RimWorld

RimWorld

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Guns Tech and Grenades Removal
 
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File Size
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0.034 MB
Nov 27, 2017 @ 12:12am
1 Change Note ( view )

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Guns Tech and Grenades Removal

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Description
What the mod does:
- Change all pawns allowed weapons to not use guns at all when generated
- Prevent Grenadier pawns to have Frag Grenades (they have Molotov instead)
- Remove Mechanoids and Spacers factions
- Prevent other factions to siege you (for removing mortar usage)
- Set Pirate Tech Level to Industrial instead of Spacer

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You still have to use scenario options if you want to completely remove mechanoids events (poisonship and psychicship) and colonists starting guns.

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Credit
Thank you to Reddit User kcirdor for the testing and his insights

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Direct Download
https://github.com/kaptain-kavern/Gun-Tech-Removal

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Donation link[http//Donation+link]

[ko-fi.com]

I'll still doing open-sourced mods for free, no matter what. So don't feel compelled to anything ;-D
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21 Comments
Kane [ESP] Feb 1, 2018 @ 1:09am 
Hello.

Does this work with saved game?
g0jira Jan 7, 2018 @ 1:46pm 
i was thinking, could you do mod that revomes everything what is not medieval? so bionics, and such things?
Saeko Dec 23, 2017 @ 4:51pm 
Can any one else comfirm me that this mod bug the raider by preventing them to attack and the trader by preventing them to leave your map.

Just started a medieval play, game was totaly bugged, i cleared the 2 mod who modifie raid (this one and "more raid") more raid is activated and this one not, game work again.


Rip english :3
13thDisciple Dec 15, 2017 @ 1:24am 
Does the mod also remove electricity?
FINSullivan Dec 11, 2017 @ 11:16am 
This is a must with medieval times. Thank you so much.
Ludo. Dec 5, 2017 @ 5:28am 
I feel like some modded grenade are still here even if I think I did removed them all like the vanilla grenade
Ludo. Dec 4, 2017 @ 11:36pm 
My bad I forgot to add the stuff... I was too tired i think xD
kaptain_kavern  [author] Dec 4, 2017 @ 3:18pm 
Finger crossed ;-)
Ludo. Dec 4, 2017 @ 12:31pm 
I think I've found out, I will test after ;)
kaptain_kavern  [author] Dec 4, 2017 @ 11:04am 
In fact you need to targets PawnKindDef in order to patch the weapons they're allowed to use.

Like for one in my mod:

<Operation Class="PatchOperationReplace"> <!-- Change all WeaponTags with "Gun" to "NeolithicRanged" -->
<xpath>Defs/PawnKindDef[defName ="MercenarySniper"]/weaponTags</xpath>
<value>
<weaponTags>
<li>NeolithicRangedHunter</li>
</weaponTags>
</value>
</Operation>


This is targeting MercenarySniper PawnKindDef and switch their allowed weapons from Gun to Neolithic ones.

In your example it's look like you are trying to change weapons themselves rather than PawnKind

If you can't make it I really will try to have a look later.