RimWorld
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Equipment Manager
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Mod, 1.3, 1.4, 1.5
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2.829 MB
6 ABR 2022 a las 14:04
13 ABR a las 9:09
22 notas sobre cambios ( ver )

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Equipment Manager

En 1 colección creada por Michieru
Michieru's RimWorld mods
4 artículos
Descripción
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].
Discusiones populares Ver todo (1)
1
19 FEB 2023 a las 0:51
[WISH] "Include Equipped" toggle for the "Currently available items" preview
SlippyCheeze
282 comentarios
OGREFail 5 SEP a las 4:33 
wouldve been a pretty cool mod if it worked whatsoever
oosinoots 25 AGO a las 23:37 
Great mod! However can we please add an option so that pawns use weapons according to their beliefs? For example if neolithic is despised they don't equip neolithic weapons. A quality slider would also be appreciated!
Adrian 12 AGO a las 14:06 
causes my game to crash every 30 minutes and I have to disable the mod load in for a few minutes and then I can re enable it without crashing
fleatoad 6 AGO a las 16:12 
Not sure why but I have been using this for a few days and now it causes the game to ctd.
Niejeden 10 JUL a las 9:00 
@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  [autor] 9 JUL a las 1:18 
@lukey pookie
Create a merge request and I will look at it. Thank you!
lukey pookie 9 JUL a las 0:10 
@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 a las 13:59 
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 a las 23:11 
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 a las 7:41 
@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.