RimWorld

RimWorld

137 ratings
I Know Where You Sleep
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Mod, 1.5, 1.6
File Size
Posted
Updated
193.820 KB
18 Dec, 2024 @ 3:09am
14 Jun @ 11:06pm
4 Change Notes ( view )

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I Know Where You Sleep

Description
A small mod that allows a pawn to attempt to execute any unconscious or sleeping target. To use it, draft a pawn capable of violence, right click any sleeping target, and select the relevant menu option.
- New in v1.1: Now also adds execution of downed (but not unconscious) targets if a mod that adds that option (i.e. Allow Tool, Death Sentence) is not already loaded.
- New in v.1.6.0: Execution of hostile targets has been bugfixed. Harmony is no longer required on RimWorld version 1.6.

Humanlikes

Humanlike targets will be assassinated in one shot. If the target is friendly, you'll have to hold shift to enable the option, and your assassin will receive guilt.

Why would you assassinate a friendly target, you ask? I'm a strong believer in the player actively crafting the story alongside Cassandra and co., and in certain scenarios, having a true villain in your group just fits. Maybe you want to make a slave the main character, and it starts with an assassination of the tormenting warden. Maybe you want the psychopath to end a rival after an embarrassing social fight. I'm just giving you a tool, you decide how to use it.

Animals

Animals of body size 1 or lower will be slaughtered in one shot. For balance purposes, any animal larger than body size 1 will receive heavy damage to a critical part but not die immediately; the slaughterer will have to face an increased revenge chance (by 50%) as retaliation for the surprise attack.

I don't recommend a solo hunter using this on e.g. Thrumbos and Megasloths. Once the bodysize gets that high, the initial attack is not enough to bleed them out; you'll just be making them mad, and you'll be starting within easy reach of them showing you exactly how mad. This function is here primarily to rid your stockpiles and farms of your rodent problems without having to deal with your hunter missing them for an hour from 30 cells away.

Bonded animals will require the player to hold shift. The bond will suppress revenge chance and cause guilt to apply, as well as the usual consequences for death of a bonded animal.

Others?

As of the update I did to prepare for 1.6, assassination of "other" targets (like dormant mechanoids) should be working now. However, for balance, I lowered their one-shot threshold to body size 0.7 (militors); everything else will let you have one cheap shot, then you get to deal with the consequences of waking it up. This mod wasn't really designed for this functionality, but it's still in here because it's logical to have it.

Mod recommendations
  • Custom Guilt Duration - I left all the guilt durations at the default of one day specifically because this mod exists. Realistically, your stabbypawn should face pretty severe consequences, but that's your story to tell.
  • Grim Reality (reported working in 1.5) - to make vanilla death thoughts more impactful. I was originally going to add some fear thoughts to the colonists to express discomfort about violence against their own, but I didn't like balancing that part and scrapped it. Grim Reality will help cover that gap.
  • BoomMod Expanded if you plan to use this against any exploding animals.
This mod is distributed under the MIT License[opensource.org].

Known Issues
  • Player-controlled mechs don't check command range when given an execution order. Will fix when the motivation strikes.
34 Comments
RusTopSkill 30 Jun @ 8:32am 
Thanks, mom
Harmonea  [author] 29 Jun @ 12:31pm 
@RusTopSkill Not intended but not a priority at this time. I will take care of it someday. Until then, I would ask those who care about this sort of thing to have some self-control. Or don't, I'm not your mom. 😁
RusTopSkill 27 Jun @ 2:10pm 
Mechanoids of colony can execute any unconscious as well, but they can go far from mechanitor's range. Intended?
Harmonea  [author] 27 Feb @ 10:13am 
@Oksamis Please read past the first sentence of the description, I go into detail about exactly how it all works.
Oksamis 26 Feb @ 4:59pm 
When you say attempt, is there a chance for them to fail?
LZIM 12 Feb @ 6:02pm 
ok so after much testing they mostly stand at attention unless I tell my pawn to melee first, and stand over the target. then they will neck cut.

it was only a raid of two people so I cant say if I can properly chain the action but its better than vanilla or having pawns melee until death because no destructive injuries.
Harmonea  [author] 12 Feb @ 9:13am 
@LZIM I'm not sure why it's not working for you. Maybe crawling makes it fail...? I might recommend you try Death Sentence instead if your goal is to finish off downed pawns -- this mod was only ever aiming to sneak up on sleeping targets and only added downed by request -- but I'll still take a look when I can.

As for the log, again, this just calls the vanilla execution method so should come out the same in logs. Given the active direction it requires from the player (to draft and force your colonist to do the thing) I don't see a need to alter it as I think the log is more a "wait, what happened to that guy?" tool imo.
LZIM 11 Feb @ 7:39pm 
instructions not clear -allmypawns

They only once managed to use assassinate to rip a downed and stripped raider. every other downed and crawling pawn they stand at attention and wont assassinate the downed pawn.

are there really particular criteria for when assassination will work?

Also for assassinations the pawns logs just show expired rather than some specific information to what happened x assassinated y by method of evisceration location of damage etc. autopsy shows neck cut so that would do.
RandomEdits 31 Jan @ 6:45pm 
This paired with CQC is one deadly combination.
Harmonea  [author] 31 Jan @ 3:23pm 
@TheAuditor @Scorpio Added the downed pawns option.