RimWorld

RimWorld

Non-Lethal: Re-Examined
39 Comments
Smxrez  [author] 6 Jul @ 8:50pm 
1.3.0
- Reduced Rubber shotgun range 15.9 -> 13.9
- Increased Rubber shotgun cooldown 2s -> 2.4s
- Reduced Taser turret armor pen 100% -> 20%
- Reduced Taser turret hp 100 -> 80
- Reduced Taser turret range 10.9 -> 9.9
Smxrez  [author] 6 Jul @ 7:01pm 
@Ravinglegend fair points
Unlike some of my other mods I haven't had a chance to use these in a real run so I appreciate feedback from someone who has
Will make some adjustments soon accordingly
Ravinglegend 6 Jul @ 6:41pm 
The additions are somewhat overpowered from my testing. The taser turret can easily deal with mechanoids by inflicting neuroshock, which unlike stun mechanoids cannot adapt to. This makes centipede raids incredibly easy to deal with as they can be knocked out by the neuroshock effect which ignores armor. The rubber shotgun deals a lot of blunt damage and blunt damage is rarely resisted by enemies. The tear gas turret is fine as tear gas isn't really that strong to begin with its just a good way to debuff enemies. I think it would be more balanced if the damage on the rubber shotgun was toned down and if mechanoids were made immune to the taser turrets. Alternatively, the taser turrets could be made to use the basegame stun effect so mechanoids can adapt to them. All the new options look and work great they just seem a bit unbalanced.
Smxrez  [author] 2 Jul @ 12:50pm 
1.2.1
- Updated to RW 1.6 and new VE Framework changes
Smxrez  [author] 28 Jun @ 6:53pm 
@Travioli whenever the VE team updates Vanilla Weapons Expanded - Non Lethal
Travioli 28 Jun @ 4:36pm 
1.6?
Bones 10 Jun @ 6:03pm 
I really wish this one had the syringe turrets, nothing better than gunning down power armored troops and knocking them out so you can.. convert them nicely..
Smxrez  [author] 22 May @ 12:33pm 
@HolyRedEye
You need Prisoners Should Fear Turrets to make your turrets shoot at escaping prisoners https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2602436826
HolyRedEye 16 May @ 6:24pm 
Wall taser wont shoot as prisoners escaping
Kimo' 21 Apr @ 12:42pm 
@Jonesy Fox Shield belts doesn't block projectile that deal blunt damage. That's a vanilla mechanic
Jonesy Fox 21 Apr @ 12:04pm 
Hello, I've noticed the rubber shotgun pellets are not stopped by shield belts. Is that intentional?
Three 20 Apr @ 1:35pm 
Do you know working on 1.5 Cherry Picker? :guard:
Joanne 17 Apr @ 10:39am 
idk how difficult it would be to code but is it possible that pawns incapable of violence would be willing to use nonlethal? i feel that was always a missed opportunity
Smxrez  [author] 15 Apr @ 2:38pm 
1.2.0
- Fixed startup error
- Increased taser turret power cost 250 -> 300
- Renamed Non-lethal weapons research to Non-lethal solutions
- Reduced Non-lethal technology cost from 1800 -> 1600
- Fixed tear gas turret's gun still being called mini-turret gun
- Reduced tear gas turret's ticks between shots 80 -> 60
- Reduced tear gas turrets's forced miss radius 8 -> 6
- Increased tear gas turret's projectile travel speed 10 -> 20
- Increased tear gas turret's fuel multiplier 2x -> 3x (takes less neutroamine to refill)
- Tear gas turrets projectiles can go over walls if where the projectile was going to land at was blocked by a wall
Smxrez  [author] 11 Apr @ 9:09pm 
@BennyG You need VWE - Non lethal as this mod is a rebalance and expansion of that mod
BennyG 11 Apr @ 8:29pm 
Do I need to have Vanilla Expanded Non Lethal active in my mod list as well or just this mod?
Джоли Роджер 9 Apr @ 8:20pm 
@Kimo' Nah not this mod, I was just thinking of non-lethal itself, it was really funny taking out legendary animals with a single dart
Smxrez  [author] 9 Apr @ 8:18pm 
@飘寂叶 Just pushed an update to fix this thanks for reminding me
飘寂叶 9 Apr @ 7:46pm 
This mod is fantastic, very practical, and has solved many of my problems.

