RimWorld

RimWorld

Vanilla Weapons Expanded - Non-Lethal
403 Comments
Sarg Bjornson 10 Oct @ 10:46pm 
Yeah, but it affects nothing. Next time the mod needs an update it will be corrected
Random Tank 10 Oct @ 4:56pm 
Yeah I've noticed this is huge too (for a rimworld mod), it's 48MB. Vanilla Weapons Expanded base has way more guns than this and that's like 3MB. You guys left the source file in the 1.6 update.
Elijah 6 Sep @ 9:19pm 
Hi, I noticed the file size for this mod is abnormally large. Did you accidentally leave some files behind? I didn’t use the "Bug Reports" google forms, since I’m not sure if this is a bug or not.
Sarg Bjornson 4 Sep @ 10:24pm 
No...
hoteldoor538 4 Sep @ 2:48pm 
If i have a 400 dps colonist uses the baton to beat people up will the baton prevents my pawn from instantly killing people?
P O P 1 Sep @ 10:21am 
"Gunshot wound (stun baton)"
SP4RTAN 29 Aug @ 6:03pm 
Vacsuit helmet should probably be made immune to tear gas lol
Jide Aurelius 26 Aug @ 1:20pm 
Any chance of adding knockout gas or other ways to knock people out without significant damage? Also the darts are fine. Thanks for the mod, my space marines cant wrestle people to the ground and arrest them so this is a great method.
Makeithappen 18 Aug @ 1:23pm 
its hard to resist using the baton on mechanoids. that is until you get a zhammer
511Monkey 17 Aug @ 2:25pm 
can we get non lethal turrets to prevent prison breaks in single colonist
Elric 11 Aug @ 7:30pm 
Does anyone know what incompatibilities this mod has? The mod works in some capacity (I can find the weapons in traders' inventories) but the research options don't show up; there's just a blank page. Just asking if anyone knows off the top of their head; I can go through my mod list myself but thought I'd save myself the trouble if anyone does know right away.
Deathstar 11 Aug @ 10:07am 
Good to know, thanks!
Sarg Bjornson 10 Aug @ 7:31am 
Yep
Deathstar 10 Aug @ 4:36am 
Also curious about the gunshot wounds caused by stun batons - are they a workaround for some mechanic?
Insanity100% 9 Aug @ 5:36am 
Why does tear gas go through 80% toxic environment resistance?
Your Best Friend 7 Aug @ 3:32pm 
Hey there, love the idea of the mod but I just finally got my hands on a stun button, and when using it not only did I not notice any stunning, but while 4/5's of the wounds inflicted were just bruises, it did inflict 4 'gunshots' that cause very mild bleeding. All very low damage ones, so it's not a huge issue, but I can't help but feel like it's a little wonky. No CE or major combat overhauls either, just Sidearms.
Makko 7 Aug @ 12:59am 
The dart gun seems rather overpowered, it makes incapacitating (non heavily armored) enemies very easy and risk free.

I would suggest that it should apply a slow acting stacking consciousness debuff per dart, each decreasing pawn consciousness by some amount but modified by body size and various traits like tough and physical characteristics like blood filtering.

This would mean that the darts wouldn't just be a "wait 10 second and click capture" button, but instead you'd have to weigh the risks of shooting too many darts and killing the pawn you're trying to capture by reducing consciousness to 0% or waiting and hoping he doesn't kill anyone or run away if the dose wasn't enough.

Maybe this is mechanically difficult to implement, but there's a reason real life anesthesiologists are such a specialized profession and cops don't shoot people with sleep darts. The line between unconscious and dead is very very thin.
Sarg Bjornson 4 Aug @ 8:18am 
CE never works as intended lol
Sanakara 4 Aug @ 2:11am 
My Pawn smashed the Skull of one of my prisoners with a stun baton. there was no stun applied at all. maybe cause the CE path does not work as intended (CE 1.5).
potatoguy2018 30 Jul @ 3:23am 
Simba check out this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3455926746
it adds turrets + expands the non lethal options a lot.
[W] Simba 24 Jul @ 5:54pm 
Would you consider adding non-lethal turrets or other non-lethal automated defenses to better protect prisons and the sort?
whoami1i1i1i 22 Jul @ 4:40pm 
A really cool mod in theory, in practice the dart gun is essentially an infinite psychic shock lance that can also be used as the biggest cheese to con neutral pawns on your map out of their wares and weapons for only a couple points goodwil lost per down
Then the stun baton makes any non-mechanoid single target a guaranteed win on anyone with a non awful melee skill while also giving you a higher chance of downing
I still like the mod! I just think it could use a rebalance
Aion9 22 Jul @ 2:20pm 
would we be able to get pepper ball guns like in the SWAT games and Ready or Not?
Danger Girl Forever 19 Jul @ 4:11pm 
I was wondering. I have very low level pawns equipped with the stun guns to get their shooting up. Does that even work and are they able to train on dummies with this weapon? Thank you
Chaplain Roach 18 Jul @ 12:34pm 
Do you have a strategy for using the weapons that doesn't kill everything other than just the dart gun? Seems like everything just takes less damage and dies on various game settings.
Sarg Bjornson 18 Jul @ 9:46am 
That's what the taser does, yeah
ToooMuchSalsa 18 Jul @ 9:46am 
but i was tasing a pawn and he was just perma stunned. He didnt go down.
Sarg Bjornson 18 Jul @ 1:26am 
Yes, this mod
ToooMuchSalsa 18 Jul @ 1:06am 
was hoping this mod could work to down a pawn without killing. Anyone have any alternatives?
Sarg Bjornson 17 Jul @ 11:36am 
Nah
Ghojo 17 Jul @ 10:39am 
Please rename this into less-lethal, or remove the ability to kill.
NerdCuddles 1 Jul @ 8:08pm 
I mean rubber bullets have killed people in real life before, so it wouldn't make sense if in the game they didn't have a chance to kill people either. Its still a gun, just one that causes suffering instead of straight up killing you.
noobscifi 23 Jun @ 12:03pm 
Haven't tried tear gas, but the non lethal pistol and stun baton have killed some targets I really wanted to take alive. On the other hand the dart gun is pretty OP in the right hands, can kidnap a whole quest camp and I haven't tried it but I bet my sanguophage sniper could take out a Thrumbo with it.
Klootzak 22 Jun @ 12:46pm 
Pretty bad mod pawns will still die and bleed and you can endlessly stun hostiles
jake 22 Jun @ 1:56am 
@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 12 Jun @ 9:51am 
1.6 plz!!!
SToolypid 25 May @ 3:50am 
should be called less lethal
knots6 14 May @ 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 3 May @ 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 26 Apr @ 10:46am 
Can these weapons be used by non-violent pawns?
Jerm Day 22 Apr @ 12:46am 
@Alastors_Game im also getting the same thing
Alastors_Game 14 Apr @ 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 11 Apr @ 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 1 Apr @ 3:51am 
That doesn't sound like a "me" problem ;))
Herbert 1 Apr @ 3:29am 
* No longer compatibile with CE.
Sarg Bjornson 31 Mar @ 11:19pm 
And does that happen with only this mod?
Herbert 31 Mar @ 2:51pm 
Gas grenades immediately kill (friendlies) if they are within the blast radius.
Skelly the Skeleton 19 Mar @ 10:39am 
Everyone still dies to the stun baton so it's not that non-lethal
Solstice Initiative 25 Feb @ 3:39am 
The true power of nonlethal weaponry
adleran12 9 Feb @ 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