RimWorld

RimWorld

9,852 ratings
Simple sidearms
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.333 MB
16 May, 2017 @ 1:02pm
13 Aug @ 12:07am
82 Change Notes ( view )

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Simple sidearms

Description
With the invention of pockets comes the idea of bringing EVEN MORE WEAPONS. Because your snipers are getting really tired of getting shanked.

See forum thread for details.
https://ludeon.com/forums/index.php?topic=32497.0

Non-steam version and old releases can be found here.
https://github.com/PeteTimesSix/SimpleSidearms/releases

For a simpler alternative, consider Pocket Sand:
https://steamproxy.com/sharedfiles/filedetails/?id=2226330302

If you want to express gratitude, support me or attempt to convert money into motivation, you can do so here: ko-fi.com/petetimessix

I've set up a Discord server[discord.gg], which is the preferred medium for discussion and bug reports.
Popular Discussions View All (50)
120
11 Aug @ 10:36pm
PINNED: Rimworld 1.4 Bug reports
PeteTimesSix
56
17 Oct, 2022 @ 2:53pm
PINNED: Rimworld v1.3 bug reports
PeteTimesSix
1
7 Feb @ 5:00am
Pawn puts weapon back immediately
The Earl of Shitterton
2,784 Comments
Jet 5 hours ago 
not a bug but whenever i reform my caravan its hard to tell which weapon belongs to who. so unless you reform with everyone at the same time (and thus break the temp map) u end up with one colonist with all of the weapons from someone elses inventory. Could anything be done to address this somehow even from a player perspective? Like an icon in the caravan menu to signify in whos inventory the weapon is currently in?

the preserve sidearms through caravans mod option seems to be whats made for this but it only works if everyone reforms at the same time. Pawns dont pick up automatically unless the weapon is dropped and unforbidden so itd be a lot of micro potentially. I think an icon in the menu would be the best option for this
Schadenfreude 14 Aug @ 4:24pm 
When I go into the mod options I am unable to disable/enable some options under the "misc." section, like "skip dangerous weapons" and "skip EMP weapons".
Schadenfreude 14 Aug @ 4:18pm 
@NeinDao
Make sure the sidearm is within the allowed weight range, change the weight range, or change the criteria of what pawns are allowed to consider sidearms in the mod option.
Vatonage 14 Aug @ 4:17pm 
Pawns don't always auto-fire at targets in range when drafted; also some weapons fire a thousand bullets a second now.
NeinDao 14 Aug @ 11:39am 
i remember being able to equip 2 ranged weapons. i used to use 1 sniper and 1 autoshotgun. the pawn would snipe and naturally change to the shotgun when enemies got close. but now i only seem to be able to equip 1 ranged and 1 melee?
Iirly 13 Aug @ 9:00pm 
How do I keep my pawns from picking up stacks of things for side arms. I have one pawn who insists on carrying 100+ bones as a side arm instead of one. I have removed bones as side arm option, but he will sneak off and grab more bones. If I make him drop them he will stand there and stare at me and then pick them ALL up again or stop what he's doing to go get 100 more bones. Its kind of funny but yeah, is there a way to stop this?
Futstub 12 Aug @ 10:07pm 
Any chance I oversee a mod option that lets me chose what sidearm my colonists pick up? Some have great melee weapons, but still go and pick up (multiple?) logs of wood. Some just take all my guny into their inventory I'd never want them to use...
grandtran 12 Aug @ 3:10pm 
anyway to make multiple colonists switch to unarmed melee attacks? seems to be if I select a group, only one of them will switch to unarmed and I need to manually go in to switch them over
aspendosia 12 Aug @ 3:45am 
This might be a mod conflict, but is there any kind of known issue with this mod and highmates? I have two in my colony and they keep loading every weapon they can get their hands on into their inventory. I've tried setting an apparel rule which disables weapons, I've made them drop everything, I've made them 'forget' the items they are carrying, and I've even gone through the mod options to 'lite' and disabled, but it makes no difference. Anyone know of a solution or a rule I can add somehow to stop them carrying an arsenal they can't use???
Tobi 9 Aug @ 11:23am 
Does Simple Sidearms support pawns using fire extinguishers to fight fire? (Similar to what https://steamproxy.com/sharedfiles/filedetails/?id=2397915519 did?)