RimWorld

RimWorld

Simple sidearms
2.829 kommentarer
Agron™ For 22 timer siden 
I have to say, one of the best mods for making combat much more enjoyable.But I want to ask, would it be possible to add option to mark weapon as "manual only", like rocket lunchers have? It would be great for compatibility for other mods/weapons like Gauss weaponry, to prevent Friendly fire and sometimes there are weapons that (I supposer more than me) want to use specific weapons in occasion (situations), not as primary
Totally Not Ed 8. nov. kl. 21:38 
Safe to install on existing save?
Brainac 4. nov. kl. 8:29 
@Nich Pride - I assume they equip Wood, bcuz its signed as a possible Sidearm in the Config Tabs - "Limits" - might be a thing hitting people with sticks idk.
罪人 1. nov. kl. 22:56 
垃圾mod,调半天设置小人都不会切换武器
MeTAL 24. okt. kl. 21:27 
Sorry, I can only use translation software to report this issue

When my Pawn equipment comes from a weapon expansion package from CE, the MCX carbine and Gustav recoilless cannon (secondary weapon) in the weapon expansion package will experience stuttering and inability to continue working errors during hunting. This problem was resolved when I turned off the remote weapon automatic switch in the settings
[U.V.G.] Khaine 16. okt. kl. 12:47 
Is anyone getting a bug where the quality of the weapon or sidearm reverts from whatever it was, to (normal) when traveling to maps or moving via transport pod? I'm not entirely sure when its happening as its hard to recreate, but i didn't see any old posts regarding it, if there are and I am blind I apologize. Wanted to know if anyone ran into this and what iv done to cause it.
Lil Kitty Girl 2. okt. kl. 20:27 
Could you add an option to sort side arm limits by range?
Protok 2. okt. kl. 5:03 
It's Great that mod has Hide Sidearms When Trade option.
Can you add same thing for Caravan Split?
Thanks for the mod!
VitaKaninen 1. okt. kl. 10:06 
You should be able to make them drop it, and when they are undrafted, right click the empty placeholder for the log to make them forget about it.
Nick Pride 1. okt. kl. 9:55 
unarmed pawns keep equipping wood logs and other stuff while doing hauling, anyway to prevent this?
crockett 26. sep. kl. 7:16 
@Vril as a CE user that would be a welcomed add on. To the mod author who might not understand if they don't play with CE. (what happens is if you hit reload the pawns will sit there dropping the current gun and picking it back up over and over because the gun remains in their load out in Simple Side Arms. You have to manually click the gun icon to make them forget the weapon and tell them to pick up the other gun, otherwise they'll only pick up all the basic stuff like ammo, drugs meals ect but not always the new gun.

It's not end of the world, but it does require a bit of micro management when telling pawns to change weapons.
crockett 26. sep. kl. 7:04 
axossk possibly try using the add-on mod called 'Simple sidearms - Switch Weapons' I've been using both mods forever with CE.
Zaphiel 26. sep. kl. 5:45 
Does anyone know how can I disable pawns automatically equipping stuff?
axossk 25. sep. kl. 8:25 
Can't get it to work with CE.
Pawns won't switch to melee.
atomic0726 22. sep. kl. 6:02 
@DocHoliday that is A thing you just in that hud gizmo have it toggled to range priority then in the mo setting have it set to the more stable swap to melee when attacked in mellee or try to use the less stable auto swap when in melee
Vril 18. sep. kl. 10:22 
Is it possible to auto forget weapons when you rearm your pawns using CE loadouts?
Flip3n 17. sep. kl. 17:08 
Found a bug, where IF you "equip as sidearm" (melee, not sure if same for ranged) from storage and drop that sidearm from the lets call it "gizmo" (the little cell on the hud for weapon swapping and preferences), then that item vanishes, but if you first pick it up to inventory, then equip it, it works, and drops it on the ground. I'm guessing that it does not track the sidearm and it does not appear in pawn inv when equiped directly from storage....

(idk if modded storage (I have https://steamproxy.com/sharedfiles/filedetails/?id=3416243474) mods impacts this or its same with vanilla storage, my colony is cooked cant check it atm)
тетеря, блин 14. sep. kl. 8:32 
Is it compatible with DualWield?

https://steamproxy.com/sharedfiles/filedetails/?id=2537588364

thanks for the mod.
Rovstam 14. sep. kl. 8:29 
i posted a red error for you to take a look. Thx for the great mod.
Prometheus_ 10. sep. kl. 11:57 
@Lonely Tear ItemPolicy by Pos 4/5
SanDimas 9. sep. kl. 18:23 
bro love the mod but sometimes when theres a prison break, the prisoner tries to grab a melee weapon and its just get stuck there dropping and taking the weapon over and over, like taking 2 weapons
Lonely Tear 7. sep. kl. 12:39 
First off, absolutely amazing mod, iv had it for some 10 play troughs now and im thankful that you made it.

