RimWorld

RimWorld

Tranq Gun
55 Comments
Achoo 19 Feb, 2021 @ 10:08pm 
EvilNecroid 6 Jan, 2020 @ 11:44pm 
aww damn this is old :( some1 update it??!?!?
JVun 30 Nov, 2017 @ 7:13pm 
update required
JFK_360NoScope 9 Aug, 2017 @ 2:24pm 
It never downed anyone. It just made them calmer and slightly less conscious
PMC_Zero 16 Jun, 2017 @ 12:16pm 
:"/
DarkSnowy 24 Apr, 2017 @ 5:06am 
The near future is now... please?
ErgoProxy 21 Mar, 2017 @ 3:54pm 
@AriLagi the author said their taking a break from it. best advice i can give you is to try other mods that do that same :P
Velia 21 Mar, 2017 @ 10:25am 
when this will be updated
Velia 21 Mar, 2017 @ 10:25am 
when this will be updated
Velia 21 Mar, 2017 @ 10:25am 
when this will be updated
Velia 21 Mar, 2017 @ 10:25am 
when this will be updated
Velia 21 Mar, 2017 @ 10:25am 
when this will be updated
Aye Harambe 10 Feb, 2017 @ 6:37pm 
Please update this!!!
Sahothron  [author] 13 Jan, 2017 @ 7:19pm 
Sorry I'm taking a little break from this mod, but I do intend to fix it in the near future.
grubber21 13 Jan, 2017 @ 10:41am 
How about making this apply a debuff when it hits? Would that be possible? :O Because then it could go -10 consciousness, -30 consciousness, -60 and then -90.
Kilon Kasio 13 Jan, 2017 @ 2:16am 
Status update on this mod? Are changes being made and does this mod work?
JFK_360NoScope 2 Jan, 2017 @ 5:30pm 
This mod dose not work
One of my colonists went berserk so i sent my best shooter (with the tranq gun) out and the darts did nothing. i ended up just shooting him down
manfromheaven 30 Dec, 2016 @ 1:45pm 
I took a look at the mod and changed it to do incremental debuff to consciousness and made some other minor changes to the gun itself(soundeffect, warmuptime)

I tested it and it seemed to work, but further balancing might be necessary.

If the author could contact me i would be happy to send him the exact changes.
"The" SeanMacLeod 16 Dec, 2016 @ 8:08pm 
I want to build this into a sniper turret up on a ridge. Unfortunately, the game is only 2D ]=8
Sahothron  [author] 28 Nov, 2016 @ 2:08pm 
Thanks for the info! Yes I've tried playing with the conciousness stat but it was killing everything below 30%. The pain stat seemed to have slightly lower fatalities so i went with that. I hope to make this 100% non-lethal but I am very busy as of right now.
Thundercraft 27 Nov, 2016 @ 10:27am 
I took a close look at your files and, currently , there is nothing there to cause unconsciousness. That is, aside from the painPerSeverity, which was not above average.

A while back jonaswashe suggested a change for your Hediffs_Tranq.xml:
[quote=jonaswashe]<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.3</setMax>
</li>
</capMods>[/quote]

I tried that, but it doesn't work very well.

Currently, your files don't even specify <capacity>Consciousness</capacity>. So, you must have removed that for some weird reason.

Instead, try this:

<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.8</offset>
</li>
</capMods>

This virtually guarantees unconsciousness in 1 shot. Though, there is still a high chance of death because of how the game is coded. (I may try with Combat Realism to see if that helps.)
Kylo99 27 Oct, 2016 @ 8:14am 
Does this actually work for anyone? Ive tried using it multiple times and even had it used against me but it never works. even after being shot in the head my colonist just walked it off.
ErgoProxy 19 Oct, 2016 @ 1:57pm 
This use to work on everything not just ppl. what happen?
TTV/Dr_Blackburne 16 Oct, 2016 @ 6:42am 
Instead of a bullet, why not have it fire the effect of anestedic on the patient like in surgery?
Till 16 Oct, 2016 @ 6:20am 
is it save to apply it into a existing save game?
Dan 16 Oct, 2016 @ 4:29am 
make them more durable, i had some sat in stroage and when it came time to use them they were down to less than 20% durablity.
Sahothron  [author] 12 Oct, 2016 @ 1:25pm 
I plan on working further on balance and also improving the tranqs to cause conciousness to go down without killing the target. I'm also open to any suggestions although I am just beggining to mod so some ideas may be beyond my current knowledge.
Heartfire 12 Oct, 2016 @ 10:17am 
Hello, i was just wondering what the future plans for this mod are as this is a really useful mod
Sahothron  [author] 8 Oct, 2016 @ 11:50am 
Thanks for the help! jonaswashe!
deliciouspancakes 8 Oct, 2016 @ 11:47am 
For clarification this is starting in line 26 of Hediffs_Tranq.xml
deliciouspancakes 8 Oct, 2016 @ 11:45am 
Ok, I think I finally found the problem, your second li block should be within capMods:

