RimWorld

RimWorld

Grenades Expanded
117 Comments
Mlie May 14, 2020 @ 10:46am 
Made an update of this for RimWorld 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2096338681
Hope this helps anyone!
Sunlight88 May 12, 2020 @ 11:56pm 
I really hope, Trunken is still alive... ;-(
Devildog Apr 5, 2020 @ 12:04pm 
Can you please update to 1.1? :)
Latex Santa Mar 22, 2020 @ 7:42am 
@Trunken Really looking forward to a 1.1 update whenever you have the time. Cheers.
Sunlight88 Mar 16, 2020 @ 12:32pm 
Can you please update to 1.1? :)
Demonlord09 Feb 28, 2020 @ 10:00pm 
Needs an update for Rimworld 1.1 and the DLC.
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.
Sirreal 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.
Mau ½ 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.
Lethaius 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.
test Sep 29, 2019 @ 2:25am 
And they need little rest so they won't go away in a long time
test Sep 29, 2019 @ 2:20am 
Do killer rabbits have increased manhunter pack chance? I have all animals mods and so far 3 out of 3 manhunter packs were killer rabbits. They are very hard to deal with, especially if you start makes and with no research
Nonno Smeraldo Sep 22, 2019 @ 2:14pm 
Don't know what that means, now i'm scared, got a manhunt pack of 60 rabbits last time, needless to say i didn't had a great time at all
Trunken  [author] Sep 22, 2019 @ 4:05am 
Yes, it does not remove them from the game. It disables the secret incident only, where natures takes revenge on you.
Nonno Smeraldo Sep 22, 2019 @ 3:59am 
Disabling killer rabbits doesn't actually disable them, they can spawn randomly and with manhunt packs
Melanistic Albino Sep 9, 2019 @ 3:07pm 
Has anyone used this with CE?
Trunken  [author] Sep 8, 2019 @ 3:47am 
Second request of that kind. Noted.
Spinecone Sep 7, 2019 @ 2:26pm 
True has a good point, a separate spot to construct these might be a nice thing to have, since as the mods pile up, the machining bench grows ever more cluttered!
TrueAvarus Aug 29, 2019 @ 6:50am 
Can you add custom workbech becouse it is lot of granades so they are centralised
S.T.A.L.K.E.R Aug 13, 2019 @ 1:36pm 
Awesome mod , thanks
Trunken  [author] Aug 5, 2019 @ 2:30pm 
@Scotty: They will get a refinement on the quality. This a clear fun mod though :-) They should just detonate like hell and have special effects.
@Black Goat: Yeah as a standard event. But not as a triggered hidden incident.
Scotty Fox Jul 29, 2019 @ 9:08pm 
I was gonna ask if some of the textures will be reworked to fit into vanilla better?
Trunken  [author] Jul 6, 2019 @ 3:17am 
https://giphy.com/gifs/funny-video-games-fail-xGEy0MmJcYyrK
Most grenades have already an included protection on that.
Trunken  [author] Jul 6, 2019 @ 1:44am 
Oh, cool mod. Makes your pawns stop being idiots, right? :-)
Well i cant include that, but its a good recommendation.
Trunken  [author] Jul 6, 2019 @ 1:39am 
What does it do? Hand me a link please.
Tyrant Jul 5, 2019 @ 7:50pm 
You should integrate Grenade Fix Rearmed if you haven't already.
Trunken  [author] Jul 1, 2019 @ 6:14am 
Will be implemented for you in the next Update. I'm planning to add some other special grenades then too, as an all in one package. Currently working on: Cyborg Weaponry and 2 other Projects.
Katyusha_Is_Here Jun 30, 2019 @ 9:46am 
@Trunken yes i would also like firefoam grenade
Trunken  [author] Jun 22, 2019 @ 3:47am 
Then the event was already running, it is delayed between 1-10s try to take a savegame earlier.
RankLord123 Jun 22, 2019 @ 3:45am 
@trunken yes
Trunken  [author] Jun 22, 2019 @ 2:36am 
RankLord123, did you restart the game after changing the settings?
RankLord123 Jun 21, 2019 @ 3:13pm 
they're so annoying and unnecessary
RankLord123 Jun 21, 2019 @ 3:12pm 
killer rabbits still show up in manhunter packs even after disabling them in settings
Trunken  [author] Jun 19, 2019 @ 1:40am 
^_^
pgames-food Jun 17, 2019 @ 6:04pm 
(if you add aliens vs predators mod, make sure to close all open doors lol) :)
Trunken  [author] Jun 17, 2019 @ 10:58am 
Thats easy, anyone else who would like that? An always open door here for the needs of the community.
Zeτα Jun 16, 2019 @ 12:05am 
in B19 there was a mod that let you craft firefoam grenades that I loved. they don't seem like they're going to update it anytime soon though, and there is no alternative in 1.0. maybe you could do that for us please?
Link to original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1244286194&searchtext=firefoam+grenades
pgames-food Jun 14, 2019 @ 10:52pm 
btw theres a new taming mod which has an item that you can instantly tame a rabbit (in theory) :)
Trunken  [author] Jun 13, 2019 @ 6:53am 
(Restart Game to let it take effect though if you change the Settings)
Trunken  [author] Jun 13, 2019 @ 6:43am 
**Update: Settings Menu added to disable Killer Rabbits.
**Update: Vats, i rewrote the Research. Can you check if its working now for you?

Thanks Darkagma for your great help on testing!

Killer Rabbits: You can easily just punch them to death with 5 pawns (no efforts). They're only strong 1v1. If you think those bunnies are still too op, try to get one and or make it your friend or use the new settings Menu to adjust. Hope this is helpful for people, who want a Grenades related addon only. Have fun
Trunken  [author] Jun 9, 2019 @ 3:40am 
@RankLord123: Will make a menu to turn it off.
https://www.youtube.com/watch?v=J5wmw_Ro4pM (Example for a foul tempered rodent)
@Vats: Definately working for me, check for mod incompatibility maybe?
@megabot: Vanilla friendly, but i have one with more power planned too.
RankLord123 Jun 9, 2019 @ 3:19am 
can you please remove killer rabbits? they're not fun or balanced at all and people subscribe to this mod for more grenades not a stupid feature which makes people get rid of them in dev mode. Iiterally adds now new or fun or interesting gameplay and they're so common
Vats Jun 8, 2019 @ 5:48pm 
What I meant is that the drug lab is built, but the TNT research is not being unlocked even after researching alchemy.