RimWorld

RimWorld

Less-Lethal Defence System - [out of date, new version linked inside]
35 Comments
Bullet Magnet  [author] 19 Mar, 2022 @ 4:31am 
Special thanks to Zaljerem there. Will update this mod's description to match.
Zaljerem 17 Mar, 2022 @ 5:25pm 
With Bullet Magnet's permission, I have adopted the mod, here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2780596316
Zaljerem 11 Mar, 2022 @ 4:30pm 
Hi ... I'd be happy to adopt this mod, with all due credit to you. In fact, I've already pulled it down and done some work on it, converting it to use Vanilla Expanded Framework (for multiple verbs and for adding verbs to apparel for the sting launcher - no errors and it seems to be pretty stable). Anyway, pretty neat mod, and I'd be happy to add it to my stable of continued mods. Thanks.
Bullet Magnet  [author] 20 Jul, 2021 @ 11:54am 
It's updated to 1.3, but I'm having an issue where the game throws up a red error claiming it's not loading something for the shoulder-mounted launcher. The launcher... seems to work fine. I'm looking into it.

Comment with any other issues or ideas.
jdlester_2003 28 Mar, 2021 @ 7:35am 
The androids in my colony are unable to refill the shoulder launcher they instead just stand there next to steel for hours and as I don't have any human colonists I don't know if they have the same issue.
Tess Tickles 16 Mar, 2021 @ 7:51pm 
please ce pacth
m11kire 16 Mar, 2021 @ 6:30pm 
so i'm bug hunting, and one of my searches turned up all your base [github.com], and an explanation that overwriting vanilla stuff was bad for compatibility.

[Less-Lethal Defence System] causes compatibility errors by overwriting Bomb in file E:\steam\steamapps\workshop\content\294100\2383958584\1.0\Defs\ThingDefs_Misc\UtilityIndustrial.xml

is there a way you can accomplish the mod's goals without doing that?
Kelarius 9 Mar, 2021 @ 9:36pm 
@Bullet Magnet No worries. The only thing I can think of is that I believe the railgun sabots from RimAtomics do most of their damage in the explosion that happens after the projectile hits the ground. No idea if any of the code in this mod to make the sting projectile be less lethal might somehow conflict or overlap. Beyond that, I have no idea -- didn't seem like these two mods should bother each other.
Bullet Magnet  [author] 9 Mar, 2021 @ 10:52am 
@Kelarius

I have absolutely no clue as to how that interaction could occur, because this is a very standalone mod built off existing Rimworld XML and a piece of code used by popular mods such as TMC Armoury.

I unfortunately don't know where to even begin assisting you.
Kelarius 9 Mar, 2021 @ 9:08am 
I recently noticed what appears to be a conflict between this mod and RimAtomics. In my games I typically go to space with SOS2, then build the rail guns (punishers) from RimAtomics to shell enemy bases planet side.

With this mod installed, I'm noticing that the railgun shots do a lot less damage than they should - both when launched to other map tiles and if used to attack things on the current map. Instead of doing a few hundred damage, the shots when they land won't even break wooden walls.

I am not sure if it's an interaction among multiple mods perhaps as I have a large load order, but removing this mod immediately fixed the issue.
Bullet Magnet  [author] 26 Feb, 2021 @ 8:49am 
@123nick

That's an issue with MVCF, which I believe is used in Vanilla Expanded Framework. It's related to their end, not mine. The bug itself is harmles but I can't do anything about it.
123nick 26 Feb, 2021 @ 7:12am 
Get a wierd error saying you have a ranged weapon with 2 ranged attacks nad that it isnt set up with MVCF.

heres the rror in particular: https://i.vgy.me/IFd1pd.jpg

log: https://gist.github.com/a51ddcdf458f4f0d57e2bed859211d7f
Kelarius 19 Feb, 2021 @ 12:30pm 
@Bullet Magnet After your confirmation, ended up being an easy fix, though I'm not exactly sure as to the mechanics of why the fix was needed in the first place. I did the following (in case anyone has a similar issue):

(1) in UtilityIndustrial.xml under <worngraphicData> for the shoulder launcher, I copied the first <offset> </offset> line under each direction and made a new line with the same numbers but adding a "male" tag -- i.e., "<male><offset> </offset></male>. Added 4 lines in total.

