RimWorld

RimWorld

Not a Weapon
163 kommenttia
lt_oddy  [tekijä] 22.10. klo 14.25 
Just an update; I have yet to identify the cause of the issues you both are experiencing. I have thus far been unable to replicate the issue with only my mod installed, with a mod list of over 600 mods installed or with a majority of the mods in your posted list. I have had pawns pick up and deliver wood to structure blueprints, had them pick wood up into their inventory and walk around, had them drink beer, had them pick up beer and walk around and tried all of these both drafted and un-drafted. It may be from a mod on your list that I am not familiar with.
lt_oddy  [tekijä] 10.10. klo 16.05 
I am working on some troubleshooting to find the cause. Sorry for the delay, I am having to spot check any mods on ivan_karamazov's list that are not on my personal modlist as I cant replicate the same issue in my own game.
Nycho 9.10. klo 23.35 
Im having the exact same issue as listed directly before me, pawns tend to stand still when trying to drink beer or equip anything this mod considers not a "weapon"
lt_oddy  [tekijä] 6.10. klo 13.03 
A common way to post your logs is using the mod https://steamproxy.com/sharedfiles/filedetails/?id=2873415404 . The mod is a log publisher for hugslib.
Ivan_Karamazov 6.10. klo 12.33 
Where should I post the log? It's very large.
Do you need the log itself or just a list of mods?
I can provide a list of mods from RimPy if needed.
lt_oddy  [tekijä] 6.10. klo 7.06 
Hmm; I will do some testing. Nothing the XML patches touch should lock pawns up like that. It may be a combat mod of some sort having a weird interaction. Can you post your log so I can check out your mod list please?
Ivan_Karamazov 6.10. klo 6.39 
Thanks for the mod! But I found a bug.
Some pawls just stand there and do nothing. The only way to fix this is to enable combat mode.
If I try to disable your mod, they stay that way forever. Nothing helps.

Perhaps it's because I have so many mods, I don't know.
lt_oddy  [tekijä] 22.9. klo 14.03 
@sheeps; The update I am currently working on should work with all of the most common mods.
@Exile Yura; The only errors/warnings currently are with known incompatible mods and/or for the simple version warning.
Exile Yura 20.9. klo 8.03 
Gives reds, don't use.
sheeps 19.9. klo 13.43 
hi! did you end up adding simple sidearms compatibility re:5/29?
JessieFeathers 17.8. klo 11.05 
1.6?
joe47 15.8. klo 8.45 
Any word if this works with 1.6?
Iirly 10.7. klo 9.33 
awesome.
lt_oddy  [tekijä] 9.7. klo 7.16 
Yes. I plan on doing an overhaul of how this mod determines non effective weapons for the new update. I will be going through and re-confirming all patches.
Iirly 8.7. klo 14.38 
Is there a way to add a non effective weapon? I am using this with Medieval overhaul so my pawns keep grabbing wood planks as a weapon.
lt_oddy  [tekijä] 29.5. klo 20.07 
Thank you for mentioning this. Once I am back at my computer in a couple weeks I will add a compatibility patch for Simple Sidearms.
Monkey Magic 19.5. klo 4.55 
Is there an issue between this mod and Simple SIdearms ?

EDIT: To answer my own question, yes there is.

The issue is that in order to allow items that are not inherently flagged as weapons, that mod adds a new "weaponTags" flag called "ImprovisedMelee" to them. These items include the thrumbohorn, elephant tusk, wood log and beer. Given that this mod disables the latter two as weapons, the "forget" ability for them is removed.

However, if this mod was added after that mod, and a pawn happens to have equipped wood or beer at some point, they will forever remember this, making them carry them around in their inventory indefinitely.

In order to fix this you need to make a patch that removes the flag. In other words, patching the patch to remove the flags specifically from beer, and wood. :S
lt_oddy  [tekijä] 22.2. klo 7.26 
All drinks/consumables should be patched by the failsafe. If it doesn't, let me know and I will make a dedicated patch for void.
certified wanghaf 21.2. klo 9.51 
does this mod patch red wine from void?
lt_oddy  [tekijä] 20.12.2024 klo 11.49 
Thank you for following up. I was starting to lose my mind trying to figure out what could be causing the drops you were experiencing. I dont use that mod, so that would explain why i never encountered it. After the new year I will either add a note in the description for future players or I will look into a compatibility fix.
Demetrio 18.12.2024 klo 20.39 
I know it's been a long time, but I didn't play it for a while now, after some trials I discovered that the problem is actually with Awesome Inventory, found an option there that forced the pawn to search for a weapon, after disabling that the FPS started to work normally again.
lt_oddy  [tekijä] 2.12.2024 klo 7.46 
That is weird. I always am running simple sidearms along with many other mods and haven't encountered any drops or errors. I will do some testing to see what I can find out
Demetrio 11.11.2024 klo 10.43 
What @PJRocks also happens to me, it is most likely an incopatibility with simple sidearms,tried to use ur mod to fix the annoying use logs as weapons, but it plummets the fps, prob because simple sidearms is trying to equip them
MATINtirintintintirintin 17.9.2024 klo 13.21 
I saw that you patched logs from Medieval Overhaul. Did you also patch bones? I have a slave who is constantly threatening to rebel after butchering an animal just because they get bones from doing it.
lt_oddy  [tekijä] 10.9.2024 klo 21.00 
@Robob Rum should be covered by the failsafe patch that covers any consumable. I will double check to make sure the patch is working as expected.
Robob 4.9.2024 klo 15.54 
Could you also patch rum from vanilla expanded pirates?
A blender scrubbed clean 28.8.2024 klo 18.48 
@MadTech You would need to start culling your list in half's to find the issue. It's working fine for for me.
MadTech 24.8.2024 klo 2.28 
Great idea although it doesn't seem to be working for me

