RimWorld

RimWorld

Simple Rubber Bullets Mod
54 Comments
genwcommerces 28 Aug, 2022 @ 7:09am 
pawns can't dig rocks.

environment:
Vanilla v1.2.3062 rev502(latest v1.2)
Without DLCs(without Royalty/Ideology)

modlist:
Harmony > BetterLoading > Core > Simple Rubber Bullets Mod (this mod)

I also checked with Royalty, it has same problem.

dose it depend my envrion problem? :steamfacepalm:
Merper 22 Jan, 2021 @ 7:01pm 
would it be possible to have a visible sign saying they're using rubber bullets?
fyarn  [author] 19 Apr, 2020 @ 3:08pm 
It often is (and in real life too!). The difference is scaled damage and no bleeding while they're down, but they're still lethal if total damage is done to a vital part.
Syrex64 19 Apr, 2020 @ 1:29pm 
Seems to be as lethal as regular bullets.
fyarn  [author] 3 Mar, 2020 @ 8:32pm 
Done, and hopefully addressed those log errors as well :)
fyarn  [author] 3 Mar, 2020 @ 5:35pm 
I've been working on it! I've got a lot of mod updates all at once, but this one was getting attention until late last night. Glad you like it as much as I do
AncientSpartan 3 Mar, 2020 @ 3:51pm 
Possible 1.1 update? love this mod it's much simpler than most nonlethal weapon mods
RedBaronFlyer 18 Feb, 2019 @ 5:33pm 
Upon some further testing it seems to be happening whenever anything gets damaged by something that isn't a rubber bullet. I was doing testing with damage types and I was getting errors popping up for raiders breaking down walls, explosions, and most console spamming of all, fire. The game pumps out so many errors into the console that even if I have the popup on error mode turned off my game still chugs since it can potentially be having multiple errors every second.

The mod is really good but for me and I absolutely love it for it's strengths, as well as the fact that you don't have to try and get special non-lethal weapon mods to the mix if you just want vanilla weapons. I've been trying to take a look at the error to see if I can find a potential fix but I've never done mods for Rimworld before outside of some minor compatibility fixes.
RedBaronFlyer 17 Feb, 2019 @ 8:53am 
It's also giving me that issue that Tom is dealing with, except its happening to me when an animal gets slaughtered. The only mods I was running were Colony Manager and Rubber Bullets


