RimWorld

RimWorld

Vanilla Weapons Expanded - Non-Lethal
370 Comments
Klootzak 6 hours ago 
Pretty bad mod pawns will still die and bleed and you can endlessly stun hostiles
jake 17 hours ago 
@polaris.ursa Oskar works closely with Tynan with his mods. every update he ensures they're all up to speed by the updates official release. It will be 1.6 compatible by the release of odyssey
polaris.ursa Jun 12 @ 9:51am 
1.6 plz!!!
SToolypid May 25 @ 3:50am 
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?
Herbert Mar 31 @ 2:51pm 
Gas grenades immediately kill (friendlies) if they are within the blast radius.
Captain Obvious Mar 19 @ 10:39am 
Everyone still dies to the stun baton so it's not that non-lethal
Solstice Initiative Feb 25 @ 3:39am 
The true power of nonlethal weaponry
adleran12 Feb 9 @ 6:33pm 
Very effectiv against Attackers, but also very effectiv against my overwhelming collection of Pyromaniacs, nobody thinks about burning stuff while they lie on the Ground in the middle of a Teargas cloud... also works on barfights and against Alcohol/drug binges
fabio.pinhao.mello Feb 2 @ 11:44am 
The stun baton is too powerful. Best melee weapon in the game as you can stun lock the enemy on first hit. The modder could make this weapon more balanced.
Jellicoe Cats Jan 27 @ 6:29pm 
I would like to see tranq turrets, a microwave heat ray to drive off man hunter packs and sticky foam than slows down targets.
Reach The Void Dec 18, 2024 @ 1:26pm 
It seems to be when the gas spread while the grenade goes off but people goes into the gas they get the actual effect
Reach The Void Dec 18, 2024 @ 11:23am 
I to have the probleme were tear gas grenades instantly kills pawns
Fiendix Dec 11, 2024 @ 8:05am 
oh that is a great v3.0 update!
Sync Dec 10, 2024 @ 2:57pm 
Does anyone know of a way to have these weapons ignore the death on down chance? I'm trying to figure out something like an invisible hediff that would allow these to be truly non-lethal without messing with the death chance for everything else.
Sarg Bjornson Nov 30, 2024 @ 10:58pm 
No known conflicts, you'd have to tell us
Cringefinder General Nov 30, 2024 @ 1:34pm 
are there any known mod conflicts? tear gas kills instantly which is the opposite of what i wanted
Sarg Bjornson Nov 28, 2024 @ 3:17am 
v3.0:

Added: Mod options with three toggles to make three groups of things immune to non-lethal weapons: Anomaly entities, Insectoid bosses from VE Factions - Insectoids 2 and specific XML defined animals (ie Gallatross and Archotech centipede). All are affected by default, but the player can toggle them at will.
Tweak: Removed dependence on OPToxic code
Tweak: Removed some leftover code comments
Talvi Jam Nov 16, 2024 @ 7:05am 
Sir, please, we need something for tribes. Some non-lethal snares and traps. My peaceful pawns don't want to kill people, but they also don't want to go full crazy vegan in ideology expansion.
Priceless911 Oct 26, 2024 @ 12:27pm 
i love using this mod for slave rebellions but can you make a non lethal turret/auto turret? it may be useful to set up in my prison for breakouts.
Sarg Bjornson Oct 17, 2024 @ 11:26pm 
This mod is content complete, and has been for years
Squaul Oct 17, 2024 @ 1:46pm 
Good potential but still need some work :( please dont abandon us !

Also idea for new weapons Or utilities :

Man catchers (without the spikes obviously) , Throwing nets , Bolas ,
Goo launcher/thrower, description : emprison people in sticky matter wich can be dissolved easily with water or who dissolved after sometimes.

Traps that emprison / neutralize without harming.
Why not turrets too.

