RimWorld

RimWorld

[B18] Not Enough NLW's
96 Comments
SergalGoMerp 8 Nov, 2024 @ 9:22pm 
Does not work in 1.5. Unfortunately causes the game to crash and disable all mods. (Which is funny, its a mod about disabling style weapons)
British_Chap 2 Dec, 2021 @ 5:40pm 
prisoner be like geting tazed ahhhh *has heart attack*
Other_Olly 18 May, 2019 @ 1:21pm 
People missing this mod may be interested in this collection of non-lethal and less lethal weapon mods: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1691689352
EldritchPotato 15 Apr, 2019 @ 8:43pm 
Hope this comes to 1.0
Nick Nape'em 6 Apr, 2019 @ 3:28am 
KNOCK OUT GAS MORTER SHELLS!
Mysterius 31 Mar, 2019 @ 9:40am 
Abandoned by author.
GhostOfThor 24 Mar, 2019 @ 6:53am 
Update to version 1.0?
Survivalmaster 24 Dec, 2018 @ 8:42am 
Added to ask a question! :)
General Waffles 29 Nov, 2018 @ 6:32pm 
Will this be updated anytime soon?
Shmerlin 1 Nov, 2018 @ 6:58pm 
Def want this for 1.0 one of my favorite mods.
CoolMango 4 Oct, 2018 @ 5:18pm 
hope*
CoolMango 4 Oct, 2018 @ 5:18pm 
i hpe you bring it to 1.0 even thought you skip B19 i would hate to see this amazing mod go
Gunseeker 11 Sep, 2018 @ 3:43pm 
ok well thanks for the reply and keep up the good work!
NukeNFighted  [author] 11 Sep, 2018 @ 1:26am 
@Sunseeker, I'm not playing Rimworld right now so I don't really have the motivation to update the mod but i'll look into what I need to change for B19 and if it's not too much I might do it
Gunseeker 10 Sep, 2018 @ 1:47pm 
love the mod, though multiple people have said this already, when is the B19 update coming out? I know some devs dont have the time to update it, because of IRL stuff, but please atleast tell us what the situation is. Thanks.
Melanistic Albino 8 Sep, 2018 @ 10:02pm 
Love this mod, will you have any time to update it? Thank you!
TheEventHorizon 8 Sep, 2018 @ 7:49pm 
B19?
MacEriu 7 Sep, 2018 @ 7:07pm 
I second "pancaketrowsers" comment.:steamhappy:
pancaketrowsers 6 Sep, 2018 @ 3:21pm 
heyy this mod is super cool can ya update it so its compatible with b19 ?
Mongenfish 21 Jul, 2018 @ 9:13am 
Great mod, thanks! Any help you can offer to edit a save rws file? I sent a caravan, and since one member had a fit, they decided to stop outside my town and starve to death. :( Any help you could suggest greatly appreciated! Keep up the good work! Perhaps I should buy you a coffee?
ApocTheWanderer 12 Jul, 2018 @ 12:12pm 
I get stack overflow exceptions when using the tazer?
Wooite 15 May, 2018 @ 10:09pm 
Nevermind my last, I see it. I don't know whether I was blind or I needed to restart. Anyway it's there. :)
Wooite 15 May, 2018 @ 8:10pm 
was the tazer turret removed? i'm not seeing it in security build tab. i got the "more vanilla turrets" mod installed, does it conflict? your mod is near the end of the mod load list.
Rokko 4 May, 2018 @ 11:06pm 
does not work with CE ?
testet the baton and the stun gun so far. no effect at all
NukeNFighted  [author] 18 Mar, 2018 @ 2:44am 
@Chicken Plucker You can use my mod
Chicken Plucker 17 Mar, 2018 @ 7:28am 
Hey author, I sent a friend request cause I wanted to ask for some permissions, I'm planning on creating the Diamond Dogs, and they use Non Lethal Weapons, I wanted to know if I could use this mod or get some advice from you. Please let me know if anything, cheers
The Neighbourhood Retard 28 Feb, 2018 @ 9:31pm 
Do I need a new save?
ZZIDOGZIZZ 17 Feb, 2018 @ 5:44pm 
how do you get these guns?
Lonewolf187 16 Feb, 2018 @ 2:15pm 
Can these assist in taming creatures like thrumbos? I've tried taming them before but it either doesn't work or they attack, I've been looking for something that can help with that.
mikki 4 Feb, 2018 @ 12:02pm 
The Tazer Turret is maybe unbalanced. My Raider die in the Killbox on Heart Attacks before i can throw them in the Prison.
Saucy Bagel 11 Jan, 2018 @ 12:16pm 
does the stun baton stun now? description is outdated if it does
Broken Valkyrie 3 Jan, 2018 @ 9:45pm 
I did a second take on my custom melee damage problem and found a solution, I posted my finding using your mod as an example. https://ludeon.com/forums/index.php?topic=37745.0 .
I got the stun baton working and it recorded it properly in the combat log, although it claims the victim falls over due to exhaustion.
Deadcurze 27 Dec, 2017 @ 12:35pm 
Why call them stun batons if they are approximately as lethal as freaking pulse rifles?
Jagroy 25 Dec, 2017 @ 3:41pm 
sooo, if it is possible... i would loooovvve to see a dart gun that induces the catatonic hediff... i know its probably unbalanced, but it would make harvesting those organs in some larger raids a bit more managable. i would expect the darts to be expensive, but i would really like to have something like this in game.

