// Weapons · RimWorld Mod
Grenade Sacrifice
Grenade Sacrifice "Pull the pin.
Grenade Sacrifice
"Pull the pin. Take them with you." Sometimes the raid is too big, the kill box has fallen, and Grandpa Joe with 190% pain and one lung has nothing left to lose. Now he can go out on his own terms. This mod adds a small Pull Pin action gizmo to any colonist holding a grenade. Click it, and the pin comes out. The grenade's own fuse starts hissing, sparks fly, a countdown ticks over the pawn's head... and then the grenade detonates centered on the pawn - wherever they managed to run to in the meantime.Features
- Pull Pin gizmo on any drafted colonist with an equipped grenade. Undrafted pawns keep their fingers away from the pin.
- Realistic fuse - the delay is that grenade's own fuse time, exactly as if it had been thrown. Grenades that normally burst on impact get the standard frag-grenade fuse.
- The pawn can still move while the fuse burns. Charge into the enemy line, hug a centipede, or just stand your ground.
- Authentic blast - the explosion uses that grenade's exact damage, radius, damage type and effects, as if it landed on the pawn's tile. One grenade is consumed.
- No takebacks. The pin cannot be put back in, and the grenade is locked in the pawn's grip - it cannot be dropped, stripped or swapped away while the fuse burns.
- Misclick protection - a confirmation dialog before the pin comes out. Feeling brave? Turn it off in the mod settings.
- Works with EMP, smoke, flash and other exotic grenades - anything that explodes at all.
- Molotov cocktails are excluded. There is no pin on a bottle.
- Pacifists refuse to do it.
- Hands and brains required. Only pawns that could plausibly pull a pin get the button: humans, sapient humanoid androids, and hand-equipped war machines. Animals, hauler bots and mindless drones can carry a grenade, but they will never get the gizmo.
Mod Compatibility
Every mod below was checked def-by-def against this mod. Two questions matter: which grenades get a Pull Pin button, and which pawns are allowed to press it.Grenade mods - what can be pin-pulled
- Vanilla Weapons Expanded - Grenades - a grenade equipped as a weapon gets the Pull Pin gizmo automatically. Grenade belts are apparel, not grenades, so they are correctly left alone - they keep their normal throw-from-belt function and never sprout a pin.
- Grenade Variety for Combat Extended - all eight grenades are explicitly supported: thermobaric, stinger, incendiary, pipe bomb, anti-tank, prometheum bomb, defensive and shaped charge. Works alongside Combat Extended itself.
- More Useful Grenade - these ride in the pawn's inventory rather than being equipped, so they are handled by name. Pin-pullable: frag, thermite and flashbang. Deliberately excluded: C4 (a timed charge, not a pin) and the gadgets - data knife, gravity trap, healing smoke and the "Nightfall" smoke grenade. You can't pull a pin on a gadget.
Pawn mods - who can pull a pin
Pulling a pin takes hands and enough of a mind to decide to. That single rule sorts every modded pawn:- Android Tiers - T1 through T5 androids and the M7/M8 combat androids are sapient, so they get the gizmo. Android animals and micro-scythers are not sapient, so they don't.
- The Dead Man's Switch - the humanoid, weapon-wielding war machines qualify: automatroid soldiers (soldats, arquebusiers, ronins, battleframes) and synthroids like the Lady. The four-legged and heavy frames - robot hounds, birds and the giant quadruped/vehicle mechs - have no hands to pull a pin with, so they can't, even while hauling a grenade.
- Misc. Robots - hauler, cleaner and crafter bots are tool-users, not sapient. No gizmo.
- Project RimFactory - Drones - station-bound work drones. They aren't drafted and don't carry grenades as weapons, so the button never appears.
- Machines of War - combat mechanoids, not sapient handlers. No gizmo.
FAQ
Q: Will my pawn die? A: That depends entirely on the grenade, their armor, and their luck - the blast is the grenade's normal explosion. A frag grenade at your feet is usually a very bad day. A smoke grenade is just a dramatic exit from visibility. Q: Can enemies or raiders do this? A: No. Only your own drafted, player-controlled pawns get the gizmo. No surprise suicide raiders. Q: Can my attack squirrel / hauler drone go out in a blaze of glory? A: No. No hands, no pin. Grenades in their inventory are just cargo. Q: Does the explosion follow the pawn? A: Yes. The blast goes off wherever the pawn is when the fuse runs out - downed, dead, or still running. Q: What if the pawn drops the grenade mid-fuse, or gets stripped? A: They can't. Once the pin is out, the grenade is locked in their grip until it goes off. No cook-and-drop exploits, no live grenades in your stockpile. Q: What if the pawn leaves the map mid-fuse? A: The grenade safely fizzles instead of throwing errors. Q: RimWorld Multiplayer? A: Yes - the pin pull is registered with the Multiplayer API so it stays in sync. When Multiplayer is not installed, the compat code does nothing at all. Q: Save compatible? A: Safe to add to existing saves. Removing it mid-fuse is not recommended for obvious reasons. Q: Combat Extended? A: Yes, including Grenade Variety for CE. Q: What languages are supported? A: English, Simplified Chinese, Russian and Spanish. The game switches automatically based on your RimWorld language setting - no separate download needed.Requires Harmony. RimWorld 1.6.