RimWorld

RimWorld

2,793 ratings
Vanilla Weapons Expanded - Non-Lethal
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Mod, 1.2, 1.3, 1.4
File Size
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21.829 MB
Apr 12, 2021 @ 4:24am
May 26 @ 7:26am
6 Change Notes ( view )

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Vanilla Weapons Expanded - Non-Lethal

In 1 collection by Oskar Potocki
Vanilla Expanded
105 items
Description


[www.patreon.com]








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]



[discord.com]

[www.paypal.com]

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!

[www.patreon.com]



Check out our collection at:
Popular Discussions View All (4)
2
May 11, 2021 @ 5:15am
Technical Questions
JohnMcHobo
1
Apr 2, 2022 @ 10:05am
Combat Extended Gas Masks don't work with tear gas.
Spyrot La Iguana
0
Nov 27, 2022 @ 3:50pm
An error on startup, and the Non-lethal weapons research isn't showing up
Choosechee
< >
280 Comments
℟ E V O L V E ℟ Nov 29 @ 10:58am 
Mondeline Nov 27 @ 9:20pm 
Stun baton is really, really useful but there is an issue. If pawns with good prosthetic arms, they don't use baton even when they equipped. I think because of baton's low damage, pawns decide to use their fancy prosthetic arms instead baton.
marjak Nov 4 @ 5:55pm 
It seems that crafting these weapons don't give any crafting exp? Made a stun baton a machining bench and got no exp.
Eevee.exe Oct 20 @ 10:59am 
i second what loot kobold recommends, some form of either taser or dart based turret, or maybe a device that dispenses teargas apon activation would really be great.
Entropy Oct 9 @ 8:34pm 
it would be nice if we could also have a taser baton, that does 0 damage. the taser pistol means my people get hit when they are specced out for blocking ranged with melee. but i want to capture enemies alive, and they kill them too often to capture, and the stun baton kills them by the time they are downed sometimes.
deathstrickerdoom Oct 5 @ 1:02pm 
Is there any way to make colonists who won't carry out attacks use these as there non lethal
Rokk Sep 13 @ 3:47am 
Shoutout to this mod for saving my Madness-afflicted colony (Alpha Memes ideology). Having designated wardens carry tasers around for any unruly mental breaks is a godsend.

@Loot Kobold there are other mods that add non-lethal turrets, but a nonlethal shock turret sounds cool.
Loot Kobold Jul 29 @ 2:24am 
Suggestion: Turrets and/or Traps, especially to secure a prison/slave quarter to safely take down Prison Breaks, revolts or aggressive mental breaks
glodtinos Jul 21 @ 8:41am 
Water cannon ? research turrets and you have a water canon that can be manualy used and briefly stuns the enemy on the ground so you can pick them up.
Julian Jun 21 @ 12:53pm 
(not sure fi its an bug)


so fi i ues the stun baton and attack raider or prisoner and treay hit them so normaly schuld be down treay die maybe its be bc of the mod andovid tiers to bug it or maybe bc i uesd 1.3

(an ting i like to be atlest an litte better but its okay fi not)

the tranq gun needs to long to aim like fi i get raided my guy is dead just for the aiming time and yes my guy was on max level shoting