<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.3</setMax>
</li>
</capMods>
Sahothron  [author] 8 Oct, 2016 @ 8:12am 
Hmm I'll take a look at that. I'm not getting that error right now but I'll see what I can do
Stolij 8 Oct, 2016 @ 2:56am 
Thanks for the update! but it gives me another error: XML error:<li><capacity>Consciousness</capacity></setMax></li> doesn't correspond to any field in type HediffStage
Sahothron  [author] 7 Oct, 2016 @ 8:35pm 
I've released a new update. This fixes the Prik issue and makes tranq guns fire slightly faster but less acurately. This also makes some changes to how enemies are downed. The darts add pain which will affect pawns differently based on their health factors. Small animals have a high chance of dying to tranqs while humans should survive. To make sure your next shot wont be fatal check the target's pain value. If it is above 70% you should probably not shoot it with another tranq as this may kill it. Instead use a weak weapon to finsih the job. I'll continue to work on this but I thought it would be nice to make this mod somewhat usable for the meantime.
Stolij 6 Oct, 2016 @ 10:38pm 
i found a bug: No Verse.HediffDef named Prick found to give to Verse.DamageDef Tranq
solution: Rename Prick to what you called it in the damagedef tranq i guess
nephilimnexus 5 Oct, 2016 @ 12:51pm 
How did you get around the 47% automatic death coding?
Preszburg 5 Oct, 2016 @ 12:49pm 
I like the idea!
~ 5 Oct, 2016 @ 11:36am 
ORIBLE
Kylo99 5 Oct, 2016 @ 8:25am 
Great idea for a mod! Cant wait to try it out.
ErgoProxy 3 Oct, 2016 @ 5:13pm 
@NinjaKitty I make it work for animals by lower their consciousness to almost under 30% then hitting them a few times to down them. it's great
Sahothron  [author] 3 Oct, 2016 @ 1:27pm 
As of right now it mostly doesnt work. I have a few kinks to work out once I find the time for it.
Nystarii 3 Oct, 2016 @ 12:09pm 
This. I wanted this for so long! Does it work on animals as well? Thanks!
Readtext 1 Oct, 2016 @ 1:08pm 
add Taser (guns) to the closest distance marksmanship good, but long cooldown. stun batons. To catch escapees prisoners
Void Kitsune 1 Oct, 2016 @ 2:08am 
I suggest including 'non-lethal', 'nonlethal', 'capture', and 'tranquilizer' to your description for when people such for such things in regards to less than lethal weapons. ^.^ Thanks though.
Any chance of an EMP/Shock rifle to unconcious mechanoids too?
There is a Remote Explosives mod that has a sleeping gas that does not kill yet incapacitates, perhaps you could ask the Mod Maker for help on a status condition inflicting?
Sahothron  [author] 30 Sep, 2016 @ 2:45pm 
I'll also look at changing aim time for accuracy thanks for the suggestions.
Sahothron  [author] 30 Sep, 2016 @ 2:43pm 
Hmm typically anything that falls below 30% conciousness should get downed. I found during testing that anything below 20% had a high chance of dying instead of being downed. I'll do some more testing and see if I can make this completely non-lethal.
Freakycrafter 30 Sep, 2016 @ 8:23am 
doesnt work
ErgoProxy 29 Sep, 2016 @ 12:36pm 
lol it's killing anything that falls below 30% consciousness, is that normal?
Drake 29 Sep, 2016 @ 4:39am 
i would like to see this implimented as a mortar similar to the cluster mortar from glittertech.

very low accuracy but will hit a very long distance away and cannot be used in close range, with multiple projectiles.
KingOfHaphazard 28 Sep, 2016 @ 9:41pm 
I personally suggest raising the rof but lowering the accuracy (traditionally tranq darts are stabilised by the weird fluff on the back rather than rifling, and aren't super accurate).