The only regret is that the wall-mounted taser isn't wall-mounted enough—what prisoner wouldn’t love having a wall-mounted taser right above their head while they sleep in bed?
Kimo' 9 Apr @ 12:51pm 
This mod doesn't touch the dart rifle at all, so it's probably something else
Джоли Роджер 9 Apr @ 12:48pm 
I'm not sure if it was a problem with the mod itself or a conflict, but I remember years ago playing with non-lethal and using the dart rifle to farm gallatrosses because it had basically infinite armor penetration and could down any animal or person no matter their equipment
Orbit 6 Apr @ 4:53am 
i got it because it has turret on roof looking thing and it'll be usefull during prison breaks without being op
Kimo' 5 Apr @ 2:27pm 
@fabio seems to work as intended. The whole point of the stun baton is to trade damage for crowd control.
fabio.pinhao.mello 5 Apr @ 1:24pm 
Hey, Smxrez! What do you think about balancing the stun baton also since it beats a persona monosword on combat by stunlocking the enemy?
Kimo' 2 Apr @ 1:58pm 
The mechanoids losing their weapons is vanilla, that happens when you use a shock lance on one of them.
Smxrez  [author] 2 Apr @ 1:46pm 
@Zer0 thats weird that regular taser and stun baton don't effect mechanoids considering electricity short circuits them but this doesn't?? tbh I might patch them in the future to be able to hit mechanoids then
the turret is probably overtuned regardless though
as for making centipedes etc lose there weapons I have no idea as all it does is just lower the manipulation of the pawn so that might be an issue with "Non uno Pinata" like you mentioned
Zer0 2 Apr @ 1:31pm 
Taser turret is crazy strong, a bunch of these can casually bully small batches of mechanoids into submission. Regular taser and stun batton have no effect on mechs so that makes me wonder if everything works as intented. Funniest part is that centipedes (I only tested on them, don't know about others) lose their weapons after incapacitation and just wander around aimlessly afterwards. Maybe that's "Non Uno Pinata"'s fault? There's the setting that makes everyone drop their arms when downed
Smxrez  [author] 2 Apr @ 9:59am 
@StockSounds wait your right I had a brain fart
for some reason I remembered that mod as something else
I thought it set the enemy death on down chance to 0% I have no idea how I got that messed up
cringe! 2 Apr @ 8:34am 
very happy that non-lethal extra wasnt forgotten and we get the rubber shotgun back
thanks for another banger :))
Herbert 1 Apr @ 6:45pm 
Also suggestion:

Tear gas turrer that works like a firefoam popper.

Basically if a hostile pawn is enters it's range then it releases teargas, though with a cooldown rather than the need to rebuild.
Herbert 1 Apr @ 6:43pm 
Now just gotta wair for CE patch :D
Zero 1 Apr @ 8:56am 
sweet
Smxrez  [author] 1 Apr @ 8:43am 
Taser turrets now apply a hediff that can incapacitate a pawn with enough severity along with some other changes (check the changelog for more details)
lostormisplaced 1 Apr @ 5:58am 
Another reexamined mod!
Zero 31 Mar @ 9:19pm 
dang you keep making cool stuff!
Smxrez  [author] 31 Mar @ 8:07pm 
@StockSounds thats true but these weapons also cause alot less bleeding and other serious injuries
its kind of dumb that the dart gun from the base mod can just kill a pawn upon triggering the sleep effect
I didn't want to capture and recruit them anyways (real)
StockSounds 31 Mar @ 8:01pm 
Would NMLDT not make this mod not matter? What's the point in weapons that reduce chance of death for your opponents if nothing will kill them in the first place?
The Dutchman 31 Mar @ 6:54pm 
Fantastic