RimWorld

RimWorld

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Grenades Expanded (Continued)
   
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Mod, 1.6
File Size
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733.710 KB
Jul 24 @ 10:59am
1 Change Note ( view )

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Grenades Expanded (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
954 items
Description

Update of Trunkens mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1741117080

The release of RimWorld 1.6 added improved support for Asset Bundles[github.com].
To avoid doubling the size of the mod, it was re-released using only Asset Bundles, you can find the previous version of this mod here.



[discord.gg]
[github.com]


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 and sounds
Version 1.4: Added Nuclear Bomb and 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 and Roolo
Idea and Clip * Monty Python

Feedback, Ideas and Suggestions are welcome!

Concepting: This mod will have at least 5 more Grenades in future.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods
7 Comments
Ralathar44 Aug 8 @ 1:09pm 
Basically it has low damage and armor armor pen but when it hits it massively debuffs consciousness and flatlines your manipulation with a massive AOE with a single hit. While this can result in death easily with 2-3 hits as the poison seems to "pulse" and get more severe then recover then get more severe then recover, it typically receeds in severity within a few in game hours. This is seen with multiple hits, so like 2-3 throws.

As you can see it has a total tend amount, meaning it doesn't go away from being treated and the time between tendings is 1+ days. If you end up with full immunity it is not removed but instead spams the "fully healed" message. And your colonists will stay in bed rest the entire time, which is like most of a week even with a good medic.
Mlie  [author] Aug 8 @ 11:31am 
@Ralathar44 The grenades has not been changed regarding effectiveness as far as I know. Not sure what the issue in your setup could be
Ralathar44 Aug 7 @ 6:15pm 
The hornet grenade seems to have some excessive effectiveness. I don't remember it being this strong. A single misthrow had multiple colonists in bed for several days building immunity to the venom.

Then when immune it spammed "fully healed". I had to use dev mode to restore the body part to get rid of it in the end.
Mlie  [author] Jul 25 @ 3:05am 
@Guineatown20806 Not much I can say here. You use it like any other
Mlie  [author] Jul 24 @ 12:05pm 
@DuckGoosebear PrairieDogLover No idea, you would have to ask the original author
DuckGoosebear PrairieDogLover Jul 24 @ 12:01pm 
Are these based off Worms grenades?