RimWorld

RimWorld

[1.6] Grenade Fix - Rearmed
79 Comments
Dingo  [author] Aug 5 @ 6:56am 
@ParanoidAndroid I think that has been suggested but it will be a much more complex mod as you say. Sounds like something Brrainz would code.
ParanoidAndroid Aug 1 @ 6:14am 
I guess it would add a lot of complexity, but do you think there is a way to prevent throwing/firing if there is any friendly unit in the explosion radius?

Thanks!
Tyrant Jun 24 @ 4:22pm 
I greatly appreciate this mod being maintained.
HunterAlpha1 Aug 18, 2024 @ 2:31am 
Is this compatible with Combat Enhanced 1.5?
The Drink Apr 22, 2024 @ 11:29pm 
never realized how badly the game needed a feature like this until i saw it
Michiko Apr 19, 2024 @ 10:18am 
Thanks for the update!
Dingo  [author] Apr 19, 2024 @ 9:27am 
Updated for latest game patch
SAUCE__GODD Dec 18, 2022 @ 10:02pm 
CE?
brucethemoose Oct 22, 2022 @ 8:44am 
:steamthumbsup:

(This is definitely one of those "should obviously be in vanilla" mods)
Dingo  [author] Oct 22, 2022 @ 8:39am 
Updated for v1.4
brucethemoose Oct 8, 2022 @ 5:10pm 
This is a pretty simple mod for a C# mod, so I will test and see if it works in 1.4
Proxyer Aug 3, 2022 @ 12:58am 
Thank you for update! :FredericNote:
Dingo  [author] Aug 2, 2022 @ 4:16pm 
Updated for 1.3

I changed the mod name in the About file. If you can't enable/disable it for whatever reason you just need to delete the entry from your load order.
Mlie Sep 11, 2021 @ 1:50pm 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
dickmosi Jul 26, 2021 @ 2:17am 
Seems to work fine in 1.3 for me, tested with both vanilla and modded grenades.
TracerFoxTEK Jul 23, 2021 @ 8:02am 
Has anyone tested this to see if it works on 1.3?
Dingo  [author] Aug 17, 2020 @ 12:20pm 
Sure. Thanks for the help @Tyrant
Tyrant Aug 17, 2020 @ 8:16am 
I'd like to recommend changing the title on the Workshop to Grenade Fix - Rearmed. I think the colon after Fix makes workshop's search feature unable to find this mod by searching for 'Grenade Fix'. I had to use Google to pull it up.
Proxyer Aug 15, 2020 @ 2:45pm 
Thank you for update works!
I send award for your mod. :Emo_5_Trophy:
Dingo  [author] Oct 1, 2019 @ 12:03pm 
@AmbiguousMonk Interesting question. I assume they use the same logic as colonists but that might be false. If they do then they will avoid exploding themselves if their target is inside the minimum distance (keep in mind this distance could be as little as 0.5 tiles).
AmbiguousMonk Oct 1, 2019 @ 8:38am 
Do raiders change any of their behaviors due to this mod? e.g. running from people who get within the minimum range?
Dingo  [author] Jun 9, 2019 @ 10:21am 
Last time I checked (1.0 release) you could still use explosives even at a 1 tile distance, which is guaranteed to hurt the pawn.
Natalo77 Feb 9, 2019 @ 6:26am 
Any Hard incompatibilities?
Dingo  [author] Nov 2, 2018 @ 11:45pm 
@jpinard I didn't want to overcomplicate things, I treat all explosions as equal.
jpinard Nov 2, 2018 @ 3:23pm 
Would it be possible to have it adjust based on grenade type? EMP grenades are just fine for throwing on top of one self and pretty helpful against the slicer mechs. Everything is awful in vanilla though.
jpinard Nov 2, 2018 @ 3:22pm 
So my pawns exploding themselves with grenades wasn't my imagination?
IceMaverick Oct 28, 2018 @ 8:43am 
Thanks for the update!
Dingo  [author] Oct 27, 2018 @ 7:20am 
Tested and updated for RimWorld 1.0
Thelockenessmonster Oct 23, 2018 @ 11:11am 
can we get an "updated" post when it hits 1.0 release, i realy want to know when i can add this back into my game
"The" SeanMacLeod Oct 17, 2018 @ 11:26pm 
:stein:
Dingo  [author] Oct 17, 2018 @ 10:00pm 
1.0 version will be released on this page sometime this month if all goes well.
Frost King Oct 17, 2018 @ 1:52pm 
Would love this in 1.0!
IceMaverick Sep 22, 2018 @ 9:04pm 
Thanks for the rapid B19 update.
"The" SeanMacLeod Sep 22, 2018 @ 5:06pm 
@Dingo
Awesomeness! :steamhappy:
Anvil Pants Sep 22, 2018 @ 10:53am 
Thank you.
Dingo  [author] Sep 22, 2018 @ 2:37am 
Updated for Beta 19.
Dingo  [author] Sep 21, 2018 @ 7:17am 
I will update it when I have time and energy to recompile and test.
「 LiTe Em uP 」 Sep 18, 2018 @ 11:43pm 
b19 version pls??
xBlkMik3x Nov 21, 2017 @ 10:11pm 
oh i was hoping some slack for you guys!!!! but alright.
Dingo  [author] Nov 21, 2017 @ 5:35pm 
It's pretty much exactly the same.
xBlkMik3x Nov 21, 2017 @ 5:11pm 
With the new update making the game BETA, will it be easier to implement mods and such?

Dingo  [author] Nov 18, 2017 @ 3:46pm 
Updated for Beta 18.
Dingo  [author] Aug 18, 2017 @ 1:50am 
Shouldn't conflict. Safe to remove.
「 LiTe Em uP 」 Aug 17, 2017 @ 11:26pm 
any known mod conflicts??

safe to remove from saves as well??
Dingo  [author] Jul 28, 2017 @ 6:32pm 
This is just a simple one-parameter-adjusting mod. Look to combat overhauls/tweaks for that; I changed nothing about combat here.
Kiranos Jul 28, 2017 @ 5:13pm 
Would it be possible to add the option to prevent any pawn with explosive to throw a grenade too close from any friendly pawns ?
I'm not sure it's possible as you're never sure where the grenade will land, especially if you have a low skill pawn...
Dingo  [author] May 25, 2017 @ 12:28pm 
@Wicked error should be fixed with new version. Please respond if you're still getting it.
Dingo  [author] Mar 20, 2017 @ 2:36pm 
All this does is add a minimum range to the initial check, so any faults with the game's combat system are still in place.
DizzyChimera Mar 19, 2017 @ 3:35pm 
Does this still have the issue of being able to target someone, then not checking to see if they're still not too close before actually throwing grenades? Last time I used this, raiders would target my melee fighters while they were at a safe distance, then throw the grenade at them after they ran up, blowing up themselves and my melee fighter. :/
Dingo  [author] Feb 18, 2017 @ 5:14pm 
If you can upload your output_log.txt from the RimWorld folder (assuming you're still getting the error, it will log it there) and send it to me that would be an easy way to share all the necessary info.

If you have HugsLib you can easily share your log from the developer console in-game, too.