I added this to my 800+ mod list for a couple of days but still had pawns trying to equip logs and I did make sure to remove all logs that pawns had equipped before installing. Not sure if it's conflicting with another mod but no error messages in the logs and I can't find any other settings that may be conflicting.
lt_oddy  [tekijä] 27.7.2024 klo 14.18 
Correct. I remove the ability for items like logs to be equipped in general. So no matter the pawn it should prevent them from equipping them.
NuanKi 24.7.2024 klo 13.06 
So with this my ghoul wont have a log as weapon?
Angel 21.7.2024 klo 10.58 
So will my pawns stop charging at enemies with a fish in hand? :D
lt_oddy  [tekijä] 25.5.2024 klo 8.04 
I have never seen significant TPS drops while using this mod. I only disable the ability for certain items to be able to be equipped. There are no extra checks that occur during gameplay.
PJRocks 24.4.2024 klo 13.56 
This mod is poorly optimized. My TPS goes from 358 to 198, and my FPS goes from 140 to 18 (3x speed) when I enable this mod. Are you forcing the game to make a weapon check every single cycle? There has to be a more efficient way of doing this.
Michiko 23.4.2024 klo 1.31 
@Dark106 (not Light601)
You should be fine if you drop all the not-weapons from your pawns' inventories. If you have Simple Sidearms, remove memories of those weapon too, etc. Then save and reload, and check the log to see if there's any errors related to it. Use a custom save name, don't just overwrite your main save.

Actually this is why people always say make a backup save before making changes to your mod list.
I put ♥♥♥♥ in Scunt 22.4.2024 klo 17.04 
Oh no, I accidently saved my game without dropping "weapons". Is my save corrupted or I can save it?
Sir Humphrey Appleby 22.4.2024 klo 16.13 
I would like to add that it would appear the IfAllElseFails patch messes with SimpleSidearms.
lt_oddy  [tekijä] 21.4.2024 klo 16.48 
Thank you for the suggestion. I will be "officially" updating the mod tomorrow once my internet is restored and will add the warning.
RedPine 16.4.2024 klo 12.47 
The 1.4 version seems to work just fine in 1.5, with the following caveat:

Be sure to unequip/drop all ineligible weapons and save the game BEFORE installing this mod. Pawns won't drop ineffective weapons if they are already equipped, and having an unequippable weapon equipped throws enough errors to impact performance.

I'd recommend updating this mod page to warn players to unequip all ineligible weapons (including getting rid of weapon memory if using Simple Sidearms, just to be safe) before installing this mod.
Michiko 11.4.2024 klo 6.49 
Looking forward to that update! But yeah I'll try it out and it probably would work just fine anyway heheh.
lt_oddy  [tekijä] 25.3.2024 klo 13.46 
This mod will be updated to 1.5 soon. Although it should inherently work already.
lt_oddy  [tekijä] 3.1.2024 klo 14.22 
Sorry for the long delays. The mod has been updated to patch Rimcense. Zen garden (continued) patches were confirmed to still be working and expanded woodworking (forked) also was tested and appears to still be working.
lt_oddy  [tekijä] 14.12.2023 klo 7.33 
I will look into the error next time I am on my PC while adding the prior requested mods
Nyx (She/Her) 10.12.2023 klo 18.50 
I was using Expanded Woodworking, to clarify*
Nyx (She/Her) 10.12.2023 klo 18.49 
This, oddly, made my Mixed Lumber texture completely disappear in game (still in the files, I checked). Thus causing massive log spam :D

Removing this, fixed it. Strange.
lt_oddy  [tekijä] 11.11.2023 klo 17.15 
I am glad you enjoy my mod. I will work on adding patches for both of those mods as soon as I can.
lilairen 11.11.2023 klo 16.34 
I'd love it if you could patch these two, both of which add new logs that my colonists love:

Zen Garden: https://steamproxy.com/sharedfiles/filedetails/?id=2777931683
Rimscense: https://steamproxy.com/sharedfiles/filedetails/?id=2532255863

Thanks for this very useful QOL mod.
lt_oddy  [tekijä] 13.8.2023 klo 16.52 
That is correct, I actually used Simple Sidearms and Dual wield for testing when creating the mod.
Monkey Magic 13.8.2023 klo 13.10 
There does not appear to be any issues with Simple Sidearms. Appears to only remove those mentioned items from that mod's list. Am I right in assuming they are safely compatible?
lt_oddy  [tekijä] 10.8.2023 klo 9.37 
The patches load for each individual mod only when that mod is found. So if you run a game with no mods that my mod would patch, then it will only affect base game items of wood log and beer. It also will inherently be incompatible with mods that modify base game wood logs unless I have created a patch for the specific mod (for example: MO and its timber)