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RimWorld

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GHJ's Grenade Pack
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.020 MB
9 May @ 8:13pm
12 Jun @ 1:07am
4 Change Notes ( view )

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GHJ's Grenade Pack

Description
Overview
A vanilla-friendly pack that adds 8 additional grenade types for more variety and tactical depth, with a focus on specialized advancements of the vanilla frag grenades. I always felt that the vanilla frag grenades were lacking and a bit clunky to use, although grenades in general had serious potential. This pack aims to address that, with different particular use cases in mind for each grenade variant. These are meant to complement and be used alongside the grenades from vanilla, DLC, and the Vanilla Expanded mod series.

All of these grenades can be produced with the same Machining research as the vanilla frag grenades. They are more resource and labour intensive to produce, but open up new and interesting avenues with their use cases, and are generally slightly superior in performance. This mod does not change the stats of the vanilla frag grenades whatsoever.

This is my first mod for RimWorld and it's a fairly simple one. I hope you enjoy using this mod as much as I enjoyed making it. ^^

Key for the stat cards below:
AP = Armour penetration
SP = Stopping power










Do you want to see the full detailed stats of each grenade type compared against the vanilla frag grenades? Sure, here's a spreadsheet on Notion.[greatheroj.notion.site]

Recommended mods for a better experience (none of which are mine, I just use them too)
Simple Sidearms (strongly recommended) - Allows your pawns to make use of multiple weapons, including grenades. Simple Sidearms can be easily manually configured in their settings so that these grenades count as sidearms, which I highly recommend doing.

Throw Them - adds a gizmo to target and throw a grenade in the pawn's inventory.

Range Finder - Displays weapon range of highlighted pawns. Handy for planning grenade throws and just in general.

FAQ
Q: For the satchel charge, can I safely get my pawn out of the blast radius in time?
A: Yes, just don't be careless about it. The satchel charge's 6.67 second fuze delay gives you at least 3 seconds to run for your life after the cooldown finishes. An average healthy human should be able to get well out of the blast radius before it detonates. The precision charge is also safe for this same reason.

Q: Do you plan on updating this mod further?
A: I think it's pretty feature complete, as I set out with a specific scope in mind when making this pack. I'm also a university student, so consistent free time is not exactly something I have plenty of. I will continue to support the mod and likely perform balance tweaks and bug fixes, but mostly feature-wise what you see is what you get.

Q: Are there any known mod conflicts?
A: This should be compatible with most mods. It's a simple XML weapon pack, and doesn't do any overriding. That being said, I also don't play with CE (see below).

Q: Is it compatible with CE?
A: :(

Credits
This mod, including all art assets is the original creation of Great Hero J.

Honourable mention to my friends Salvguard and Vilespring for their support, as well as Aelanna and Egg of the RimWorld Discord's modding channels for help.

Rimworld is owned by Tynan Sylvester and Ludeon Studios.

Please leave bug reports in the designated discussion thread. Be as descriptive as possible. I will give you an ambrosia if you follow these instructions.

The content of this mod is shared under a Creative Commons BY-NC-SA 4.0 License.[creativecommons.org]
Popular Discussions View All (1)
0
9 May @ 8:42pm
PINNED: [OFFICIAL] Bug Reports
Great Hero J
23 Comments
Great Hero J  [author] 16 Jun @ 7:27pm 
@GanjaMan [NL]
The satchel charge is an unfocused explosion that relies on the sheer explosive mass involved to brute force its way through an armoured enemy. This is accurately accounted for by the absolutely massive damage but modest armour penetration.

Meanwhile, the AT grenade is based on an RKG-3 in design, and has a shaped charge HEAT warhead that delivers a focused superheated jet through armour. This makes it much more efficient at penetrating armour, even with a much smaller payload. IRL, variants of the RKG-3 are capable of penetrating anywhere from 125-220 mm RHA (rolled homogenous armour).
GanjaMan [NL] 16 Jun @ 5:12pm 
shouldn't a satchel charge have more armor piercing capabilities than a small AT grenade?
dr_rockzo 13 May @ 8:04pm 
Hell yeah! Bundle grenades, and hooch poppers!
Salt Jake City 12 May @ 7:32am 
epic
Tal'Raziid 10 May @ 11:38pm 
Ah, unfortunate but understandable!
Great Hero J  [author] 10 May @ 10:51pm 
@ Tal'Raziid both the precision charge and satchel charge are thrown just like the other grenades, instead of being placed or installed like an object. I mainly did it that way because it was the simplest way to do it.
Tal'Raziid 10 May @ 10:45pm 
Installing now, but is the breaching charge placeable? If it is, can the satchel charge be placeable too?
Great Hero J  [author] 10 May @ 9:53pm 
After a brief bout of testing, the mod has been updated to include 1.4 support. Please report any bugs in the designated Bug Reports Discussion.
Great Hero J  [author] 10 May @ 9:00pm 
@Butcherj1 Hmm, sounds reasonable. This is my first mod, so I might be a bit slow, but I'll take a crack at it.
Butcherj1 10 May @ 4:49pm 
@Great Hero J I use version 1.4 of Rimworld due to some mods I love not being updated for use with 1.5. I think this mod is awesome and would love to play with it. Could you please allow this to be compatible with Rimworld v1.4? Thank you