RimWorld

RimWorld

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Tranquilizer guns (Continued)
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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973.199 KB
19 Sep, 2021 @ 1:47pm
21 Jun @ 12:38pm
7 Change Notes ( view )

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Tranquilizer guns (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of Wowchegs mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1261792381

- Migrated from old HugsLib settings



[dsc.gg]
[github.com]


Adds tranquilizer rifle, pistol, sleep gas grenades, tranquilizer autoturrets. Tranquilizing mechanics: any affected target gets stacking 'Tranquilized' effect. It's effectiveness depends on target's body size. Grenades makes great AOE sleep gas effect. Now with insanity liquid. Can be made of sleeproot leaves on drugs table.
! Now Huglib mod needs to be installed and loaded before this mod. !

github repository
https://github.com/gwowcheg/rimworld_tranquilizer_guns

1.2 version support added

1.6.1 1.1 version support

1.6 Insanity mechanics.
- Insanity gas mortar shell.
- Insanity gas mine.
- Tranquilizer mortar shell.

1.5.2 HugsLib support.
- Now you can switch between one hit and weight-scale mechanics.
- Sleeproot can be grown in hydroponic farm.

1.5.1 - 1.0 version support.

1.5 Big update
- Some balance
- Added tranq grenades, mines and turrets!
- New plant - sleeproot - used for tranquilizer liquid production
- All added weapons recipies includes tranquilizer liquid as ingredient.

1.4 B19 version support.

1.3 New mechanics
- Now tranquilizer guns not just put 'Anesthetic' effect on target - they add new stacking 'Tranquilized' hediff. Effectiveness of tranquilizer effect depends of target body size. As example, rabbits going down from one shot, human takes 3-4 shots.
- Rifle and pistol got increased accuracy due to new tranquilizer mechanics.
- New sprites!

1.2 Balanced weapons
I guess guns became too weak:
- Rifle and pistol range changed from 15/10 to 18/12.
- Tranquilizer bullet speed increased from 40 to 50. It's a little slower than bolt rifle bullet.

1.1 Balanced weapons:
- Now Rifle has weight of 2 kg, Pistol - 1kg.
- Rifle/Pistol range is 15/10.
- Rifle/Pistol warmup time is 2/1.1
- Both gun now have reduced accuracy
- Reduced tranquilizer bullet speed


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: sedative, insanity
Popular Discussions View All (1)
0
1 Aug, 2022 @ 5:54am
Sleeproot is a... what?
Xane Tempest
51 Comments
Darth Ceveo 27 Apr @ 9:17am 
That's a wild comment lol
Mlie  [author] 20 Apr @ 10:07am 
@SerBeardian Sounds like a good plan
SerBeardian 20 Apr @ 9:59am 
I love the idea behind this mod, but holy heck is this thing broken.
Guns insta-downs any pawn in a few shots, through armor.
Grenade insta-downs any pawn in grenade radius. You get 2-3 pawns tossing grenades into a corridor and your base is 100% immune to anything coming through there.

Quite frankly, it makes the game boring because you just can't take any risks at all.

Hero stands? Not happening. Grouped fortifications? Hope they don't have grenades. That god-emperor of a biomechanical walking blender? One grenade and he's down!

You know that scene from Helm's Deep when they're trying to kill the orc with the torch? EVERY enemy with a tranq grenade is that orc.

Maybe if you can use CE, the ammo upkeep slightly balances it out, but without CE? Nah...

Honestly, it makes me want to learn to mod just so I can nerf the hell out of these things so they're even remotely reasonable.
Mlie  [author] 4 Feb @ 11:30am 
@superawesomegoku I dont have any plans on expanding on the mod, but the source is open if anyone wants to use it
superawesomegoku 4 Feb @ 11:27am 
I think also if you could get a pipe network setup if you would allow for Gas Vents of these types. I just want to make my prisoners go to sleep when they try and riot or break out, and the turrets end up cutting them to bits
superawesomegoku 4 Feb @ 11:24am 
I seemed to just be having an issue where people cant "refuel" the transquilizer turrets
Mlie  [author] 4 Feb @ 11:15am 
@superawesomegoku I dont use CE but ask on their discord, they seem to be adding patches in the mod nowadays.
superawesomegoku 4 Feb @ 11:00am 
Any hope to get a Gas vent? or perhaps a CE patch?
HIM🐀 28 Nov, 2024 @ 2:23pm 
hell yeah
CosmoSweet 7 Nov, 2024 @ 4:22pm 
The gas shouldn't impact mechanoid, and yet it does.