RimWorld

RimWorld

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War Crimes Expanded
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Mod, 1.0
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31 May, 2019 @ 12:27am
30 Jul, 2019 @ 3:09pm
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War Crimes Expanded

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https://gtm.you1.cn/sharedfiles/filedetails/?id=2059450213

----> War Crimes Expanded 2 is now available! Go git it! <----

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War Crimes Expanded for 1.0

Yep.. I went there. Expand your ability to anger your enemies and friends alike with a wide variety of torturous operations to perform on your enemies! Lobotomize them, suture their mouth or eyes shut! Hobble them! Imbed nails into various parts of their bodies to cause constant pain! The possibilities are endless!

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This mod adds a variety of new torturous implants and operations to perform on your colonists, your prisoners, your enemies and/or your friends. All of these operations are designed to inflict pain and suffering - while leaving your mark on the world and gaining medical experience to boot! Most of these operations require research, although some are available from the get-go.

All operations come in three main varieties, with a fourth operation that stands off to itself.

Mutilations: Mutilations are easy-to-perform ‘adjustments’ to various parts of a pawns body. Gouge out their eyes or eardrums, cut out their tongue, knock out their teeth, or hobble them, dislocate their shoulders and break their backs. In addition, there are two special ‘surgeries’ in this category: Making someone a Trauma Savant by combining a log and the back of their head, and performing a delicate lobotomy to make them into the perfect mindless slave (or kill them while trying). While the trauma savant operation is risky, having a very high rate of failure, you usually end up brain damaging them either way anyways, so its a win-win. All of these adjustments can be healed by a Healer Mech Serum - you’ll need more than one dose if you have quite a few adjustments of course.

Implants: Implants are just that - implanted modifications to a pawn. Some of these are less permanent than others, being removable - others are less so, being permanent modifications to various organs. 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.

Practice! Lastly the most fun and educational operation - simply practice your medical skills on a pawn by cutting them up! Requiring no materials, this operation will always fail and always cause a variety of interesting wounds on them. Even when ‘failing’, your doctor still gains a boatload of experience! However, accidents happen and there is a small chance of death. Oh well!

Lastly, masochistic pawns LOVE being experimented on - so get to it!

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Patch 1.0: Patch 1.0 is now out! There have been quite a few changes including:

All of the major implants (panic inducer, pain amplifier, etc) now require a craftable implant, craftable at a Machining Table. They're all pretty easy to make, mostly requiring a single industrial component and a Crafting Skill of 5, not to mention Intermediate Torture Methods research. Obviously there was an issue with a number of mods causing industrial components, cloth, etc to either mess up the stack sizes or change the icons, so this fixes that.

Removed Cancer and Infection tumors, as they were boring and useless.

Replaced Cancer/Infection Tumors with the Neutroamine Incubator. Crafting this requires Advanced Torture. Install this in a pawn's chest cavity and tend it daily with loving-care from your local doctor, and watch it grow! Once it grows to maturity, it'll slowly spread (mtb 5 days) into the arms and legs (separately) and completely replace them with tumor-growths. You can then harvest those growths (destroying the limb in the process) and extract neutroamine from them at a drug lab. Be careful not to let the Neutroamine Incubator's severity get too low from lack of tending though, as it will cause a catastrophic failure in their chest and force the host to expire.

Also added a new recipe: Vivisect! This requires Intermediate Torture. Train your doctors by performing full vivisections on captured raiders! (If you don't know what Vivisections are, I wouldn't recommend googling it) When successfully vivisected, pawns will know nothing except pain - so either stitch them back up quickly (This operation is harder than cutting them open!), or let them die, as they will perish quickly without constant tending. Vivisections are MUCH better for training your doctors than simply cutting them open.

Added the ability to sedate pawns who are giving you trouble. Have someone who killed a colonist, tried to kill another one, destroyed a stack of components and then murdered 3 of your beautiful, highly trained labradors all because of a booze withdrawal? (Damn you Diver!) Well, now you can sedate them and keep them sedated until you can figure out what to do with them! Sedation requires any medicine to perform and basically acts as a long-term anesthesia. Unless told not to, doctors will automatically tend it daily to keep it up - you may also remove it with a quick and painless procedure requiring no resources at any time.

Lobotomy only requires 3 medicine (non-herbal medicine)! No more wasting precious neutroamine, even though its easier to make now. Still requires Advanced Torture to perform though.

Lastly: Pawns now know hate! Tortured pawns will now hate the person who tortured them, as well as gain a temporary, stacking mood debuff: "Was tortured". Some implants do not cause these memories or thoughts, but if it looks/sounds painful, then you betcha those ones do.

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Like my mods? Consider supporting me with delicious caffeine![ko-fi.com]

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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.

The mod SHOULD work fine mid-save, unless something in another mod screws up the aforemented bodyparts. Save first!

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Special Thanks to:

Luizi, who made the preview art!
Mehni, who did the C# code because I suck at it!

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
Popular Discussions View All (4)
22
8 Jun, 2021 @ 11:47pm
Ideas
CTH2004
3
2 Apr, 2020 @ 1:34am
1.1 Support?
Mur
3
26 Feb, 2020 @ 12:26pm
Faction reputation
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437 Comments
aususus 27 Sep @ 5:41pm 
My favorite mod
Salame Con Pan 17 Jul @ 3:35pm 
1.5??
jdm95dc2 6 Jan @ 8:15pm 
thank you
WW2Wonder 13 Jan, 2022 @ 2:42pm 
dose all the stuff in this carry over to version 2?
Lucio  [author] 6 Aug, 2021 @ 6:26am 
Not for this one. Go check out War Crimes Expanded 2. War Crimes 1 is no longer updated.
BaconTorpedo 6 Aug, 2021 @ 1:10am 
1.3??????
The Potato 14 May, 2021 @ 12:16pm 
Finally, I can lobotimize prisoners to run at pepole with Explosives, YOU CAN'T TELL ME MAKING LOBOTIMIZED PRISONERS RUN AT PEPOLE WITH A GRENADE IS TERORIRSM ,(it's a warcrime)YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Des 17 Apr, 2021 @ 6:38pm 
Finaly a real dark eldar mod!!!

Mwhehehahahaha!!!
MisterCastor 30 Mar, 2021 @ 5:49am 
what is the difference between this and the core version???
MisterCastor 30 Mar, 2021 @ 5:43am 
I got turned on.