off "allowed to kill" in the animals tab resolves the problem. That's a decent workaround for the time being.

Turning on dev logs didn't show anything, but I'm happy to investigate if there's anything the mod author would like me to try. It could certainly be a mod interaction.
Georgette Alexandra 21 Apr @ 7:49am 
I have been waiting for this mod to update before I played again - so grateful, thank you so much for updating. This is in my top 10 Rimworld mods - can't imagine playing without a pack of murder bears.
aRandomKiwi  [author] 21 Apr @ 5:01am 
:ai_wormhole: Update 1.6.6 :ai_wormhole:

-Add Rimworld 1.5 support
-Improved accessibility of settings

Thanks to @MaxxaM for his donation.
John Helldiver 19 Apr @ 8:40am 
closest thing to this I can currently think of is the implant in Vanilla Genetics Expanded that lets you draft animals its implanted in
limitlesspc 17 Apr @ 2:32pm 
yeah me too i love this mod so much
red 16 Apr @ 2:13pm 
I didn't realize how dependent I was on this mod until I didn't have it.
Draco Sicarius 16 Apr @ 7:57am 
@Dingo Ananas - 1.5 update?
asleepsheep 15 Apr @ 3:05pm 
this mod is so essential to my game i miss it more than i miss my wife. i will be watching for 1.5 <3333
Ŧгєєzє 12 Apr @ 1:07pm 
1.5
TheSparrowOfRealms 5 Jan @ 9:13am 
Does anyone know a safe modern counterpart to this mod now a days? I really miss being able to have it in my packs
G2dP 31 Aug, 2023 @ 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 31 Aug, 2023 @ 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 27 May, 2023 @ 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♣_ 30 Apr, 2023 @ 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 27 Jan, 2023 @ 12:23am 
theres a massive TPS drop from the errors from this mod, especially after using the "kill" gizmo on buildings like hives.
Bong Cena 12 Jan, 2023 @ 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 9 Dec, 2022 @ 1:53pm 
Still getting errors from this mod even on an entirely fresh autotest full colony.
Evono 23 Nov, 2022 @ 8:02am 
Ye getting Hundreds of errors from this mod https://gist.github.com/07641395d58c1e6cfae03fe48b681a68
Evono 23 Nov, 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
Velxra 9 Nov, 2022 @ 10:03am 
getting a pretty strong series of errors from this now

https://i.imgur.com/BpMzzMz.png
JamesterXC 8 Nov, 2022 @ 11:17pm 
thank you love your mods :)
Annae~ 3 Nov, 2022 @ 11:47am 
Thank you so so much for the update! I really appreciate it! :)
Kyrox 3 Nov, 2022 @ 8:44am 
Must have mod for any playthrough. Thanks for the update ♥
Hiddennight 3 Nov, 2022 @ 6:02am 
Appreciate it my husky swarm is now useful and comical to just imagine 80 huskies running down some guy
Evono 3 Nov, 2022 @ 12:50am 
THANKS animals plain suck without this mod !
Draco Sicarius 2 Nov, 2022 @ 7:57pm 
Bless the great and powerful Kiwi :friendinneed:
Vepd1 2 Nov, 2022 @ 4:43pm 
Thank you for all of your hard work. I reaaly appreaciate it
Useless Lesbian 2 Nov, 2022 @ 2:55pm 
thank you so much for the update!!
Aryaltel 2 Nov, 2022 @ 2:53pm 
Thank you for the update! :fhappy:
Deep Fried Elf 2 Nov, 2022 @ 2:28pm 
Thank you for your hard work.
aRandomKiwi  [author] 2 Nov, 2022 @ 2:13pm 
@all : Updated for Rimworld 1.4.
Draco Sicarius 1 Nov, 2022 @ 3:47pm 
This mod is a must have for anyone wanting to do a rancher or even a "pacifist" play through.
Useless Lesbian 1 Nov, 2022 @ 2:50pm 
As someone who always ends up with tons of animals because I cannot control myself, I can barely get myself to play without this mod :')
[OTG] crowwalker 1 Nov, 2022 @ 2:39pm 
One of my favorite mods. Have a colony with the help of animals has been running for many years in game. Hope to see it updated soon.
CloudDLuna 1 Nov, 2022 @ 8:27am 
Considering how draftable animals/draft everything tends not to work, this mod is a must with mods like genetics and other mods that add animals.
And I can really feel it missing from mod list.
Hiddennight 1 Nov, 2022 @ 1:26am 
Not seeing the rally point button in 1.4 hopefully this gets a update to 1.4 to make animals a bit more worth using
afarina 31 Oct, 2022 @ 1:25pm 
@Headinbagus, when you arrive at a tile out side of the colony you need to set a rally point for Kill for me to work.