RimWorld

RimWorld

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Equipment Manager
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Mod, 1.3, 1.4, 1.5
File Size
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2.829 MB
6 Apr, 2022 @ 2:04pm
13 Apr @ 9:09am
22 Change Notes ( view )

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Equipment Manager

In 1 collection by Michieru
Michieru's RimWorld mods
4 items
Description
Equipment Manager

Automatic equipment management mod.
Requires Harmony and SimpleSidearms.

This mod automatically equips your colonists with weapons and tools according to loadout settings.

It adds a new column 'Current loadout' to the 'Assign' tab which lets you set and configure loadouts for your pawns.
Default loadouts include: Sniper, Assault, Brawler, Support and Pacifist. You can add, remove and configure loadouts however you like if deafult ones don't meet your preferences.

Main features:
  • Automatic assignment of loadouts to your pawns based on loadout's settings which include priority, pawn trait and capacity requirements and skill preferences. They also allow you to set which weapons should be equipped as primary and which as sidearms or tools. SimpleSidearms will take care of proper switching of weapons according to pawn's activities.
  • Manual assignment of loadouts if you don't want the mod to automatically change loadouts of some (or any) of your pawns. Equipment manager will still equip best weapons according to assigned loadout's settings (you can select 'No loadout' if you don't want the mod to change equipment of a pawn).
  • Weapon rules for configuring which weapons are considered 'best' for different loadouts. Rules include weapon's properties and stats, stat limits, whitelists and blacklists if you want some exclusive weapons to bypass other settings.
  • Different equip modes for weapon and tool rules. This allows you to have one best ranged weapon and one best tool for all of the assigned work types of a pawn, for example.
  • Stat weight configuration for work types. This allows you to influence which weapons are considered as tools for any given work types and the way they are scored to be considered 'best'.
  • Automatic unequipping of weapons not assigned by current loadout settings of a pawn.
  • Import feature which allows you to copy all your loadouts and rules from a savegame to the current game.

Compatibility
Compatible with 'Vanilla Expanded Framework' for considering if melee weapon is equippable with shields.
Combat Extended is partially compatible. Equipment Manager will automatically pick up ammo for assigned weapons, but using CE's loadouts will cause sporadic drop of sidearms and ammo. Use at your own risk.
Also, any mod that add loadout system of its own will conflict with Equipment Manager.
If you discover any other incompatibilities, let me know in comments.

License
This mod is under CC-BY-NC-SA[creativecommons.org].

Thanks
  • PeteTimesSix

Source code is available on GitHub[github.com].
Popular Discussions View All (1)
1
19 Feb, 2023 @ 12:51am
[WISH] "Include Equipped" toggle for the "Currently available items" preview
SlippyCheeze
278 Comments
Niejeden 10 Jul @ 9:00am 
@lukey & Michieru: I'll gladly test the new version. Thank you both :)

But could you please check whether after this change pawns will automatically switch to best tools for cleaning and crafting? I think this part is handled by Simple Sidearms, not the Equipment Manager itself and in my case it does not work (pawns may have tool in the inventory but will not use for those jobs). Tried with or without DeGeneralize Work mod and with different mod loading order but to no luck... :(

@Smlazy: If you order the pawn to equip the weapon, do they put it away later? If yes it means the weapon does not fill the criteria (which is stragne if you whitelisted it). Are you sure you have the rule attached to equipment policy and this policy is set for pawns?
Michieru  [author] 9 Jul @ 1:18am 
@lukey pookie
Create a merge request and I will look at it. Thank you!
lukey pookie 9 Jul @ 12:10am 
@Niejeden Im a programmer and decided to jump in and see if i could fix this issue. you were correct with the your idea of the work types have hard coded expectations on stats. I have changed it so it just looks at what is in the player defined list. @Michieru How would i go about merging my changes or would it be better for me to create another workshop page.
Smlazy 8 Jul @ 1:59pm 
I enjoy using this mod, but none of my pawns are equipping weapons, I've whitelisted a few but they all refuse to equip a weapon. How do i fix this?

I've increased the Mass, but overall still the same issue. Any help would be appreciated
DazDaazDaaaz 4 Jul @ 11:11pm 
Is it possible to set the limits to not equip a weapon with any quality under normal? I cant seem to find a filter for it
Niejeden 3 Jul @ 7:41am 
@Strilan, you can try the following approach:

1. Create separate ranged/mele rules for each weapon
2. On those rules, set some impossible stats condition (line mass from 0.00 to 0.01) to exclude all weapons from the rule
3. Whitelist only the single weapon that you want to equip
4. Enable "Drop Unassigned"
5. Attach those rules to equipment policy
6. Attach the policy to pawns

You may need to make pawns "forget" previously equipped weapons. To do it, select the pawn and click RMB in the Simple Sidearms box on the weapon icon, until it disappears.

You may also want to check Simple Sidearms mod settings as by default it imposes some limitation on what can be equipped as sidearm. For example, I had to increase max. sidearm mass to allow my snipers carrying secondary SMGs.
Strilan 20 Jun @ 11:02pm 
I'm looking for something to replace Combat Extended's loadout option - but for the life of me - I can't figure out how to just select: this weapon, this sidearm, this melee, for- THIS CLASS and then apply it.
Anon 6 Jun @ 10:43am 
I'll answer my question: it does not
Anon 4 Jun @ 2:17pm 
Does this allow for switching loadouts rapidly before a raid with gear up and go?
Niejeden 27 May @ 1:50pm 
Hello Michieru. Thank you very much for making this mod. :steamthumbsup:

However, I'm facing the same issue as lukey pookie, when using it with Tool O'Plenty. While some work types work great, some (cleaning, art...) do not recognize any tools. It seems (by checking the code) that your mod requires the tool to have specific work type modifier explicitly hardcoded, no matter of filters defined by the player. This way it is not possible to assign i.e. Multi Tool with +60% global work speed to art, as it has no art-specific modifier (I may be wrong, I'm not a Rimworld modder). Perhaps this requirement is not needed and only player-defined filters (stats weights) should matter?