RimWorld

RimWorld

Remove Rocket Launchers
72 Comments
CrunchyDuck  [author] 11 Nov, 2024 @ 9:07am 
I appreciate the multi-lingual requests!

Unfortunately nowadays I'm spread thin between work, education, personal projects and social obligations!
It's quite a simple mod though, I'm sure many of you are capable of updating it :)
nefimenkopw 10 Nov, 2024 @ 12:25pm 
Оновіть на версію 1.5 будь ласка)))
ambi 14 Aug, 2024 @ 1:18am 
1.5 plz
Supahz 10 Mar, 2023 @ 5:11pm 
If this mod isn't working for 1.4, you can use VOID's Character Editor mod, and nerf the rocket launcher statistics globally. Problem solved
Lûte the Goblin 10 Feb, 2023 @ 10:40am 
Please update for 1.4
Tomoko 12 May, 2022 @ 8:53pm 
Loaded up a save with a 116 raider raid, a large chunk of the with triple and doomsday rockets. I also had colonists with triple rockets.

All rockets removed entirely, save loaded fine, only error was the obvious "Pawn weapon references null value", which resolves by itself in the console immediately.

Can confirm this works on latest update, mid-save, with little to no side effects.
The Blind One 6 May, 2022 @ 11:52am 
Ah yes rocket launchers ... build a bunker to defend against a raid 5 to 10 times the size of your own colony ... see that bunker and everyone in it blown up by one guy called chris and his rocket launcher ... rip all your colonists ... reload, get a sniper, snipe chris, voila you survive the raid by some miracle ...
MurdochM88 16 Aug, 2021 @ 10:11pm 
I'm guessing this won't be updated ever, but I can hope.
Pyrrhus 31 Oct, 2020 @ 3:26am 
I'm running 1.1 and I don't see any other factions that sell rockets anymore. Also I noticed rocket guns disappear from my inventory. So I guess it works. I'm still waiting for next raid to see if it still works tho.
~Max~ 21 Mar, 2020 @ 7:44am 
Can we get a 1.1 version of this?
ambi 17 Mar, 2020 @ 10:14am 
if anyone can update this to 1.1, i'd be so thankful
CrunchyDuck  [author] 4 Mar, 2020 @ 10:44am 
Apologies for the inconvenience. I don't really have the time to work on Rimworld mods as of right now.
If you wish to try it on 1.1 without it complaining about it being for a different version, you can change the About.xml in the following ways:

In the two <supportedVersions> tags, add <li>1.1</li> on a new line, just like how <li>1.0</li> is.

After the </supportedVersions> tag, put <packageId>crunchyduck.11updatemod</packageId>.

It should look like the following, when completed:
<supportedVersions>
<li>1.0</li>
<li>1.1</li>
</supportedVersions>
<packageId>crunchyduck.11updatemod</packageId>
Ralathar44 29 Feb, 2020 @ 8:05pm 
I think they changed the file system a bit. Alot of my mods are broken right now that shouldn't be touched by their update. There is so much broken it's hard to even test your mod atm but I'd assume it's broken by default tbh.

