RimWorld

RimWorld

Kill For Me
431 Comments
Protok 2 Oct @ 12:59am 
Today I defend a colony by KFM animals in 3 groups. My pawns was away and thought it would be harder then it was. 9285 points of mechs raid was defeated with ease. KFM is fun!

P.S. please make a bottom/right corner button to Hide Icons on/off option.
NinjaBeest 16 Sep @ 11:42pm 
Should I put kill for me and hunt for me after all the dlc too or just after core?
Saobie 23 Aug @ 5:31pm 
Im probably doing something wrong, but none of my mod animals are using their ranged attacks (Gallatross, Junglelsk, etc). Iv disabled supervised mode, and made sure ranged attacks were enabled. Neither seems to have an affect. The mod is loaded directly after HugsLib
grandtran 14 Aug @ 9:22am 
love the mod, is there a way to quickly select a pack instead of manually selecting them individually?
Draco Sicarius 1 Aug @ 2:38pm 
@Cargo - I mean, it says it'll do that in the mod description. It's also not supposed to do that until after the animal has had it's Kill training completed, meaning you have plenty of time to disable the setting. So it's kind of your fault not the mod's if you messed up your animal bonding. Also, many people prefer to have bonding removed for kill-trained animals so if they die it doesn't impact your colonists as severely.
Cargo 1 Aug @ 12:32pm 
WARNING this mod defaults to RETROACTIVELY deleting Bonds from trained animals.
It's absolutely heinous to default to an option that damages saves.
aef8234 29 Jul @ 9:31pm 
Considering odyssey, is there a way for you to bring a "rally point" in a gravship? So far, any rally points made won't transfer when the gravship launches and moves maps.
rwll 23 Jul @ 9:11pm 
hoh yeah! o7
Annae~ 23 Jul @ 8:48am 
Thanks so so much for updating! <3
Mystilia 23 Jul @ 7:44am 
Thank you so much for updating!!
Latex Santa 22 Jul @ 1:00pm 
@aRandomKiwi
At last, combat animals are usable for me once more, thanks to this mod. Thank you so much.
Draco Sicarius 22 Jul @ 12:54pm 
Oh wow wow thank you so much! :slimehappy:
aRandomKiwi  [author] 22 Jul @ 12:45pm 
:ai_wormhole: Update 1.6.7 :ai_wormhole:

-Add Rimworld 1.6 support

Note : Most of the basic features under 1.6 were tested, should work as on 1.5, however I have not tested it with Odyssey as i don't own it, but it should theoretically work too.

Thanks to @Dracco Sicarius for his donation.
BlueLeafy 22 Jul @ 11:26am 
Draftable Animals isn't updated either. I checked. :(
Latex Santa 22 Jul @ 11:20am 
@BlueLeafy
Without this mod and when I replace caravan animals with trucks or aircraft, I have no use for the Animal skill.
With this mod, I suddenly feel like having battle animals. Well, this or Draftable Animals.
BlueLeafy 22 Jul @ 4:08am 
The stark realization that without this mod, my pawns HAVE to go into battle themselves was pretty horrible, haha. Time for the training wheels to come off, I suppose. Thank you for the fun ride we've had until now!
LZIM 20 Jul @ 7:27pm 
o7
Annae~ 19 Jul @ 4:10pm 
hello :) please update to 1.6 if you can. miss this mod so much <3
Tyberion 14 Jul @ 7:31am 
1.6 ?
Draco Sicarius 12 Jul @ 5:51pm 
Ok after checking out how the attack target command works (it is NOT the same as drafting a pawn), there is 100% still a solid use case for this mod. Basically what the attack target training works is if the animal is within a (rather short radius) of their master the master can direct them to attack a target. There is no 'pack' functionality, there is no send critters out to longer distances to help fight, and if the master of those animals is downed or unavailable to direct them, they're completely useless without the mod. Not to mention, the special training attribute is only available with Odyssey anyways so you're SoL if you don't want the DLC.

So, in conclusion for this Ted talk, please do update this mod for 1.6 :gk_heart:
Draco Sicarius 11 Jul @ 3:46pm 
This mod would still be nice since it lets you wipe the bonds on animals. I have 3 of my danged Thrumbos bonded on accident
坦克人占占占 11 Jul @ 7:26am 
I remember that in version 1.6 or a DLC you can draft animals, so maybe this mod isn't necessary. But still, thank you to the author for your work.
Draco Sicarius 30 Jun @ 8:18pm 
Will this get a 1.6 update? I aspire to once again have animals that are good for more than meat shields and produce.
CurtimusPrime92 16 Feb @ 7:24am 
reassign button isn't working get a "tried to create float menu with no options" error
CurtimusPrime92 16 Feb @ 7:23am 
can i manually set pack leader instead of RNG choosing for me?
Beschi 4 Jan @ 2:29am 
@The Viral Divinity One alone should work. Do you have set a "collecton point" (sorry, I play in a differnet language)? Without it will not work.
The Viral Divinity 3 Jan @ 11:43pm 
no idea what's suddenly breaking this mod, haven't had any issues until today
The Viral Divinity 3 Jan @ 11:33pm 
Actually after trying to re-enable the pack icons out of curiosity, they don't show, so clearly the creature doesn't properly register as being in the pack.
The Viral Divinity 3 Jan @ 11:28pm 
Do you have to have a pack leader in order for kill commands to go through? I have one member in a pack, set to supervised mode, and they don't ever kill anything that I mark, I don't want to have to use the force one.
Beschi 2 Nov, 2024 @ 3:17am 
@Futstub In the MOD settings -> global settings -> must be the second entry (I play in german: "Rudelsymbole ausblenden")
Futstub 1 Nov, 2024 @ 1:07pm 
WIll they forever have those colorfull buttons over them with this mod or can you turn those off?
Dillsonofthedales 5 Sep, 2024 @ 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, 2024 @ 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, 2024 @ 7:01am 
Will this work with the insectoids from VFE-Insectoids 2?
Jet 7 Jul, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 7:31am 
nice
red 23 Apr, 2024 @ 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, 2024 @ 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, 2024 @ 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.
Roostercat 19 Apr, 2024 @ 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, 2024 @ 2:32pm 
yeah me too i love this mod so much
red 16 Apr, 2024 @ 2:13pm 
I didn't realize how dependent I was on this mod until I didn't have it.
Draco Sicarius 16 Apr, 2024 @ 7:57am 
@Dingo Ananas - 1.5 update?
asleepsheep 15 Apr, 2024 @ 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, 2024 @ 1:07pm 
1.5