RimWorld

RimWorld

534 ratings
War Crimes Expanded 2 Core (Updated)
4
4
2
3
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
6.757 MB
8 Sep, 2023 @ 4:35pm
17 Aug @ 3:41pm
8 Change Notes ( view )

Subscribe to download
War Crimes Expanded 2 Core (Updated)

Description
This is a version of Crustypeanut's War Crimes Expanded 2 Core, and credit for the mod goes to him. Given that the original version appears to have been left on hiatus, this copy has been made to fix a handful of bugs in the original.

* Mutilations for removing eyes, ears, nose, and other things on the face no longer removes the head if you are playing with Combat Extended
* Making trauma savant works again. Of course, it's an imprecise art, so if you don't succeed, keep trying!
* Removing the EMP killswitch now works properly
* Fixed an issue in which the recipe for removing the healing inhibitor was erroneously labelled as removing stomach clamp
* Fixed the message for removing the pain amplifier mentioning removing sleep deprivators instead

* Updated the descriptions (grammar, correctness, etc), fixed spelling errors, etc for nearly every torture, recipe, and def
* Added five new tortures: puncturing eyes and ears, knee- and elbow- capping, and mangling feet

The description of the original mod follows below.
------------------------------------------------------------

War Crimes Expanded 2: Core for Rimworld 1.4 is here!

Expand your ability to hurt friend and foe alike with a variety of new and fun activities for the whole family! Practice your sewing, your woodworking, and your brain surgery all in one easy to use mod! They won’t even feel it!

(Disclaimer: They will actually feel it.)

------------------------------------------------------------

War Crimes Expanded 2 further expands on Rimworld’s already plentiful war crimes by adding a variety of new torturous implants and operations to perform on your colonists, prisoners, enemies, and friends alike. Operations in this mod are designed around causing pain and/or suffering, but also.. Lots of experience for the doctors doing it.

Torture in War Crimes Expanded 2 comes in four flavors: Mutilations, Surgeries, Implants, and Growths. Unlike the previous version, pawns properly hate their torturers, and pawns who dislike torture hate those who do it. Conversely, those who like being tortured or like torture, like those who do it! And of course, as is proper, all torturous acts are proper war crimes and factions will hate you for doing it to their people!

Mutilations are the first major branch of torture. These include, but are not limited to: hacking off limbs, gouging out eyes, cutting off ears, burning their face in acid, and branding them with a red hot poker. Every single one of these operations causes injuries that must be healed as if the pawn was attacked - the most common are cuts, but burns and bruises happen as well. Be careful when disfiguring their face with acid! You might melt an eye or ear off.. You can also make someone a trauma savant by bashing their head in! It rarely works, so you’ll have to keep trying! More often than not it will just cause someone to be half-brain dead than become a savant. And be careful doing too many attempts at once or you’ll cave their skull in!

Surgeries are the next branch and they tend to be more scientific or useful in nature. The first, and classic, is of course simply to practice surgery, cutting a pawn open in interesting ways. This gives a good amount of medical experience. The second is an advanced form of that: Vivisection. Perform this and they’ll be left with their organs exposed and bleeding profusely - you can’t bandage them, and the only way to help them survive is to stitch them back up! You can also put someone in an artificial coma for a variety of reasons and perform lobotomies on someone. Lobotomies are a powerful tool to make a near-mindless slave. They have an extremely high failure rate, which causes death 100% of the time, but those who survive make absolutely excellent slaves.

Thirdly we have Implants! Implants are just that - implanted modifications to a pawn. Some of these are less permanent than others, being easily removable - others are less so, being difficult-to-remove organ modifications. Unlike mutilations, these are not curable by healer mech serums, so don’t bother trying. If you really want the modification gone, replace the part! Implants include suturing their eyes and mouth shut, implanting painful steel spikes into their torso, and a number of organ-based implants. Greatly increase their aggressiveness with the Aggression Amplifier, never let them get another good night’s rest with the Sleep Deprivator, or make them vomit constantly with the Stomach Clamp. Perhaps instead you’ll want to amplify the amount of pain they feel with the Pain Amplifier, or just cause them constant anxiety and panic attacks with the Panic Inducer. You can even control their heart functions with the Heart Irregulator.. But don’t be surprised if they die from all of the heart attacks they’ll get. The higher-tech organ modifications require organ modification kits. In addition, most of them also add a weakness to EMP damage - the specific effects are different for each implant.

