RimWorld
Simple sidearms
2,824 件のコメント
[U.V.G.] Khaine 10月16日 12時47分 
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 10月2日 20時27分 
Could you add an option to sort side arm limits by range?
Protok 10月2日 5時03分 
It's Great that mod has Hide Sidearms When Trade option.
Can you add same thing for Caravan Split?
Thanks for the mod!
VitaKaninen 10月1日 10時06分 
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 10月1日 9時55分 
unarmed pawns keep equipping wood logs and other stuff while doing hauling, anyway to prevent this?
crockett 9月26日 7時16分 
@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 9月26日 7時04分 
axossk possibly try using the add-on mod called 'Simple sidearms - Switch Weapons' I've been using both mods forever with CE.
Zaphiel 9月26日 5時45分 
Does anyone know how can I disable pawns automatically equipping stuff?
axossk 9月25日 8時25分 
Can't get it to work with CE.
Pawns won't switch to melee.
atomic0726 9月22日 6時02分 
@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 9月18日 10時22分 
Is it possible to auto forget weapons when you rearm your pawns using CE loadouts?
Flip3n 9月17日 17時08分 
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.net/sharedfiles/filedetails/?id=3416243474) mods impacts this or its same with vanilla storage, my colony is cooked cant check it atm)
тетеря, блин 9月14日 8時32分 
Is it compatible with DualWield?

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

thanks for the mod.
Rovstam 9月14日 8時29分 
i posted a red error for you to take a look. Thx for the great mod.
Prometheus_ 9月10日 11時57分 
@Lonely Tear ItemPolicy by Pos 4/5
SanDimas 9月9日 18時23分 
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 9月7日 12時39分 
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 9月4日 12時09分 
dude, making an annoying gif had to be more involved and laborious than just posting the screenshots of the settings individually
DocHolliday 9月2日 22時00分 
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 9月2日 18時05分 
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 9月2日 5時28分 
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 8月31日 10時05分 
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 8月30日 10時20分 
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 8月30日 4時57分 
why is this not in base game
Rovstam 8月29日 5時11分 
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~☾~ 8月28日 8時42分 
@PeteTimesSix Sorry I'm a fool I had a different loadout mod set to drop undefined.
Its fine now!
Mumbles Smash 8月27日 18時43分 
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  [作成者] 8月27日 12時12分 
@~☽~MOON~☾~ Usually that's a result of multiple loadout-managing mods disagreeing on what the loadout should be.
~☽~MOON~☾~ 8月27日 7時31分 
My pawns keep putting their sidearms down as soon as they equip them, Is there some setting that could be doing that?
yawolodzya 8月26日 0時07分 
One of the best. This should be in a base game.
Paolini 8月25日 9時16分 
@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 8月24日 8時59分 
@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 8月21日 5時41分 
伟大无需多言
Spank Daddy 8月19日 12時06分 
this is probably one of my favorite mods. thanks dude
subzeroggwp 8月19日 0時03分 
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 8月18日 14時44分 
My pawns are dropping sidearms when they change/grab main weapons.
VitaKaninen 8月18日 13時07分 
@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 8月18日 7時03分 
the prisoner turned into a ghoul will still use his weapon and can't remove it
Oblivion 8月17日 21時42分 
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 8月16日 3時10分 
@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 8月16日 0時25分 
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 8月15日 12時30分 
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 8月14日 16時24分 
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 8月14日 16時18分 
@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 8月14日 16時17分 
Pawns don't always auto-fire at targets in range when drafted; also some weapons fire a thousand bullets a second now.
NeinDao 8月14日 11時39分 
i remember being able to equip 2 ranged weapons. i used to use 1 sniper and 1 autoshotgun. the pawn would snipe and naturally change to the shotgun when enemies got close. but now i only seem to be able to equip 1 ranged and 1 melee?
Iirly 8月13日 21時00分 
How do I keep my pawns from picking up stacks of things for side arms. I have one pawn who insists on carrying 100+ bones as a side arm instead of one. I have removed bones as side arm option, but he will sneak off and grab more bones. If I make him drop them he will stand there and stare at me and then pick them ALL up again or stop what he's doing to go get 100 more bones. Its kind of funny but yeah, is there a way to stop this?
Futstub 8月12日 22時07分 
Any chance I oversee a mod option that lets me chose what sidearm my colonists pick up? Some have great melee weapons, but still go and pick up (multiple?) logs of wood. Some just take all my guny into their inventory I'd never want them to use...
grandtran 8月12日 15時10分 
anyway to make multiple colonists switch to unarmed melee attacks? seems to be if I select a group, only one of them will switch to unarmed and I need to manually go in to switch them over
aspendosia 8月12日 3時45分 
This might be a mod conflict, but is there any kind of known issue with this mod and highmates? I have two in my colony and they keep loading every weapon they can get their hands on into their inventory. I've tried setting an apparel rule which disables weapons, I've made them drop everything, I've made them 'forget' the items they are carrying, and I've even gone through the mod options to 'lite' and disabled, but it makes no difference. Anyone know of a solution or a rule I can add somehow to stop them carrying an arsenal they can't use???