(2) in the Textures folder, I created additional copies of the ShoulderLauncher png files for each of the 4 directions and added "_Male" to the file name. For example, for "ShoulderLauncher_east.png", made a new copy of the same file named "ShoulderLauncher_Male_east.png.

Shoulder launcher now shows correctly on my pawn. I am not sure if I need to do the same yet for female as I don't currently have a female colonist to test.
Kelarius 19 Feb, 2021 @ 11:40am 
@Bullet Magnet Understood. Probably something messing with the race hediffs -- I have a few of those. A temporary workaround is to not show that apparel slot with Appearance Clothes, so not the end of the world. Appreciate the quick reply.
Bullet Magnet  [author] 19 Feb, 2021 @ 10:36am 
@Kelarius

As nobody else has reported an error like that, I suspect a conflict
Kelarius 19 Feb, 2021 @ 9:32am 
I'm not sure if it's a mod conflict, but the utility items give me the purple box graphical bug when equipped. Specifically, the Shoulder Sting launcher.
TorMechia 9 Feb, 2021 @ 9:02am 
@trendon

Seeing as to how its marked as required, ima bet that's a no
trendon 9 Feb, 2021 @ 4:31am 
Can the mod function without the royalty dlc?
Bullet Magnet  [author] 9 Feb, 2021 @ 1:52am 
@Blood Tear

I didn't make it so that raiders can spawn with them. I might add the stun baton and enforcer shotgun to their roster, but I have no idea whether or how they would use the shoulder launcher.

@Saocao

<3
Ayane 8 Feb, 2021 @ 8:29pm 
can raiders spawn with these?
AngleWyrm 8 Feb, 2021 @ 4:45pm 
Yep the baton works as a sidearm. In the past I've run into some stun stick weapon that won't work as sidearms, which stated "this weapon is too heavy to be a sidearm."
Saocao 8 Feb, 2021 @ 4:32pm 
I especially love the advertisement segment, great mod!
BroBracht 8 Feb, 2021 @ 5:14am 
@AngleWyrm You can set it as possible sidearm in the mod options. (the options of simple sidearms, not this one)
Bullet Magnet  [author] 8 Feb, 2021 @ 5:03am 
@AngelWyrm

I didn't configure it specifically for that, nay. I'd need to know how from documentation in order to make such a change.
AngleWyrm 8 Feb, 2021 @ 4:03am 
Can the stun batons be equipped as a sidearm?
Bullet Magnet  [author] 6 Feb, 2021 @ 10:58am 
@Paolini

Rimworld at its purest.
Paolini 6 Feb, 2021 @ 6:13am 
This with the new "Beat your colonists" mod sounds great !
Bullet Magnet  [author] 5 Feb, 2021 @ 1:17am 
@ПΛПО Dragoon

Ah, well
ПΛПО Dragoon 4 Feb, 2021 @ 5:16pm 
Just ignore him, hes been going to mods and just making posts about how CE is the best thing and yadda yadda. The sad part is hes not trolling, hes just being annoying.
Bullet Magnet  [author] 4 Feb, 2021 @ 12:59pm 
@Vasiliy Tomatov

I've left the mod open to any modder to add to, or change and that includes making patches for other mods. I don't plan on doing patches for it myself, but others are welcome to.
Scout Gaming 4 Feb, 2021 @ 11:49am 
Combat Extended?
Bullet Magnet  [author] 4 Feb, 2021 @ 10:03am 
@Black Goat
That was my focus, yeah. I've never been fond of over-large, specialised mods that add too much nor ones that are too similar in their item design. My machining table display is bad enough.

@Kelarius
You're welcome! Long live SkyNet!
Kelarius 4 Feb, 2021 @ 9:33am 
Thanks! Desperately needed something like this so my war droids don't kill prisoners every time there is a mental break.
Bullet Magnet  [author] 4 Feb, 2021 @ 9:10am 
@soldierx32 I left it to the artist's discretion as to how they wanted to do the stun baton. I only requested a tonfa/side-handle design. Police batons of that design are in wide use so I'm not surprised if it looks like something seen elsewhere.
soldierx32 4 Feb, 2021 @ 8:32am 
hey by chance was the stun baton inspired by the ones used by guardian in dirty bomb? looks a lot like the ones used by them