RimWorld

RimWorld

Grenades Expanded
117 Comments
Mlie 14 May, 2020 @ 10:46am 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2096338681
Hope this helps anyone!
Sunlight88 12 May, 2020 @ 11:56pm 
I really hope, Trunken is still alive... ;-(
Devildog 5 Apr, 2020 @ 12:04pm 
Can you please update to 1.1? :)
Latex Santa 22 Mar, 2020 @ 7:42am 
@Trunken Really looking forward to a 1.1 update whenever you have the time. Cheers.
Sunlight88 16 Mar, 2020 @ 12:32pm 
Can you please update to 1.1? :)
Demonlord09 28 Feb, 2020 @ 10:00pm 
Needs an update for Rimworld 1.1 and the DLC.
TrueAvarus 7 Dec, 2019 @ 11:15am 
@Trunken how is that bench doing ?
nicktheawesome100 6 Dec, 2019 @ 11:26pm 
yo either i don't know how to treat an acid burn or somehow my colonists got glitched when some friendly fire happened with an acid bomb, any way it has been 16 days since it got the status of the acid burn down to 0.1, is it glitched? is is perminite? or is there some way of treating it?
Trunken  [author] 13 Nov, 2019 @ 3:44am 
@Kolra Sindri: Haha. Will do the firefoam grenade :-)
@Mau5stick: Will be changed on update. You don't have to fear them though, theyre very squishy healthwise. You can punch them to death on tribe level.
@maff: Consider the Holy Hand grenade ^_^
@TrueAvarus: Needs time, which i have very few of atm. Have patience with me fellas.
Sirreal 8 Nov, 2019 @ 11:05pm 
\/ \/ \/ I was wondering why I was still getting rabbit raids after disabling the incident... they've made me disable the whole mod. They're kind of a random addition considering the mod doesn't add anything that will help me kill them.
Mau ∅ 鼠棍 1 Nov, 2019 @ 11:07pm 
As much as I love the addition of new nades, I extremely hate the Killer Rabbits so much due to how them can completely annihilate an entire colony, with no hopes of even outrunning them when one shows up.