Growths: There are currently two types of growths - the Neutroamine Incubator and the Growth Stimulator. Neutroamine growths allow a doctor to grow neutroamine inside a patient for ‘milking’. These sacs grow until they reach a point where they appear visible on a patient’s arms and legs and require ‘extraction’ into valuable Neutroamine. Due to recent advances in this technology, the arms and legs are no longer destroyed in the process, and the pawn can be milked again and again. And again. And again. However, death seems to always occur around 5 years of enduring this process. The growth stimulator, meanwhile, forces meaty growths on a patient. After a time, these growths will spread along their arms, legs, and head and engorge them. If left to mature, they’ll greatly increase the amount of meat and leather you get from the pawn after butchering them. This process kills the pawn in about 30 days, but at least it provides delicious products upon expiration. However, its not the most efficient use of food in general, as hunger overtakes the pawn going through this process and they eat ravenously. Its better for those with.. specific tastes, instead.

Lastly, there are precepts! Those without Ideology or those using the Classic mode have a precept where pawns don’t generally like torture; Those with Ideology gain access to six new precepts revolving around how their ideology views torture.


--------------------------------------------------

To-do List:

Work on the submods! Wee!


--------------------------------------------------

Compatibilities:

It’s a relatively lightweight mod that just targets basic limbs (torso, brain, heart, etc), so unless a mod completely screws with those then it should work fine. It also patches all of the NPC pawns that exist to include a chance for these implants to appear on all them.

New C# coding does not affect old code (no Harmony patches) sooooo it should work alright? I hope!


CE Compatible!

--------------------------------------------------

Special Thanks to:

Luizi, who made the original preview art!

Everyone on the Rimworld Discord for giving me ideas and feedback, all while cackling like lunatics while we envisioned more horrible ways to treat our pawns.

<3

Like my mods? Consider supporting me with delicious caffeine![ko-fi.com]
188 Comments
Maverick 29 Aug @ 11:39am 
Love ur mod, but wait a sec where's castration? A Ck player really want this to be add in the game :HappyMoonman:
Mersid  [author] 27 Aug @ 4:32pm 
Yeah, industrial medicine is the base required level for growth extraction.
Fredrik 25 Aug @ 11:11am 
Im getting a messeage that says i cant use herbal meds for extracting neutroamine growths, can only do it with normal meds. Is that a feature or a bug?
Theneoseraphim 24 Aug @ 2:50pm 
Add an airlock execution option?
Hawkins 18 Aug @ 1:52am 
im judging myself for clicking subscribe...
Mersid  [author] 17 Aug @ 4:32pm 
1.5 and 1.6:
Added Alpha Memes support. Their Sadist meme will have torture as always a precept.

1.6 updates:
Tortures and mutilations now work on creepjoiners.
Re-added neutroamine and meaty growths. Growths can be harvested via surgery for drops, or killed and butchered.
Dotato1205 16 Aug @ 10:24pm 
why i cant find it on the research
Grimmas 13 Aug @ 6:43pm 
It seems the fine senators of the republic are upstanding citizens indeed, because loading this mod together with Vanilla Factions Expanded - Classical causes errors during worldgen.

To reproduce, load these two mods together and roll new maps. The error happens once the planet is generated. Sometimes it takes 2-3 tries though.

Hugslib log is here [gist.github.com] but because the log is missing the stacktrace for some reason I uploaded that separately here [pastebin.com].
irenenyx 12 Aug @ 7:24pm 
It would be nice if we could use prisoners or slaves from the colony as test subjects for the anomalies in the Anomaly DLC and that would give us more research points.
The History Prospector 11 Aug @ 6:54pm 
I love my wholesome cat profile picture, and this is what I spend my time on