RimWorld

RimWorld

A17 Smoke Grenades
41 Comments
disastrpc  [author] 12 Apr, 2020 @ 7:32pm 
Hey guys! Haven't modded Rimworld in a while (still play it though!), I'll be happy to update it since people seem to want to use it. I don't believe the code for smokepop belts has changed much so I'll have a 1.1 version up.
LionelCG 7 Apr, 2020 @ 11:16am 
Lady Elizabeth just do it. The mod author´s last post was over two years ago now.
Survivalmaster 7 Apr, 2020 @ 9:33am 
Happy to upgrade this to 1.1 if your unable to.
AmbiguousMonk 1 Oct, 2019 @ 1:49pm 
Any plans to update this to 1.0?
LionelCG 4 Mar, 2018 @ 3:51pm 
Great deal ThatOddGuy, thanks for updating.
ArmoredStone 14 Feb, 2018 @ 4:14pm 
Hey OddGuy did you make any progress on this? :)
ArmoredStone 11 Feb, 2018 @ 10:39am 
My only suggestion is you might need to keep AI from using them. They dont sound like they use them strategically, and just drag a battle on and on. Also as a personal request, please make them craftable at a table that doesn't require power :p (I do medieval playthroughs)
ArmoredStone 10 Feb, 2018 @ 8:40pm 
Thanks man :) theres only a couple mods that try to add smokes and they all seem to be massive mod packs lol
disastrpc  [author] 10 Feb, 2018 @ 6:17pm 
I wasn't planning on updating this mod but since a couple people have requested it I'll try to get working on it over this weekend and perhaps make some improvements :)
ArmoredStone 10 Feb, 2018 @ 4:44pm 
Hey OddGuy are you planning on updating this at all? This could be handy when attacking a base :)
Lurmey 3 Feb, 2018 @ 5:04pm 
Yeah, in reality smoke works both ways equally. But for gameplay reasons it makes more sense to provide a benefit to the person using it. The current implementation just serves to unnecessarily draw out the firefight so it lasts longer, but both sides taking an unchanged amount of damage overall. The only situation I could see it useful in is if you're retreating, which doesn't happen often at all on RimWorld.
Tal'Raziid 3 Feb, 2018 @ 1:47pm 
Not really; in my old unit, whenever we used smokes, you couldn’t see jack shit in or out until it started to disperse. Smoke is just there to block visuals. And if you can see through it, they can too. Smoke isn’t thicker on the outside of the cloud, thinner on the inside.
Lurmey 3 Feb, 2018 @ 5:54am 
The idea of a smoke grenade is to conceal yourself so the enemy can't see you as clearly while you can still fire on them. As when you're inside the smoke, you can see out of it easier than someone outside can see in.
Tal'Raziid 2 Feb, 2018 @ 11:09pm 
@HMS-Captain Lurmey
Making the enemy miss way more is kinda the point of smoke grenades aint it?
also, is this gonan be updated?
Lurmey 15 Nov, 2017 @ 5:00pm 
To clarify: I think that regardless of where you threw this, be it on your own guys or the enemy, it would make everyone miss an extra 70% of the time, ultimately just forcing them all to use more ammo (with Combat Extended) and drawing the firefight out unnecessarily long.
Lurmey 15 Nov, 2017 @ 4:57pm 
Ah, I see. The problem with the vanilla smoke is that it's purely for defense, as the smokepop belt says in its description. I think it wouldn't help much in a grenade form due to the way Tynan coded the smoke. It probably affects both sides' projectiles and so ultimately doesn't help the person who threw it. If you can find a way to change the smoke to provide a cover bonus to pawns inside instead of affecting projectiles pathing through it, I think it would work much better and provide a real tactical advantage to the user.
disastrpc  [author] 15 Nov, 2017 @ 3:32pm 
I simply used the same smoke cloud that the smokepop belt uses. I didn't write any custom code for the smoke effect so its just like in vanilla, but I assume that any colonists that are inside the smoke would be harder to hit because each tile that is covered in smoke is checked and not the cloud as a whole.
Lurmey 15 Nov, 2017 @ 2:49pm 
Hm, well that seems like it wouldn't really help much in most circumstances as that would also make it harder for my colonists to hit the enemy. I'd imagine a better way for this to work would be like the smoke grenades in XCOM and XCOM 2, providing a cover bonus to any unit in the smoke. Keep in mind I'm not insulting the way you've written the mod or anything, just suggesting an improvement to the logic.
disastrpc  [author] 15 Nov, 2017 @ 12:46pm 
@HMS-Captain Lurmey it hampers the accuracy of any projectile that paths through the smoke.
Lurmey 14 Nov, 2017 @ 9:40pm 
Does this also hamper the accuracy of my own pawns when they're put in the smoke as well as the accuracy of enemies firing into the smoke?
disastrpc  [author] 21 Sep, 2017 @ 7:07pm 
@Entity of Sin If i'm not mistaken I set them to have either the same range or slightly more than the frag grenades.
Levius Cain 19 Sep, 2017 @ 2:28pm 
Is the range on these grenades comparable to EMP and Frag Grenades? I am kind of curious. If they are or have greater range then that's fine too. I roll with the Simple Sidearms mod and I've been looking for a great sidearm weapon to be used with colonists who roll around with a shotgun.
Tanelorn 6 Jul, 2017 @ 7:36pm 
I do have combat extended. I'll post the prices here the next time I play.
disastrpc  [author] 6 Jul, 2017 @ 9:13am 
@Tanelorn That's very odd. Frag grenades shouldn't be that cheap. I set the market value for the smoke grenade as 450. The frag grenade has a value of 300 in the vanilla Defs so there could be another mod that's modifying the prices?
Tanelorn 5 Jul, 2017 @ 10:24am 
Your smoke grenades are WAAAY too expensive. I can buy frag grenades for ~20 silver each, I can buy assault rifles for ~200. A single, one time use smoke grenade is running me ~500 silver!!!
Thundercraft 15 Jun, 2017 @ 1:58am 
Cool beans. :steamhappy:

