RimWorld

RimWorld

134 ratings
Grenades Expanded
 
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Mod, 1.0
File Size
Posted
Updated
8.425 MB
May 14, 2019 @ 7:13am
Jun 13, 2019 @ 6:36am
12 Change Notes ( view )

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Grenades Expanded

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In 1 collection by Trunken
[Trunken] All my Mods (Deutsch/German inkl.)
17 items
Description
Version 1.0: Release
Version 1.1: Added 3 more Grenades
Version 1.2: Added No Camera Shake on Explosions
Version 1.3: Added 5 more Grenades with unique effects & sounds
Version 1.4: Added Nuclear Bomb & Grenade Launcher
Version 1.5: Added 5 more Grenades, Eyecandy, Secret Incident + New Animal

Boom!
This mod expands your arsenal on grenades for each tech stadium:

- Holy Hand Grenade (Neolithic, Medieval Runthroughs, Exotic Traders, 1x use)
- Hornet Nest (Neolithic, Crafting Spot, 6x6)
- Toxic Flask (Medieval, Alchemy, 3x3)
- Inferno Grenade (Medieval, Alchemy, Smithing, 9x9)
- Dynamite (Industrial, TNT, 8x8)
- Stick Grenade (Industrial, Fabrication, 4x4)
- Acid Bomb (Industrial, GasOperation, 5x5)
- Poison Ivy (Industrial, GasOperation, 6x6)
- Army Grenade (Industrial, IEDS, 5x5)
- Napalm Bomb (Industrial, IEDS, 6x6)
- Firecracker (Space, Hightech Explosives, 1x1)
- Thermal Detonator (Space, Advanced Fabrication, 7x7)
- Electrocuter (Space, Microelectronics Basics, 5x5)
- Death Container (Space, Cryptosleep, 8x8)
- Disintegrator (Ultra, Cryptosleep, 3x3)
- Plasma Grenade (Ultra, ShipReactor, 4x4)
- Atomic Bomb (Ultra, Ship Reactor, 10x10)
- Fireball Launcher (Ultra, Charged Shot, Special Reward)

Instructions: Aim at foes. Count to 3 before throwing. Don't drop it.



Update



Update #2



Handle with care. Watch the video for specific details. Raiders won't wield those.

Hidden Gem
The Killer Rabbit (New Animal + Incident)

Supported Mods
- RimBees (or) Misc. Bees'n'Honey (for hive crafting costs)
- Grenades Expanded (activates with this load order)

Combat Extended
I'm not using CE. You can pm me and make a patch. I'll help.

Credits
Assemblies NCS * by BadDog + sma342 + Mehni + Erdelf
Acid Bomb Texture * an Early Oskar Potocki
Support * by EvaineQ & Roolo
Idea & Clip * Monty Python

Feedback, Ideas and Suggestions are welcome!

Join us in Discord: https://discord.gg/sT4zdXt

Concepting: This mod will have at least 5 more Grenades in future.
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112 Comments
TrueAvarus Dec 7, 2019 @ 11:15am 
@Trunken how is that bench doing ?
nicktheawesome100 Dec 6, 2019 @ 11:26pm 
yo either i don't know how to treat an acid burn or somehow my colonists got glitched when some friendly fire happened with an acid bomb, any way it has been 16 days since it got the status of the acid burn down to 0.1, is it glitched? is is perminite? or is there some way of treating it?
Trunken  [author] Nov 13, 2019 @ 3:44am 
@Kolra Sindri: Haha. Will do the firefoam grenade :-)
@Mau5stick: Will be changed on update. You don't have to fear them though, theyre very squishy healthwise. You can punch them to death on tribe level.
@maff: Consider the Holy Hand grenade ^_^
@TrueAvarus: Needs time, which i have very few of atm. Have patience with me fellas.
maff Nov 8, 2019 @ 11:05pm 
\/ \/ \/ I was wondering why I was still getting rabbit raids after disabling the incident... they've made me disable the whole mod. They're kind of a random addition considering the mod doesn't add anything that will help me kill them.
[UD] Mau5tick 老鼠棍 Nov 1, 2019 @ 11:07pm 
As much as I love the addition of new nades, I extremely hate the Killer Rabbits so much due to how them can completely annihilate an entire colony, with no hopes of even outrunning them when one shows up.

I do know from the below comments, the option only disables its incident, so I would appreciate if a separate option is there for us to completely disable it from spawning in game.
Kolra Sindri Oct 21, 2019 @ 1:07am 
hey Trunken, this is a bit dumb, but could you make a firefoam grenade?
TrueAvarus Oct 20, 2019 @ 10:54am 
How is that custom crafting bench goin ?
Maal Oct 4, 2019 @ 4:53pm 
No emergency on my side, I've tweaked it so Alchemy doesn't require the drug production tech and I craft the toxic grenade in Seedsplease's plant processing workshop instead of the drug one.
Trunken  [author] Oct 4, 2019 @ 3:17pm 
@Maal: Will be fixed within the next update.
@Lights & Un pefhiolino: I'll look over the Killer Rabbits too then :-)
Maal Oct 1, 2019 @ 2:25pm 
Is it just me or are the tech/reseach for the medieval ones strange? They require Drug Production, which is industrial level so these grenades are techincaly industrial level too. It is a bit awkward when playing tribal/medieval and with Maynard who lock industrial and above.