I do know from the below comments, the option only disables its incident, so I would appreciate if a separate option is there for us to completely disable it from spawning in game.
Lethaius 21 Oct, 2019 @ 1:07am 
hey Trunken, this is a bit dumb, but could you make a firefoam grenade?
TrueAvarus 20 Oct, 2019 @ 10:54am 
How is that custom crafting bench goin ?
Maal 4 Oct, 2019 @ 4:53pm 
No emergency on my side, I've tweaked it so Alchemy doesn't require the drug production tech and I craft the toxic grenade in Seedsplease's plant processing workshop instead of the drug one.
Trunken  [author] 4 Oct, 2019 @ 3:17pm 
@Maal: Will be fixed within the next update.
@Lights & Un pefhiolino: I'll look over the Killer Rabbits too then :-)
Maal 1 Oct, 2019 @ 2:25pm 
Is it just me or are the tech/reseach for the medieval ones strange? They require Drug Production, which is industrial level so these grenades are techincaly industrial level too. It is a bit awkward when playing tribal/medieval and with Maynard who lock industrial and above.
test 29 Sep, 2019 @ 2:25am 
And they need little rest so they won't go away in a long time
test 29 Sep, 2019 @ 2:20am 
Do killer rabbits have increased manhunter pack chance? I have all animals mods and so far 3 out of 3 manhunter packs were killer rabbits. They are very hard to deal with, especially if you start makes and with no research
Nonno Smeraldo 22 Sep, 2019 @ 2:14pm 
Don't know what that means, now i'm scared, got a manhunt pack of 60 rabbits last time, needless to say i didn't had a great time at all
Trunken  [author] 22 Sep, 2019 @ 4:05am 
Yes, it does not remove them from the game. It disables the secret incident only, where natures takes revenge on you.
Nonno Smeraldo 22 Sep, 2019 @ 3:59am 
Disabling killer rabbits doesn't actually disable them, they can spawn randomly and with manhunt packs
Melanistic Albino 9 Sep, 2019 @ 3:07pm 
Has anyone used this with CE?
Trunken  [author] 8 Sep, 2019 @ 3:47am 
Second request of that kind. Noted.
Spinecone 7 Sep, 2019 @ 2:26pm 
True has a good point, a separate spot to construct these might be a nice thing to have, since as the mods pile up, the machining bench grows ever more cluttered!
TrueAvarus 29 Aug, 2019 @ 6:50am 
Can you add custom workbech becouse it is lot of granades so they are centralised
give me games on GoG 13 Aug, 2019 @ 1:36pm 
Awesome mod , thanks
Trunken  [author] 5 Aug, 2019 @ 2:30pm 
@Scotty: They will get a refinement on the quality. This a clear fun mod though :-) They should just detonate like hell and have special effects.
@Black Goat: Yeah as a standard event. But not as a triggered hidden incident.
Scotty Fox 29 Jul, 2019 @ 9:08pm 
I was gonna ask if some of the textures will be reworked to fit into vanilla better?
Trunken  [author] 6 Jul, 2019 @ 3:17am 
https://giphy.com/gifs/funny-video-games-fail-xGEy0MmJcYyrK
Most grenades have already an included protection on that.
Trunken  [author] 6 Jul, 2019 @ 1:44am 
Oh, cool mod. Makes your pawns stop being idiots, right? :-)
Well i cant include that, but its a good recommendation.
Trunken  [author] 6 Jul, 2019 @ 1:39am 
What does it do? Hand me a link please.
Tyrant 5 Jul, 2019 @ 7:50pm 
You should integrate Grenade Fix Rearmed if you haven't already.
Trunken  [author] 1 Jul, 2019 @ 6:14am 
Will be implemented for you in the next Update. I'm planning to add some other special grenades then too, as an all in one package. Currently working on: Cyborg Weaponry and 2 other Projects.
Katyusha_Is_Here 30 Jun, 2019 @ 9:46am 
@Trunken yes i would also like firefoam grenade
Trunken  [author] 22 Jun, 2019 @ 3:47am 
Then the event was already running, it is delayed between 1-10s try to take a savegame earlier.
RankLord123 22 Jun, 2019 @ 3:45am 
@trunken yes
Trunken  [author] 22 Jun, 2019 @ 2:36am 
RankLord123, did you restart the game after changing the settings?
RankLord123 21 Jun, 2019 @ 3:13pm 
they're so annoying and unnecessary
RankLord123 21 Jun, 2019 @ 3:12pm 
killer rabbits still show up in manhunter packs even after disabling them in settings
Trunken  [author] 19 Jun, 2019 @ 1:40am 
^_^
pgames-food 17 Jun, 2019 @ 6:04pm 
(if you add aliens vs predators mod, make sure to close all open doors lol) :)
Trunken  [author] 17 Jun, 2019 @ 10:58am 
Thats easy, anyone else who would like that? An always open door here for the needs of the community.
Zeτα 16 Jun, 2019 @ 12:05am 
in B19 there was a mod that let you craft firefoam grenades that I loved. they don't seem like they're going to update it anytime soon though, and there is no alternative in 1.0. maybe you could do that for us please?
Link to original mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1244286194&searchtext=firefoam+grenades
pgames-food 14 Jun, 2019 @ 10:52pm 
btw theres a new taming mod which has an item that you can instantly tame a rabbit (in theory) :)
Trunken  [author] 13 Jun, 2019 @ 6:53am 
(Restart Game to let it take effect though if you change the Settings)
Trunken  [author] 13 Jun, 2019 @ 6:43am 
**Update: Settings Menu added to disable Killer Rabbits.
**Update: Vats, i rewrote the Research. Can you check if its working now for you?

Thanks Darkagma for your great help on testing!

Killer Rabbits: You can easily just punch them to death with 5 pawns (no efforts). They're only strong 1v1. If you think those bunnies are still too op, try to get one and or make it your friend or use the new settings Menu to adjust. Hope this is helpful for people, who want a Grenades related addon only. Have fun
Trunken  [author] 9 Jun, 2019 @ 3:40am 
@RankLord123: Will make a menu to turn it off.
https://www.youtube.com/watch?v=J5wmw_Ro4pM (Example for a foul tempered rodent)
@Vats: Definately working for me, check for mod incompatibility maybe?
@megabot: Vanilla friendly, but i have one with more power planned too.
RankLord123 9 Jun, 2019 @ 3:19am 
can you please remove killer rabbits? they're not fun or balanced at all and people subscribe to this mod for more grenades not a stupid feature which makes people get rid of them in dev mode. Iiterally adds now new or fun or interesting gameplay and they're so common
Vats 8 Jun, 2019 @ 5:48pm 
What I meant is that the drug lab is built, but the TNT research is not being unlocked even after researching alchemy.