RimWorld

RimWorld

[1.2] Tranquilizer guns
162 Comments
Generic German 27 Oct, 2022 @ 10:26pm 
*sad 1.4 noises*
Mlie 19 Sep, 2021 @ 1:48pm 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2606555060
Hope it helps anyone!
benai 2 Sep, 2021 @ 5:54pm 
Ask maybe one of the updater of older mods like Mlie on his discor if he wants to rework this mod or hope for the author to be back again and update it.
Kradas 31 Aug, 2021 @ 6:00pm 
@Wowcheg any chance we have a 1.3 version?
Pierre 28 Aug, 2021 @ 12:39pm 
turrets seem not working in 1.3
Thundercraft 25 Aug, 2021 @ 7:06pm 
Support for 1.3... maybe someday?
Yuri12344 10 Aug, 2021 @ 7:14pm 
@GrynnReaper dunno if you've already figure this out on your own -- but you could just edit the \Hediff\TranquilizedHediff file to be .1 at all levels. Would achieve something similar.
Vladossk 31 Jul, 2021 @ 3:57pm 
@Wowcheg will update?
GrynnReaper 30 Jul, 2021 @ 11:27am 
to recap, the guns work, but no mod options. Effect is cumulative by default, Anyone know hoe to manually switch it to one shot and down in the files? I figured out how to change range, accuracy etc. but i can't find this.
GrynnReaper 28 Jul, 2021 @ 11:07am 
with 1.3 there is no longer a mod options category, is there a way to make changes (like one shot and down) manually? Like change the default projectile behaviour?
CosmoSweet 21 Jul, 2021 @ 7:29am 
Can you make the Gas system work with the Xenomorph in the AVP mod?
kongkim 18 Jul, 2021 @ 2:42am 
The ideology expansion will be out on 20/07,and the game version is 1.3 will this mod be updated for that :)? As i will be starting a new game when ideology is out.
Seriel 26 Mar, 2021 @ 9:57pm 
Can we get a nerf to grenades and buff to tranqualizer effects? I just had a weird raid where my entire colony was disabled with one toss of a grenade then everyone got kidnapped, but then hauling was so long that my colonist all recovered and beat up all their captors in melee easily because there isn't something like cryosleep sickness after recovering. Now I have that same grenade and have been capturing large groups of raiders pretty easy with just how large its explosion radius is, pretty fun to use but really easy to abuse :steamhappy:
groovybluedog 26 Mar, 2021 @ 6:45pm 
I adore this mod overall, but holy shit the rifle is useless, particularly with its range. Useless.
Tokido Saya 8 Feb, 2021 @ 5:41am 
i see a grenade incoming i though i need to dodge and my pawn rebound that tranquilizer grenades like a fucking baseball and knock dwon 5ppl.
lmfao wtf lol
BlueTressym 27 Jan, 2021 @ 9:10pm 
Hiya. Thank you for making this mod. I'm also getting the issues cropping up with the sound defs.
M4ry 23 Jan, 2021 @ 3:48pm 
As stated below, I'm also having errors with sound files...also, Sleeproot is plantable, but my pawns aren't able to plant it?
Noxilie 7 Jan, 2021 @ 11:06am 
please correct resource sound names

/Defs/ThingDef_Misc/TranquilizerGuns.xml
line 11:
<soundInteract>InteractRifle</soundInteract>
should be:
<soundInteract>Interact_Rifle</soundInteract>

line 71:
<soundInteract>InteractAutopistol</soundInteract>
should be:
<soundInteract>Interact_Autopistol</soundInteract>

line 99:
<soundCast>ShotAutopistol</soundCast>
should be:
<soundCast>Shot_Autopistol</soundCast>
Gunseeker 29 Dec, 2020 @ 5:28am 
Hey, found a bit of an exploit, you are able to throw tranq grenades at caravans with basically no repercussions, so you can tranquilize pack animals and make them drop all of their supplies for free.
codeninja 21 Dec, 2020 @ 2:50pm 
Why do tranquilizer guns work on Androids?
Armedwithpuns 27 Nov, 2020 @ 9:09am 
is this still compatible with 1.1?
Bludem 26 Nov, 2020 @ 7:49am 
Would this work with combat extended?
Tablenack 18 Nov, 2020 @ 4:27pm 
thanks for the update :)
Zarathustra 17 Nov, 2020 @ 8:28am 
plans for a remote tech support for insanity gas spread?
Wowcheg  [author] 8 Nov, 2020 @ 8:07am 
Added github link.
Triel 8 Nov, 2020 @ 6:01am 
Good job man, props to you
Wowcheg  [author] 8 Nov, 2020 @ 2:06am 
Updated to 1.2. Lowered hue of some sprites, rearranged reasearch tree.
Triel 7 Nov, 2020 @ 9:13am 
I think this mod is better than tasers because it doesnt just instantly down things
makoaluveaux 4 Nov, 2020 @ 2:28pm 
@wowcheg Thank you sir. You're awesome.
kongkim 4 Nov, 2020 @ 12:20pm 
@Wowcheg that would be nice :)
Wowcheg  [author] 4 Nov, 2020 @ 11:40am 
omg, i didn't know this mod is so important for you. I'll update it tomorrow.
makoaluveaux 3 Nov, 2020 @ 9:50am 
Would It Be Possible?
A little history
In the canon of Rimworld there are many mods, ranging from the inane, to the inspired.
But nothing, can match the level of irritation, from that of a great mod that has been abandoned by its creator.
Many mods have fallen by the wayside due to circumstances.
While we don’t malign those who bring us an improvement to a beloved game for having a life.
The issue we have lies in
Lack of communication

The Silent Death
A great mod that dies because the original modder won’t talk and then refuses or neglects to share the source code is called abandoned.