it is right on the ludeon forums, that you just have to add it as a hediff to make someone go catatonic.
https://ludeon.com/forums/index.php?topic=36208.0

and it goes back to the old... if it breaks the game for you, dont use it, but for the people who like it, here you go. kind of things.

if i knew how to make mods, i would just make one of my own, but i r a newbz
skynyrd47 20 Dec, 2017 @ 10:58am 
Anyway to make this compatible with CE?
Cogoll 11 Dec, 2017 @ 4:52pm 
Thanks for answering ! I hope it is solved soon, it was a really useful mod.
NukeNFighted  [author] 11 Dec, 2017 @ 4:12pm 
@Mr. Cogoll B18 changed how melee weapons work and i haven't figured out how to make the stun baton work as it used to yet
Cogoll 11 Dec, 2017 @ 12:43pm 
Hello, before 1 or 2 hits with the "Stun Baton" the enemy fell unconscious, now by at least 10 blows, practically as if it were to fists.
Could it be a thing of my MODS added or is it a thing of the original mod?
Old Kurt 4 Dec, 2017 @ 10:36pm 
Ok then. I have two colonists with chemical interest and a colonist with AI persone core in the head, so I need something to keep them under control...
Broken Valkyrie 4 Dec, 2017 @ 5:43pm 
It takes them down by applying custom status, similar to anaesthetize. They won't die, but if their incapatition is at extreme they have a chance developing heart attack. You won't have to worry about killing human pawn as long as only one tazer shot lands.
Old Kurt 4 Dec, 2017 @ 3:58pm 
Can these weapons take down pawns without vanilla "forced death" system? Or 2/3 will die on spot as usual?
Torres 4 Dec, 2017 @ 12:28am 
aaaaaaaaaand now I got a tazer mod <3 rated up and faved
NukeNFighted  [author] 4 Dec, 2017 @ 12:21am 
Nope, i changed that, it has a longer reload instead
Torres 3 Dec, 2017 @ 10:03pm 
Does this mod still have the one-use taser on them like on A17? that was a kill for me :/
Rocktalon 3 Dec, 2017 @ 11:47am 
Yiiissssss
NukeNFighted  [author] 3 Dec, 2017 @ 6:34am 
I have uploaded the update now, sorry for the delay, everything should work now except for the Stun Baton, i'll look into that later
NukeNFighted  [author] 30 Nov, 2017 @ 11:49am 
Think i got everything working as it should in B18, the only problem now is that i'm on my new pc so i couldn't update to this workshop file but i'm pretty sure all i have to do is move the ID file from my old pc to this one to get it to work but that will have to wait until tomorrow
Broken Valkyrie 29 Nov, 2017 @ 6:01pm 
I solved the error. In the same place your force incap, set reference to null. I believe the damage info value is removed but the reference still attempt to refer to it.
Just assign dinfo as null as such
dinfo = null;
It still work, combat logs records event except for stun baton, buts that because combat log for melee is now tied to tool capacity def. But I haven't found a way to get custom damage on to the tool capacity method instead of A17 way. No one has as far as I know.
NukeNFighted  [author] 29 Nov, 2017 @ 11:37am 
@Kastor, was planning on doing it tomorrow, only a have a few hours of school then.

@Broken Valkyrie, Interesting, when i tested the mod on the pre-release version of B18 i didn't get any errors like that, will check on that.
Broken Valkyrie 29 Nov, 2017 @ 3:40am 
@Kastor
You're going to have to wait a while. I am attempting to update this mod ands its quite difficult.

@NukeNFighted
Pretty clever having a check at CheckForStateChange, took me a while to understand the code. Unfortunately B18 changed something and null error still there regardless. The check works though and the method does exit once condition is met. Incapitation still happen but the error annoys me.