I agree with what others said things should stack up like toxine and things should give pain to then make the entities go down but also go down in a more natural and balanced way.
A pissed off turtle Sep 30, 2024 @ 10:14pm 
I'm not sure if this mod is at fault, but every time I have colonists get exposed to tear gas, their clavicles get marked as "removed" alongside their arms when using RBSE bionics.
hp401 Sep 30, 2024 @ 1:17pm 
Can you equip non lethal weapon to a non violent colonist since this weapon don't do harm?
Mad Dog Peter Sep 24, 2024 @ 7:55am 
The stun gun is effective, but the electric baton is not. What is the problem?
McLets Sep 22, 2024 @ 4:47pm 
non lethal turrets for prison mods please
ItsKairoKay Sep 20, 2024 @ 5:56pm 
will say i feel like the dart gun genuinely needs a nerf or atleast a limit literally had to cherry pick it cause it was so op, because you can essentially one shot anything regardless of health as long as its affected by a sedative, i've yet to test this but i assume it would affect organic bosses such as those from insectoids 2 and the anomaly dlc. i do know revenants can fucking be one shot by a dart gun due to just dying when being downed regardless. like atleast make it dependent on like body size or some mechanic similar to "toxic buildup"
Olfan Sep 1, 2024 @ 3:35am 
There should be a mechanic allowing to capture stunned pawns. Currently you still have to attack the targeted pawn (and potentially kill it) using other means since stunned and incapacitated are two distinct things game-wise. Alternatively, the weapon should inflict a symbolic point of damage associated with 125% pain so it reliably triggers the threshold for the target to go down.

There's no need to fear it may be OP if it actually worked as expected - due to its long reloading time it's completely useless against crowds and only viable against single targets that should be captured alive.
Spookysmoke Aug 28, 2024 @ 8:30pm 
anyone who has chemical training (LEO or miltary) will tell you. Yes a gasmask stops teargas. CS gas is used on trainees to demonstrate the importance of creating a tight seal on your mask as well as simulating what a chemical attack might feel like. it absolutly sucks taking the mask of in the gas chamber
Hotaninja05 Aug 28, 2024 @ 11:56am 
Please make gas masks work against tear gas. I see some people in the comments that have no idea what they're talking about saying that gas masks don't protect against tear gas this is untrue. Why do Riot police always use gas masks when deploying tear gas? If it were mustard gas for example then it would be obsolete but yea. Please do it.
TundraMoth Aug 22, 2024 @ 12:22pm 
dart gun is op as you can stun anyone you want and kill them without any resistance for example thrumbo but who cares about pony pfp opinion
Kai Aug 15, 2024 @ 9:56pm 
Yeah. Good point. Kinda weird I didn't think of that actually. Back in my old security class we learned plenty of combat methods for that kind of stuff
HunterAlpha1 Aug 15, 2024 @ 4:39pm 
@Kai IRL it would depend on the reason for someone "incapable of violence". Someone could be against taking life but not against using self defense, there are several martial arts set up around the principle of dissuading an aggressor without harming them.
Scruffy Aug 15, 2024 @ 3:59am 
A tear gas Mine would be nice. Just pop it in the hall of a prison to mess up any prison break plans lol
Kai Aug 13, 2024 @ 5:46pm 
Any chance you might add a gas mortar shell? I love the idea of using the artillery from VE defenses to drop gas on an outpost for some capturing.

Also,to the Doctor worm fella, think of it like this. Someone who's incapable of violence irl would be just as unwilling to beat someone with a stick just as they'd be opposed to hitting someone with a zappy stick.
Sarg Bjornson Aug 10, 2024 @ 2:09pm 
I have a bunch of Kleenex, and empty water bottle and a few assorted office supplies
Stridehudson Aug 10, 2024 @ 2:05pm 
Stray you have no idea what you're talking about. I'm looking at a package of organic vapour respirator cartridges on my table right now.
Stray Aug 8, 2024 @ 6:53pm 
To everyone complaining that gas masks don't protect against tear gas - good. That's how it works. A gas mask stops particulates, but not vapors. Tear gas works mainly from vapors irritating the eyes. The most a gas mask would do is trap the vapor between the face and the mask and make it worse.
Guddum Aug 3, 2024 @ 11:47am 
Going to echo what other people are saying and i think Gas Mask (and Haz Suits) should also protect against Tear Gas, dunno how hard that'd be to code but it would help allot.
Oskar Potocki  [author] Aug 3, 2024 @ 9:20am 
These are still weapons...
Doctor Worm Aug 3, 2024 @ 9:09am 
is there anyway to allow these weapons to be used by 'incapable of violence' pawns?
ItsKairoKay Jul 21, 2024 @ 11:46am 
just discovered insectoids are immune to tear gas, and for some reason despite reasonable assumption gas masks DON'T PROTECT AGAINST IT