System.NullReferenceException: Object reference not set to an instance of an object
at RubberBullets_Mod.RubberBullets_Mod+RubberBullet.Prefix (Verse.Thing __instance, Verse.DamageInfo& dinfo) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RubberBullets_Mod.RubberBullet:Prefix(Thing, DamageInfo&)
Verse.Thing:TakeDamage_Patch2(Object, DamageInfo)
RimWorld.ExecutionUtility:DoExecutionByCut(Pawn, Pawn)
RimWorld.<MakeNewToils>c__Iterator0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
fyarn  [author] 14 Jan, 2019 @ 1:45pm 
Thanks for the bug report tom! I'll work on a fix as soon as I can
TomTheFurry 13 Jan, 2019 @ 9:52pm 
And btw, i can still mine. It's just that it's quite annoying.
TomTheFurry 13 Jan, 2019 @ 9:50pm 
Have you added an exception for non-pve damage? It should fix the issue.
TomTheFurry 13 Jan, 2019 @ 9:48pm 
It throws out errors when mining a rock. Not sure if it is harmful through...
System.NullReferenceException: Object reference not set to an instance of an object
at RubberBullets_Mod.RubberBullets_Mod+RubberBullet.Prefix (Verse.Thing __instance, Verse.DamageInfo& dinfo) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RubberBullets_Mod.RubberBullet:Prefix(Thing, DamageInfo&)
Verse.Thing:TakeDamage_Patch2(Object, DamageInfo)
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
fyarn  [author] 10 Nov, 2018 @ 6:33pm 
yeah i'll give it a shot, might be a few days before an update though
Rhunin 9 Nov, 2018 @ 7:52pm 
if not, its fine, i was just wondering if the mod would do anything in my medieval only playthrough :)
Rhunin 9 Nov, 2018 @ 7:51pm 
rubber bullets and weighted arrows :P if its not tooo complicated you could make it so the weighted arrows had less range :P
fyarn  [author] 9 Nov, 2018 @ 4:37pm 
nope! i figured it wouldn't be 'authentic'. but if it matters enough i could probably add it as an option
Rhunin 5 Nov, 2018 @ 5:02pm 
so does this do anything for bows? (medieval playthougher here ^_~)
fyarn  [author] 17 Oct, 2018 @ 6:59pm 
Oct 17 2018
1.0 Update
cammillotto 8 Sep, 2018 @ 3:53pm 
yeee!! thanks
fyarn  [author] 8 Sep, 2018 @ 3:47pm 
updated for b19!
cammillotto 4 Sep, 2018 @ 12:56pm 
hello I hope you'll update to 0.19 as 1.0 won't be soon :)
fyarn  [author] 29 Jul, 2018 @ 3:57pm 
the next update will be with 1.0, but i'm not adding new features at the time
Esports Ready 26 Jul, 2018 @ 7:00am 
@fyam how you stopped woring on this
LisanAlGaib 17 Jan, 2018 @ 10:43am 
How's the combat extended compatability coming along?
fyarn  [author] 23 Nov, 2017 @ 8:45pm 
Updated to b18!
fyarn  [author] 18 Nov, 2017 @ 8:55am 
11/18 Update: B18 has been released and this mod will be upgraded to work with that version. More updates to follow.
fyarn  [author] 23 Oct, 2017 @ 1:27pm 
good idea! the slash still works though, you're just able to also set it in settings too!
Brackishclover7 23 Oct, 2017 @ 10:29am 
a cool feature would be adding the rubber bullets on (y/n) to the notifications and add the slash back.
baconprison 14 Oct, 2017 @ 4:17pm 
XD
fyarn  [author] 14 Oct, 2017 @ 3:14pm 
ah that's what i get for writing comments with a phone keyboard
baconprison 13 Oct, 2017 @ 8:12pm 
oh its \ and you just made the same mistake i kept hitting / lol
fyarn  [author] 13 Oct, 2017 @ 6:57pm 
Both the option in Mod Settings and the text in the top left when you press '/'!
baconprison 12 Oct, 2017 @ 6:48pm 
how to know if there activated?
Space 4 Oct, 2017 @ 2:13pm 
I really want to use this mod in my new game but I feel like its a little overpowered, being able to down people from a distance is amazing, so think if you made it so that you needed a reasearch to use rubber bullets, then that would balance it out a little. Really good mod by the way
Esports Ready 5 Sep, 2017 @ 5:17pm 
has anyone played paintball rubber bullets are probably way worse
Occyfel 1 Sep, 2017 @ 3:05am 
ok.
fyarn  [author] 31 Aug, 2017 @ 8:41am 
https://en.m.wikipedia.org/wiki/Rubber_bullet

Rubber bullets (also called rubber baton rounds) are rubber or rubber-coated projectiles that can be fired from either standard firearms or dedicated riot guns. They are intended to be a non-lethal alternative to metal projectiles.
Occyfel 31 Aug, 2017 @ 4:50am 
Do rubber bullets actually exist?
5katz 28 Aug, 2017 @ 1:09am 
nice!
fyarn  [author] 27 Aug, 2017 @ 2:17pm 
incompatible with CombatExtended, but weapons that are just XML mods should work fine
5katz 27 Aug, 2017 @ 11:03am 
soo, do modded weapons work?
Kartel' 25 Aug, 2017 @ 11:22pm 
Thank you)
fyarn  [author] 25 Aug, 2017 @ 1:47pm 
A button has been added! In Options -> Mod Settings.
Kartel' 25 Aug, 2017 @ 9:47am 
Yes - button
fyarn  [author] 25 Aug, 2017 @ 9:28am 
Yeah I've looked into making it work with combat extended, I'd have to essentially write a whole new mod because they completely rewrite combat.
cammillotto 25 Aug, 2017 @ 9:23am 
thanks for looking into that :-)
re ruber, have a look at CuproPanda's mod Expanded Power:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=936490335&searchtext=rubber

Another idea is to integrate this with the Extended COmbat mod, which adss bullets (I guess it's its name) and have also a recipe for rubber bullets (but I'm NOT using that mod, akes the games too complicated, so I'm not sure of how it works).
fyarn  [author] 25 Aug, 2017 @ 9:14am 
Good ieas cammillotto! You can certainly change the button in the key config options. I'll look into your other suggestions too.
cammillotto 25 Aug, 2017 @ 9:06am 
Nice idea! But it'd be great to be able to set the button to activate it in the mod options. atm, it conflicts with another mod (better food selection)...but ,aybe I can change that button in the options :-)))

nice to have.: setting this on by colonists (and maybe adding a tech research linked to rubber refining to get to use the bullets)
Naki 24 Aug, 2017 @ 5:53pm 
Don't worry about it, I'll just test it myself.