RimWorld

RimWorld

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Non-Lethal: Re-Examined
   
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Mod, 1.5, 1.6
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702.287 KB
31 Mar @ 5:36pm
6 Jul @ 8:50pm
7 Change Notes ( view )

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Non-Lethal: Re-Examined

In 1 collection by Smxrez
Re-Examined Mod Series
8 items
Description

Sometimes, less lethal violence is the answer, however I wish we had some more options. I guess that’s how we ended up here.

I haven’t changed much since the existing content is in a good place so all it just needed a few tweaks and some new content.

The taser now has better range, the rubber pistol hits harder, and both got an accuracy buff.

For new content, we’ve got:
- A rubber shotgun for non-lethal close-quarters takedowns.
- A wall-mounted taser turret to handle prisoners and drop pod raids by stunning and eventually downing pawns.
- A tear gas launcher that applies a debuff to support the rest of your defense.

I highly recommend:
- Prisoners Should Fear Turrets – So your taser turret actually keeps prisoners from escaping. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2602436826
- Setting the death on down chance to 0% – So downed enemy pawns don’t have a chance to just die.


[ko-fi.com]





Full list of changes:
Taser: - Range 6.9 -> 7.9 - Accuracy short 0.89 -> 0.90 - Accuracy medium 0.78 -> 0.82 - Accuracy long 0.6 -> 0.68 Rubber Pistol: - Damage 6 -> 8 - Accuracy touch 0.8 -> 0.95 - Accuracy short 0.7 -> 0.85 - Accuracy medium 0.4 -> 0.6 - Accuracy long 0.3 -> 0.5 Non-lethal Weapons research: - Cost 1400 -> 1600 (To account for all the new addtions) - Renamed to Non-lethal solutions


Q: CE Compatible?
A: No If you want a patch, ask the CE team.
Q: I don't like the new contents can I remove them?
A: Disable it with cherry picker.
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add but could be dangerous to remove.
39 Comments
Smxrez  [author] 6 Jul @ 8:50pm 
1.3.0
- Reduced Rubber shotgun range 15.9 -> 13.9
- Increased Rubber shotgun cooldown 2s -> 2.4s
- Reduced Taser turret armor pen 100% -> 20%
- Reduced Taser turret hp 100 -> 80
- Reduced Taser turret range 10.9 -> 9.9
Smxrez  [author] 6 Jul @ 7:01pm 
@Ravinglegend fair points
Unlike some of my other mods I haven't had a chance to use these in a real run so I appreciate feedback from someone who has
Will make some adjustments soon accordingly
Ravinglegend 6 Jul @ 6:41pm 
The additions are somewhat overpowered from my testing. The taser turret can easily deal with mechanoids by inflicting neuroshock, which unlike stun mechanoids cannot adapt to. This makes centipede raids incredibly easy to deal with as they can be knocked out by the neuroshock effect which ignores armor. The rubber shotgun deals a lot of blunt damage and blunt damage is rarely resisted by enemies. The tear gas turret is fine as tear gas isn't really that strong to begin with its just a good way to debuff enemies. I think it would be more balanced if the damage on the rubber shotgun was toned down and if mechanoids were made immune to the taser turrets. Alternatively, the taser turrets could be made to use the basegame stun effect so mechanoids can adapt to them. All the new options look and work great they just seem a bit unbalanced.
Smxrez  [author] 2 Jul @ 12:50pm 
1.2.1
- Updated to RW 1.6 and new VE Framework changes
Smxrez  [author] 28 Jun @ 6:53pm 
@Travioli whenever the VE team updates Vanilla Weapons Expanded - Non Lethal
Travioli 28 Jun @ 4:36pm 
1.6?
Bones 10 Jun @ 6:03pm 
I really wish this one had the syringe turrets, nothing better than gunning down power armored troops and knocking them out so you can.. convert them nicely..
Smxrez  [author] 22 May @ 12:33pm 
@HolyRedEye
You need Prisoners Should Fear Turrets to make your turrets shoot at escaping prisoners https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2602436826
HolyRedEye 16 May @ 6:24pm 
Wall taser wont shoot as prisoners escaping
Kimo' 21 Apr @ 12:42pm 
@Jonesy Fox Shield belts doesn't block projectile that deal blunt damage. That's a vanilla mechanic