RimWorld

RimWorld

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Vanilla Weapons Expanded - Non-Lethal
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Mod, 1.3, 1.4, 1.5
File Size
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Updated
1.821 MB
Apr 12, 2021 @ 4:24am
Nov 28, 2024 @ 2:41am
11 Change Notes ( view )

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Vanilla Weapons Expanded - Non-Lethal

In 1 collection by Oskar Potocki
Vanilla Expanded
108 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.









[forms.gle]












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]



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[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
367 Comments
SToolypid 10 hours ago 
should be called less lethal
knots6 May 14 @ 12:52pm 
I have a suggestion could the VE team add a bionic implant that has non lethal applications something like a venom talon that causes paralyses or an something like an elbow blade shocks like a tazor or stuns like stun baton
Draciel May 3 @ 6:49pm 
so i just had a prisoner get beheaded using the stun baton there seem to be some bugs with this mod
Emperor Nick Apr 26 @ 10:46am 
Can these weapons be used by non-violent pawns?
Jerm Day Apr 22 @ 12:46am 
@Alastors_Game im also getting the same thing
Alastors_Game Apr 14 @ 3:58pm 
Stun baton somehow deals gunshot damage and consistently causes enemies to bleed, I'm using the entire expanded family, including the one that adds the special talent skills.
jose.faunon Apr 11 @ 2:46pm 
I would like to use this mod, but I can't find a way to implement the need for dart cartidges without using Combat Extended. I like Combat Extended very much, but it's incompatible with a bunch of mods that I love, so I decided to exclude it. On the other hand, playing non-lethal gun with endless ammunition ruins immersion. So please, does anybody know a way to require ammo for this mod without using Combat Extended?
Sarg Bjornson Apr 1 @ 3:51am 
That doesn't sound like a "me" problem ;))
Herbert Apr 1 @ 3:29am 
* No longer compatibile with CE.
Sarg Bjornson Mar 31 @ 11:19pm 
And does that happen with only this mod?