RimWorld

RimWorld

[1.6] Grenade Fix - Rearmed
77 Comments
Tyrant 24 Jun @ 4:22pm 
I greatly appreciate this mod being maintained.
HunterAlpha1 18 Aug, 2024 @ 2:31am 
Is this compatible with Combat Enhanced 1.5?
The Drink 22 Apr, 2024 @ 11:29pm 
never realized how badly the game needed a feature like this until i saw it
Michiko 19 Apr, 2024 @ 10:18am 
Thanks for the update!
Dingo  [author] 19 Apr, 2024 @ 9:27am 
Updated for latest game patch
SAUCE__GODD 18 Dec, 2022 @ 10:02pm 
CE?
brucethemoose 22 Oct, 2022 @ 8:44am 
:steamthumbsup:

(This is definitely one of those "should obviously be in vanilla" mods)
Dingo  [author] 22 Oct, 2022 @ 8:39am 
Updated for v1.4
brucethemoose 8 Oct, 2022 @ 5:10pm 
This is a pretty simple mod for a C# mod, so I will test and see if it works in 1.4
Proxyer 3 Aug, 2022 @ 12:58am 
Thank you for update! :FredericNote:
Dingo  [author] 2 Aug, 2022 @ 4:16pm 
Updated for 1.3

I changed the mod name in the About file. If you can't enable/disable it for whatever reason you just need to delete the entry from your load order.
Mlie 11 Sep, 2021 @ 1:50pm 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
dickmosi 26 Jul, 2021 @ 2:17am 
Seems to work fine in 1.3 for me, tested with both vanilla and modded grenades.
TracerFoxTEK 23 Jul, 2021 @ 8:02am 
Has anyone tested this to see if it works on 1.3?
Dingo  [author] 17 Aug, 2020 @ 12:20pm 
Sure. Thanks for the help @Tyrant
Tyrant 17 Aug, 2020 @ 8:16am 
I'd like to recommend changing the title on the Workshop to Grenade Fix - Rearmed. I think the colon after Fix makes workshop's search feature unable to find this mod by searching for 'Grenade Fix'. I had to use Google to pull it up.
Proxyer 15 Aug, 2020 @ 2:45pm 
Thank you for update works!
I send award for your mod. :Emo_5_Trophy:
Dingo  [author] 1 Oct, 2019 @ 12:03pm 
@AmbiguousMonk Interesting question. I assume they use the same logic as colonists but that might be false. If they do then they will avoid exploding themselves if their target is inside the minimum distance (keep in mind this distance could be as little as 0.5 tiles).
AmbiguousMonk 1 Oct, 2019 @ 8:38am 
Do raiders change any of their behaviors due to this mod? e.g. running from people who get within the minimum range?
Dingo  [author] 9 Jun, 2019 @ 10:21am 
Last time I checked (1.0 release) you could still use explosives even at a 1 tile distance, which is guaranteed to hurt the pawn.
Natalo77 9 Feb, 2019 @ 6:26am 
Any Hard incompatibilities?
Dingo  [author] 2 Nov, 2018 @ 11:45pm 
@jpinard I didn't want to overcomplicate things, I treat all explosions as equal.
jpinard 2 Nov, 2018 @ 3:23pm 
Would it be possible to have it adjust based on grenade type? EMP grenades are just fine for throwing on top of one self and pretty helpful against the slicer mechs. Everything is awful in vanilla though.
jpinard 2 Nov, 2018 @ 3:22pm 
So my pawns exploding themselves with grenades wasn't my imagination?
IceMaverick 28 Oct, 2018 @ 8:43am 
Thanks for the update!
Dingo  [author] 27 Oct, 2018 @ 7:20am 
Tested and updated for RimWorld 1.0
Thelockenessmonster 23 Oct, 2018 @ 11:11am 
can we get an "updated" post when it hits 1.0 release, i realy want to know when i can add this back into my game
"The" SeanMacLeod 17 Oct, 2018 @ 11:26pm 
:stein:
Dingo  [author] 17 Oct, 2018 @ 10:00pm 
1.0 version will be released on this page sometime this month if all goes well.
Frost King 17 Oct, 2018 @ 1:52pm 
Would love this in 1.0!
IceMaverick 22 Sep, 2018 @ 9:04pm 
Thanks for the rapid B19 update.
"The" SeanMacLeod 22 Sep, 2018 @ 5:06pm 
@Dingo
Awesomeness! :steamhappy:
Anvil Pants 22 Sep, 2018 @ 10:53am 
Thank you.
Dingo  [author] 22 Sep, 2018 @ 2:37am 
Updated for Beta 19.
Dingo  [author] 21 Sep, 2018 @ 7:17am 
I will update it when I have time and energy to recompile and test.
「 LiTe Em uP 」 18 Sep, 2018 @ 11:43pm 
b19 version pls??
xBlkMik3x 21 Nov, 2017 @ 10:11pm 
oh i was hoping some slack for you guys!!!! but alright.
Dingo  [author] 21 Nov, 2017 @ 5:35pm 
It's pretty much exactly the same.
xBlkMik3x 21 Nov, 2017 @ 5:11pm 
With the new update making the game BETA, will it be easier to implement mods and such?

Dingo  [author] 18 Nov, 2017 @ 3:46pm 
Updated for Beta 18.
Dingo  [author] 18 Aug, 2017 @ 1:50am 
Shouldn't conflict. Safe to remove.
「 LiTe Em uP 」 17 Aug, 2017 @ 11:26pm 
any known mod conflicts??

safe to remove from saves as well??
Dingo  [author] 28 Jul, 2017 @ 6:32pm 
This is just a simple one-parameter-adjusting mod. Look to combat overhauls/tweaks for that; I changed nothing about combat here.
Kiranos 28 Jul, 2017 @ 5:13pm 
Would it be possible to add the option to prevent any pawn with explosive to throw a grenade too close from any friendly pawns ?
I'm not sure it's possible as you're never sure where the grenade will land, especially if you have a low skill pawn...
Dingo  [author] 25 May, 2017 @ 12:28pm 
@Wicked error should be fixed with new version. Please respond if you're still getting it.
Dingo  [author] 20 Mar, 2017 @ 2:36pm 
All this does is add a minimum range to the initial check, so any faults with the game's combat system are still in place.
DizzyChimera 19 Mar, 2017 @ 3:35pm 
Does this still have the issue of being able to target someone, then not checking to see if they're still not too close before actually throwing grenades? Last time I used this, raiders would target my melee fighters while they were at a safe distance, then throw the grenade at them after they ran up, blowing up themselves and my melee fighter. :/
Dingo  [author] 18 Feb, 2017 @ 5:14pm 
If you can upload your output_log.txt from the RimWorld folder (assuming you're still getting the error, it will log it there) and send it to me that would be an easy way to share all the necessary info.

If you have HugsLib you can easily share your log from the developer console in-game, too.
GarGhuul 18 Feb, 2017 @ 2:44pm 
You would probably be better off asking someone who knows about modding Rimworld. Ludeon has a set of forums, right above our text here it mentions a RimWorldMod Discord server, and I think the steam workshop also has something along those lines.
I believe assemblies are in C+ (Programming Language.)
Thelockenessmonster 18 Feb, 2017 @ 2:39pm 
what would you open it with...i just tried notepad and it made no sense