RimWorld

RimWorld

Just Equip It
118 Comments
Lonely Tear 6 Sep @ 5:07am 
Ill experiment, i had simple sidearms for years but i dont recall it allowing people to carry weapons if they are nonviolent. I only recently made a colony based around it so i might have missed a detail somewhere. Thank you for the swift response, ill see what i can do
Daddy Longlegs  [author] 6 Sep @ 4:42am 
Simple Sidearms should already allow you to do what this mod does, no? Then you shouldn't need to run the two mods together anyways, I'm not sure what sort of incompatibility it is, so I don't know if it's something that I can fix from my end.
Lonely Tear 6 Sep @ 3:53am 
Simple sidearms issue as well
the pawns equip the weapon but dont hold it in their hand, just in their inventory. I can force them to hold it in their hand but it will go back to unequipped after a second
Lady Luck 24 Aug @ 10:32pm 
did the issue with simple sidearms get figured out? I'm having the same problem even when using the force equip button (vanilla eltex staff)
Seanbeag 27 Jul @ 1:37pm 
Nothing in the log. Might be to do with some of the checks SS does to pick the right tool for a job or to pick the strongest melee weapon. I'll see if fiddling with the options can fix it.
Daddy Longlegs  [author] 27 Jul @ 9:01am 
@Seanbeag I doubt it has anything to do with the conversion staff. It might be an issue with SS, I'm not too sure. Are you getting any errors in the log? Simple Sidearms should already allow you to do something similar to this mod iirc, so you shouldn't need both anyways.
HavenFun 27 Jul @ 7:55am 
incapable of violent is such a pmo bruh
Seanbeag 27 Jul @ 6:49am 
Can't get this to work right now. I'm using simple sidearms and t's conversion staff. I can't see how the conversion staff would be the issue. Any idea of it works with Simple Sidearms?
Readtext 23 Jul @ 9:07am 
Cool picture :lunar2019grinningpig:
ThePinkGrim 22 Jul @ 11:29pm 
Thanks very much big man :steamthumbsup:
MacBad 22 Jul @ 4:56pm 
@Dadddy Longlegs

Thank you! o7
Scionin 22 Jul @ 8:00am 
Thank you :)
Psychotopia 22 Jul @ 5:54am 
oh shit same day satisfaction ty my dude reloading the game now :D
Daddy Longlegs  [author] 22 Jul @ 4:05am 
I've pushed out the 1.6 update! Most of the code needed to be rewritten so as always let me know if any problems come up. I also can't guarantee there won't be any new incompatibilities that might come up.

Added a fix for the new outfit stands as well so non-violent pawns can equip from them too.
Psychotopia 22 Jul @ 2:59am 
just bought a staff and found out i couldnt equip it :steamsalty: glad this exists
MacBad 20 Jul @ 4:51am 
@Daddy Longlegs

No problem, I'm grateful for the mod and the update, do it on your own pace, my friend :)
Daddy Longlegs  [author] 19 Jul @ 9:18am 
Yeah sorry for the delay, I had completely forgotten about the update before leaving :lilimsob:

I’m coming back on monday and hopefully it’ll be a simple fix so you don’t have to wait for much longer
MacBad 19 Jul @ 9:18am 
@Xeonzs
All right then, thanks for the reply anyway, I'll wait for our benevolent creator :)
Xeonzs 19 Jul @ 8:53am 
@MacBad I mostly just check what the logs say when I run into errors lol.
The best I can do modwise is knowning how to edit the Defs, which are just xml files, can be opened in notepad or notepad++ :P
We'll just have to wait for Daddy to grace us with his benevolence.
Daddy Longlegs  [author] 19 Jul @ 8:42am 
That eltex staff situation was the exact reason I originally made the mod haha :sleepyjill:

I sadly don’t have access to my computer here, but I’ll work on it as soon as I can when I get back.
MacBad 18 Jul @ 10:01am 
@Daddy Longlegs
Thank you very much for your mod, kind Sir, I await the update, as the "incapable of violence" pawn that can't carry an eltex staff while being a psycaster is pissing me off.