Would it Be Possible?
I have one final question, would it be possible that you @wowcheg are one of these types?If so, we understand busy, we understand having a life, we understand not wanting to mod or play rimworld anymore.
All we are asking is would it be possible for you to pass the torch, or if not, can you at least let us know what is going on?
PotatoIsUs™ 28 Sep, 2020 @ 8:14pm 
12
kongkim 24 Sep, 2020 @ 10:10am 
An update would be nice :) Its a good mod.
Dan Shu 14 Aug, 2020 @ 3:54pm 
any plans to update this? Just coming back to Rimworld to check out 1.2 and there doesn't seem to be a good tranq mod that's up to date yet
Dustreaper 16 Jul, 2020 @ 7:05am 
Nice mod but if 2/10 raiders have a tranquillizer gun/rifle it becomes very annoying.
Biscotti 30 Jun, 2020 @ 9:00pm 
adding this mod conflicts with my other mods. It seem that it is conflicting with your objects. It cant find your objects.
Twilight 30 Jun, 2020 @ 6:23pm 
Insanity shells and the bombing run feature of SRTS is mega OP (and fun as heck).
pgames-food 22 May, 2020 @ 8:58pm 
thanks tyrant, i think ive seen similar errors with other mods before, now if i get the same issues after i finish upgrading my 1.0 save into 1.1, i can try tweaking those there too :)

btw, you're not tynan''s alter ego by any chance are you? - joke :lunar2019piginablanket:
Tyrant 22 May, 2020 @ 8:54pm 
I see the problem. You should be using Interact_Rifle, Interact_Autopistol, and Shot_Autopistol respectively. You forgot the underscores.
Tyrant 22 May, 2020 @ 8:50pm 
Could not resolve cross-reference: No Verse.SoundDef named InteractRifle found to give to Verse.ThingDef Gun_TranquilizerRifle (using undefined sound instead)

Could not resolve cross-reference: No Verse.SoundDef named InteractAutopistol found to give to Verse.ThingDef Gun_Tranquillzer_Pistol (using undefined sound instead)

Could not resolve cross-reference: No Verse.SoundDef named ShotAutopistol found to give to Verse.VerbProperties VerbProperties(tranquilizer pistol) (using undefined sound instead)
Sylvia The Thrid 8 May, 2020 @ 8:10am 
Research is required to unlock everything in the mod, and different technologies require different researches, and some items are tied into already existing research targets. Sleeproot will grow outdoors, but it doesn't spawn naturally
Bullwinkle 7 May, 2020 @ 3:32pm 
1) If a human is shot only once (or twice) will they slow down, get a little drunk, bad aiming, etc? 2) Also, is sleeproot available for planting in outdoor farms, grow in the wild? 3)Is any research required?
TheDino27 5 May, 2020 @ 2:04pm 
Would it be possible to :
A-rebalance the guns so that raiders can be manageable without the use of a killbox ?
B-put in an option to disable raiders spawning with weapons of the mod ?
C-make it so only a specified number of raiders can spawn at max with weapons from the mod ?

because has of right now, like a lot of non-lethal weapons mod, raider are extremely hard to take care of because there's almost always one tranq gun in a raid and it downs a colonist in only a few shots.
Sylvia The Thrid 4 May, 2020 @ 5:36pm 
Would it be possible to have mechanical units, like mechanoids, Androids from Android Tiers, Robots from Misc. Robots etc etc, immnune to the tranquilzer effects?
Wowcheg  [author] 16 Apr, 2020 @ 1:45pm 
@Gunseeker I glad you like it, thanks. I'll try to make version for CE when I'll have some free time. Right now I have a lot of work. Sorry. :(
Gunseeker 15 Apr, 2020 @ 8:43pm 
Just thought I'd say thanks for making this mod, I still use it in all my playthroughs (i was the guy who suggested tranq. turrets). Also I gotta ask, are you planning on making a patch for Combat Extended? I wanted to try that mod out but that means I can't use this one so I hope you consider that.
JayL 9 Apr, 2020 @ 12:56pm 
Oh no... i cant play because its 1.1 now... is there a 1.0 version in the workshop or somewhere else?
Wowcheg  [author] 25 Mar, 2020 @ 2:58pm 
Fixed bolt action rifle texture. I guess it's some kind of game bug: it was looking for texture in my folder, having same local folder structure.
azzagetcrunk 25 Mar, 2020 @ 6:06am 
i dont know why but now when i use this mod the bolt action rifles appear as giant question marks :/