BTW: If you are going to the trouble of making personal-use compatibility patches for the weapon mods you use, perhaps it wouldn't hurt to try to contact the mods' authors and offer them the patch or ask them if it would be okay to share it? Just a thought. They might appreciate it, even. I know other players would.
disastrpc  [author] 14 Jun, 2017 @ 11:57pm 
@Thundercraft
Its funny you bring that up, I was just looking at their wiki today because I wanted to make some of the weapon mods I use compatible with the mod (Just for my personal use, of course). So it seems logical that I make my own mods compatible as well, come to think of it. There are probably a couple more nodes that i'll need to add other than <bulk> once I see exactly the way they changed grenades and mortars (if at all).
Thundercraft 14 Jun, 2017 @ 10:55pm 
@ ThatOddGuy [author]
Have you considered creating a -conditional- xpath patch for compatibility with Combat Extended? (Their wiki explains how [github.com].) This isn't a gun mod. But wouldn't it need the addition of <bulk> tags for CE to indicate how much space the weapon takes up in the pawn's inventory? (I suspect your Smoke Mortar might need the same.)
disastrpc  [author] 11 Jun, 2017 @ 1:15pm 
@Igo
Good suggestions. The game could use more non-lethal ways to deal with raiders. It would require some more involved coding and i'm not yet that experienced, but i'll look at it as a way to learn.

@silentdeth Just uploaded the Smoke Mortar, link is above.
MisterIgor 10 Jun, 2017 @ 6:20pm 
Errr, another sugestion, can you make flashbang grenades and sleeping gas grenades?
disastrpc  [author] 10 Jun, 2017 @ 2:50pm 
@silentdeth
Smoke mortars sound like fun. Thanks for the suggestion!
silentdeth 10 Jun, 2017 @ 7:16am 
Might I suggest adding smoke mortars too? Or maybe a single use mortar type structure, like a rocket or something.
MisterIgor 9 Jun, 2017 @ 6:59pm 
Just recollor it LOL it will me enough on paint
disastrpc  [author] 9 Jun, 2017 @ 6:57pm 
@Igo
Done! :eyeglass: I'm not a great artist but these should be better than having the EMP placeholders.
MisterIgor 9 Jun, 2017 @ 1:29pm 
can you change the granades sprites ? make ur own sprite? coz ur just using the emp grenades one...
LOTO 9 Jun, 2017 @ 3:21am 
cool mod ! trying it:steamhappy:
disastrpc  [author] 8 Jun, 2017 @ 9:11pm 
@Drizzly
The smoke reduces the chance to hit of any projectile that passes through it. So its useful when trying to maneuver past turrets or cover a downed pawn, but it also works both ways.
Omnom 8 Jun, 2017 @ 9:00pm 
Cool idea! What does the smoke do?
GarGhuul 8 Jun, 2017 @ 6:44pm 
Useful!
disastrpc  [author] 8 Jun, 2017 @ 2:14pm 
@Unfriendly Joe
I believe there's a chance for raids to spawn with smoke grenades as they're set to be industrial tech. But they'd probably just be throwing them at your pawns like regular grenades. I'll mess around a little to see if I can make them a little smarter about it.
Unfriendly Joe 8 Jun, 2017 @ 1:58pm 
I like this idea. Does the AI use this as well?