@Xeonzs Since you seem to be very knowleadgeable about this, could you maybe make a temp mod for this update? That would really brighten my vacation, as next week it's already over :P
Xeonzs 18 Jul @ 2:32am 
All good, enjoy your vacation for now fam.
Daddy Longlegs  [author] 18 Jul @ 12:21am 
Hmm, might not be working on 1.6 right out the gate as I’ve thought then. Thanks for the log, I ‘ll take a look when I can start working again next week.
Xeonzs 17 Jul @ 4:46am 
2nd comment due to character limit:
I read your comment that you're on vacation, I just wanted to provide information on what's broken.
Xeonzs 17 Jul @ 4:46am 
Error in 1.6:

Error in static constructor of justEquipIt.NonViolentEquipPatcher: System.TypeInitializationException: The type initializer for 'justEquipIt.NonViolentEquipPatcher' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction> justEquipIt.Patch_FloatMenuMakerMap_AddHumanlikeOrders::Transpiler(System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction> instructions)
[Ref 9F468612] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
SOLDIERRFK 12 Jul @ 12:38am 
Oh my bad man, enjoy your vacation. Sorry to bother you!
Daddy Longlegs  [author] 11 Jul @ 10:49pm 
@SOLDIERFK I’m currently on vacation, so I can’t work for a bit but the mod should work without much issues on 1.6. I’ll update it when I get back in around a week.
Gniwu 11 Jul @ 2:57pm 
Sorry for losing track of this conversation for so long! Just wanted to say thanks to Emma Malha for getting to the root of the issue with my non-violent pawn. I do indeed use Simple Sidearms (Can't do without it these days, unfortunately), so that seems to disqualify my game configuration for this mod. But it's good to know the exact reason for that, and maybe one day the problem will be solved, who knows!
SOLDIERRFK 11 Jul @ 1:08pm 
Is this getting updated to 1.6?
Daddy Longlegs  [author] 22 Jun @ 2:30am 
Ah okay, I thought that you were just saying it in general. Then yeah, that issue could arise if you're using both mods together
Emma Malha 21 Jun @ 11:50am 
ah, was just following up to Gniwu's problem, the code in question does let non-violent pawns equip things, but only when non-drafted, so if you drafted the eltex staff haver, they would keep unequipping their staff, even with this installed, not a complaint or anything, just spreading awareness
Daddy Longlegs  [author] 21 Jun @ 11:08am 
I'm pretty sure simple sidearms already lets non violent pawns equip things, doesn't it? This mod is just a more lightweight option compared to that that only adds this functionality if you don't want all the other features of SS.
Emma Malha 21 Jun @ 9:04am 
Incompatible with simple sidearms, that mod has code to force unequip from non-violent pawns when they are drafted
EiAlmux 27 May @ 10:26am 
@Gniwu if you use CE and have loadouts they will unequip weapons not in their loadouts
Lance Axiom 25 May @ 9:17am 
i would bet its that one doing it
Lance Axiom 25 May @ 9:16am 
do you have the sidearms mod?
Gniwu 23 May @ 4:21pm 
Unfortunately, I am one of those terrible people whose mod-list amounts to a short novel, so who knows, honestly! Just wanted to mention it, but if you don't think it's relevant, then that's good enough for me.
Daddy Longlegs  [author] 23 May @ 11:56am 
@Gniwu that shouldn't be related to the mod. Do you have any other mods that modify equipping behavior? You could try checking those.
Gniwu 23 May @ 10:53am 
My non-violent psycaster keeps unequipping their staff moments after I select it as active weapon, thus nullifying what the mod is supposed to do. Is this really not happening to anyone else?
PolyPoky 21 May @ 1:33am 
This should be in base game
Caz 15 May @ 1:48pm 
This problem is why non-violent pawns become organ/blood donors instead of colonists.
Falco 14 May @ 1:22am 
10/10 Thumbnail. :demoticon:
Daddy Longlegs  [author] 7 May @ 4:40am 
@Esy pacifists are no longer mentally deficient and reasonably equip tools
Esy 7 May @ 4:37am 
does this effect rimworld's lore
TraffeCone 4 May @ 5:11am 
@vivalas you do realise zoomers extend to 28, right?
l0v3rm4n69420 30 Apr @ 7:37pm 
(after reading the page)
As a fellow Deep Rock Galactic player i apologize for the interruption, he had one too many Mactera Brews and ran out the drop pod before we could catch him
l0v3rm4n69420 30 Apr @ 7:33pm 
@Helium why are you booing him? He's right
Guapo 30 Apr @ 3:46am 
@kot Um you good there loser? Keep your comments to yourself goofy
Helium 28 Apr @ 10:11pm 
@Boshty you are very fun and humorous :steambored:
BlackFranky 28 Apr @ 2:39am 
@Rags Patching the penalty from More Than Capable defeats the purpose of both mods. MTC makes you able to use a weapon despite being pacifistic with the malus on mood. If this mod would turn this penalty off you would get all the benefits without any penalty. At this point you could just turn off the pacifistic trait.