1,714 ratings
Vanilla Weapons Expanded - Non-Lethal
Mod, 1.2, 1.3
File Size
1.679 MB
Apr 12, 2021 @ 4:24am
Jul 14, 2021 @ 1:59pm
4 Change Notes ( view )

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Vanilla Weapons Expanded - Non-Lethal

In 1 collection by Oskar Potocki
Vanilla Expanded
90 items


This mod is CE compatible.

1.0.0 (12/04/2021): Initial release

Vanilla Weapons Expanded - Non-Lethal has been a commonly requested weapon set. So many times prison breaks result in accidental deaths. So many times, an enemy raider is your colonist’s father and you accidentally put a sniper rifle round through his skull. So many times your berserk pawn starts to fight with your melee expert with archotech arms, resulting in, well, death.

Thanks to this mod, you will now have numerous ways of dispatching crowds and taking down single targets - you can use tear gas to blind groups of opponents, tasers to stun single targets, and dart guns to bring down even the hardest foes in a matter of seconds.

Vanilla Weapons Expanded is part of a series of mods expanding on everyday life on the Rimworld. When paired together with a brand new Vanilla Apparel Expanded and Vanilla Armours Expanded, you can bring something to your game that will keep you interested in it for days.

Please report any bugs in the comment section below. Make sure to submit a Hugslib error log, or any other log if you need our help.

Q: Does this work on RimWorld 1.1?
A: No, it requires the latest game version.

Q: Is this mod CE compatible?
A: Yes.

Q: Do these weapons spawn on enemies?
A: No, these weapons will not appear on any enemies.

Q: Can I request a feature?
A: Yes, comment down below!

Q: Where do I craft those weapons?
A: Machining bench after researching the Non-Lethal weapons research project.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however please remember removing a mod can cause issues.

Graphics are created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

XML by me as well.

Poison gas code by Pelador.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!


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Popular Discussions View All (3)
May 11, 2021 @ 5:15am
Technical Questions
Apr 2 @ 10:05am
Combat Extended Gas Masks don't work with tear gas.
Spyrot, La Iguana
Dec 26, 2021 @ 9:05pm
Technical Questions [DLC: Florida-Cloaker]
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IPTO Jun 30 @ 11:58am 
I really like this mod. One thing that bothers me a bit is that androids from Android Tiers can be downed by the dart gun and teargas. It's breaks the immersion quite a bit. It would be amazing to have some compatibility patch to exclude mechanical beings from that effects.
Also it feels a bit unbalanced that every body size creature needs only 1 shot. Maybe it would be possible to require more than one shot for bigger creatures.
Bolo_Nike Jun 26 @ 3:36pm 
@Apraxas you can load the weapons in the turret mounts from the "Misc Core" Mod.

I do that all the time with EMP/Molotov grenades for my killbox for bonus help. Should work with the non-lethal "especially taser" as "Jail Turrets"
Oskar Potocki  [author] Jun 17 @ 4:54pm 
Welcome to RimWorld combat. It chooses the best melee damage verb to attack with. In this case, the game calculated that bionic arm deals more damage than stun baton.

Yes, the mod is working as intended.
Torres Jun 17 @ 9:40am 
Is this working properly in 1.3?

The stun baton has no quality and when I attack with it I instead do bionic arm damage as in the arm my colonist has o.O
Dreneaz Jun 11 @ 4:52am 
arrows made with drugs to have some sort of more primitive option ?
Oskar Potocki  [author] May 25 @ 5:01am 
No such plans for now, sorry
Apraxas May 24 @ 9:31pm 
Any future plan to make a non-lethal turret maybe? I would like to install one for my lovely prisoners.
Auraknight May 20 @ 5:31am 
I've said it before and I'll say it again: If you want real non-lethal effects from these, you need to turn off death on down in the storyteller settings. These guns function well, but the game itself is designed to make you not need to double-tap every pawn that falls over.
random_ranga May 20 @ 12:12am 
Hey! I went looking for some answers to Dart guns vs Mechanoids, as I noticed that mechanoids were going down being sedated. I noticed in another discussion thread that they are not supposed to work that way.

Loath as I am to admit this bug, it does appear to be effecting mechanoids on general hits, on any location.

I do have other mods installed, but none relating to weapons other than the Vanilla expanded list.
Oskar Potocki  [author] May 7 @ 2:51am 
No idea!