I am struggling to figure out one detail tho.
Im running a colony with vow of non-violence, they are incapable of combat but im trying to equip a specific colonist with a Staff, not for bashing skulls but merely as a tool to help boost their power. I can put it in his hands and forcefully equip it for few seconds before game decides that he isnt meant to hold it and switches back to his empty hands.
I looked over the settings but could not find obvious solution to it. This could just very well be me BUT.. does anyone know if there is a way of making them hold it permanently?
Doggias 4. sep. kl. 12:09 
dude, making an annoying gif had to be more involved and laborious than just posting the screenshots of the settings individually
DocHolliday 2. sep. kl. 22:00 
It would be nice if we could simply prioritize range so they will only switch to melee when the enemy is already in melee range.
DocHolliday 2. sep. kl. 18:05 
whats the point of having a "use this weapon" and "use this weapon in melee" or whatever it is options if the preferred fighting style is just going to overwrite it????????? So annoying watching dudes with one extra point in melee randomly, for no reason, swap to melee and start charging when I clearly told them to use their ranged weapon... You can't disable it either... The only other option is to force the use of ranged or melee weapons which COMPLETELY negates the entire purpose of the mod...
EbeneezerSquid 2. sep. kl. 5:28 
My pawns have stopped automatically using their fire extinguishers since I moved to 1.6. Anyone else see this, or is it a symptom of my bloated mod list?
Malnormalulo 31. aug. kl. 10:05 
My pawns which default to melee are never pulling out their ranged sidearm, no matter how far away the opponents are. Am I missing something? Is there some setting controlling this?
Fel 30. aug. kl. 10:20 
This has been a game changing mod for me, I love it :D So nice to finally have a use for melee weapons, outside the few pawns that refuse to use ranged.
negreaflorin687 30. aug. kl. 4:57 
why is this not in base game
Rovstam 29. aug. kl. 5:11 
Could you please add compability for Auto-arm? This seems to be the perfect match for eachother, that mod is made to marry this one. For the eternity.
~☽~MOON~☾~ 28. aug. kl. 8:42 
@PeteTimesSix Sorry I'm a fool I had a different loadout mod set to drop undefined.
Its fine now!
Mumbles Smash 27. aug. kl. 18:43 
Everybody just started randomly dropping everything on my as well, its been fine for years in game not sure what could have caused it
PeteTimesSix  [ophavsmand] 27. aug. kl. 12:12 
@~☽~MOON~☾~ Usually that's a result of multiple loadout-managing mods disagreeing on what the loadout should be.
~☽~MOON~☾~ 27. aug. kl. 7:31 
My pawns keep putting their sidearms down as soon as they equip them, Is there some setting that could be doing that?
yawolodzya 26. aug. kl. 0:07 
One of the best. This should be in a base game.
Paolini 25. aug. kl. 9:16 
@subzeroggwp did you think about not abusing the glitch ? If you have that little self control how you manage to not dev mod through the game ?
B flat 24. aug. kl. 8:59 
@subzeroggwp Dude, you have an easy to use console access at all times in vanilla where you can get infinite resources / kill anything you want / be a god with one button, and you're disabling a mod because of one quirk? It should be patched obviously, but have you tried not using said bug?
阳光悍匪 21. aug. kl. 5:41 
伟大无需多言
Spank Daddy 19. aug. kl. 12:06 
this is probably one of my favorite mods. thanks dude
subzeroggwp 19. aug. kl. 0:03 
NAKED dude with 0 in melee can KILL a CENTIPEDE solo:

Let me explain:

There is currently a bug which allows pawns attack DURING PAUSE by DRAFTING and UNDRAFTING them when they have a melee and a ranged weapon in their inventories.

1. Let an enemy get close into melee range
2. PAUSE your game
3. Draft and undraft your pawn that is being attacked in melee.
4. Congrats, now you can kill ANYTHING with a beer bottle or whatever garbage melee weapon your pawn carries :)

If you need live footage then message me, I'll send it over.

I love this mod, yet for now I 'll have to disable it since it's extremely game breaking :(

Discovered it randomly when I got attacked by insects.

My half dead planter had to kill 8 megaspiders/spelopedes on a clear plain xd

Thank you for creating solution in advance ;)
MadMage 18. aug. kl. 14:44 
My pawns are dropping sidearms when they change/grab main weapons.
VitaKaninen 18. aug. kl. 13:07 
@Serica, I had the same thing happen, but I was able to remove it with character editor. I think I had to remove the ghoulification, then make them drop and forget about the weapon, then reghoulify them, otherwise they would just go pick it back up again.
Serica 18. aug. kl. 7:03 
the prisoner turned into a ghoul will still use his weapon and can't remove it
Oblivion 17. aug. kl. 21:42 
is there a way to fully disable thhe multiple /sidearm part of this and just make sure it equip the mainweapon i want all the time?
Monkey Magic 16. aug. kl. 3:10 
@Tobi - GIven that it doesn't currently support swapping to melee rom ranged as it's supposed to, I'd say probably not.

@grandtran - The mod Pocket Sand has that open, but lacks the memory, and auto-swap feature. Although the autoswap feature is having issues with some weapons, and melee anyway.

@FutStub - The mod Not a Weapon allows you to bar certain items as weapons, namely woodlogs and beer. This should no longer be a problem. @Iirly - This should work for you too.

@NeinDao - you can change this in the mod options.

@Vatonage - This may be an issue with Odyssey DLC . The same issue has been reported on the other mod mentioned above too.
Vlad Draculea 16. aug. kl. 0:25 
do pawns automatically switch guns if they have more in their inventory instead of just reloading? like say i have a pawn carrying 4 flintlock pistols will they keep switching out until emptying all 4 before reloading?
Jet 15. aug. kl. 12:30 
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. kl. 16:24 
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. kl. 16:18 
@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. kl. 16:17 
Pawns don't always auto-fire at targets in range when drafted; also some weapons fire a thousand bullets a second now.