If I could get more than a day in without more mods breaking again I'd have tested it already :(.
TheKaiser 24 Feb, 2020 @ 6:25pm 
1.1 please
CrunchyDuck  [author] 19 Feb, 2020 @ 8:40pm 
I'm not totally sure, I've not been around to play the beta yet. However, from what I've read the update system has changed a little, so unless it directly touches the rocket launchers, it should be fine.
To note though, I haven't actually read the updates, so if it does touch them, be sure to let me know.
MOHAAPlayer 19 Feb, 2020 @ 7:52pm 
Does this work with the beta?
Chefkoch 11 Feb, 2020 @ 8:03am 
v1.0 seems to work but in the Log it says "Using wrong modloader.dll version".
Just for Info!
CatLover366 10 Feb, 2020 @ 11:57am 
This mod corrupts ResearchPal.
Czarniecki the Skurwysyn 12 Jan, 2020 @ 10:56am 
It doesn't work
Maionese 10 Jan, 2020 @ 5:47am 
idk what you guys are talking about, but it seems to work with me, raiders aren't spawning with
triples or doomsday.
and to be safe, I even tried to spawn them with dev mode, but they don't appear on the options.
BoogieMan 30 Dec, 2019 @ 8:27am 
No
Bubbleberry 29 Dec, 2019 @ 10:06am 
Does this Mod work again? O_O
Kenni 11 Oct, 2019 @ 6:10pm 
Same, sadly doesnt seem to work anymore.
BoogieMan 30 Sep, 2019 @ 12:07pm 
Doesn't seem to work for me any more.
Karnettech 8 Sep, 2019 @ 6:04pm 
The most recent mini-patch changed how the game loads mods. The game loads other mods' resources cohesively now.
Anyways, one can still easily remove rocket launchers, or change their attributes, via the mod "in-game def editor".
CrunchyDuck  [author] 8 Sep, 2019 @ 1:15am 
@Karnettech Could you give me a bit more information about what you mean?
I've been a bit out of the loop, so if you could tell me what you mean by them changing structure lists, I should be able to fix it.
Karnettech 7 Sep, 2019 @ 6:38pm 
Due to the most recent patch improving load times and changing the structure of the lists, this mod causes nulltex errors for all other mods, and is basically unusable for me.
velcroboy333 20 Jul, 2019 @ 7:18am 
Hey, just wondering if you're aware this is using outdated ModCheck? Just thought I'd let you know.
Adda 16 Jul, 2019 @ 12:50pm 
Hey, as soon as I had found this mod I realized how much I need this. The problem I am having is using Extended Storage Extended mod as well and as it's author, TerraggosaurusRex, pointed out in comments below, it really gives errors about an incompatibility between those two mods. Could you probably look into it and remove with a simple patch what TerraggosaurusRex suggested? I could do this patch myself but it is still much better to have patch included in the original mod than make another patch mod you have to load to be able to run two mods together :)
CrunchyDuck  [author] 10 May, 2019 @ 10:01am 
@Zesty Awh that sounds sucky >.< I never considered it could be used for that. I'm glad you've been able to find value in it!
Zesty the Hermit 10 May, 2019 @ 8:49am 
Thank you for this, my mod list when one of these hit cause a Massive lag spike god forbid two launch at the same time.
Handelfix 16 Apr, 2019 @ 1:36am 
Hey there I like this mod, but would it be possible to add an option to remove inferno cannons?
TerraggosaurusRex 14 Apr, 2019 @ 8:08am 
@CrunchyDuck *not a furry - Author of Extended Storage Extended here. My mod allows storage of multiple weapons in two cells and uses the building filter lists (akin to shelves) to handle small / large / massive weapons separately. It looks like this mod's purge patch doesn't pick up all instances of the thingDefs needed, and the missing thingdefs from ESE causes start up errors.

I've posted to the Discussion Board with a more detailed suggestion for a fix.

HTH
Dosboy 11 Apr, 2019 @ 4:13pm 
Take the guy(s) out with the Rocket launchers first..
Ordogg 10 Apr, 2019 @ 11:35pm 
Seems to be incompatible with Extended Storage - EXTENDED. Generates errors
IronHack 24 Feb, 2019 @ 10:47pm 
If that is the case, what about removing the mortar shells? That way sure the raiders will setup the mortar itself but have no ammo to fire it with.
CrunchyDuck  [author] 24 Feb, 2019 @ 6:23pm 
@IronHack I'll have to look in to that one, I'm not sure how that will go down with the programming - Buildings are most likely treated differently to a weapon. A weapon, it just picks from a pool, as far as I know. Mortars I would assume are told to be built by the game. So if it says "Go build a mortar" but that doesn't exist, it might lock up.
But, I will test to see.
IronHack 24 Feb, 2019 @ 4:12pm 
Nice mode, would you mind making one that removes mortars please?
FractalTurtle 18 Dec, 2018 @ 10:17pm 
Thanks Damokles! Yea this is a definite incompatibility and I may be able to fix it. However I've been extremely overworked recently and need to take a few MH days before I start tackling this.
Damokles 18 Dec, 2018 @ 1:38pm 
Hi, it happens directly on start of Rimworld. When I disabled all other mods it didn't show up. After many tries and enabling verbose logging I figured out that the other mod that is conflicting is Lets Trade https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541261044
CrunchyDuck  [author] 17 Dec, 2018 @ 8:45pm 
I tried to replicate the bug, but I've not had any success - What situation is this giving you errors in? Have you tried it with mods turned off?
CrunchyDuck  [author] 17 Dec, 2018 @ 8:37pm 
o heck, alright give me some time to fix this. I've not coded for rimworld in a few months, so this might take a bit longer.
Damokles 17 Dec, 2018 @ 12:51pm 
@CrunchyDuck
I also get errors when I enable this mod. {LINK REMOVED}
Brigand231 13 Nov, 2018 @ 7:56am 
Thank you for this!
Flesh Forge 12 Nov, 2018 @ 8:00am 
This rev of Rimworld finally broke my will and made me go with a mod like this, when your swamp colony of tribal wood carvers gets assaulted by an 80 man raid with 5-10 doomsday/triple launchers, yeah ok Tynan I get it I'm playing the game wrong lol

thanks for this mod /thumbsup
Ryan R. 8 Nov, 2018 @ 8:33am 
Rocket launcher really ruins all the fun in the late game,thanks a lot :steamhappy:
Gizmodio 23 Oct, 2018 @ 6:01pm 
Thank youuu for taking over this mod! <3
Glass 21 Oct, 2018 @ 12:31pm 
I'm just thankful you're one of the mod authors that responds and interacts with the users. Keep being awesome!
CrunchyDuck  [author] 20 Oct, 2018 @ 2:44am 
Fixed it and I'm embarrassed it took me so long
Apologies for the issues!