RimWorld

RimWorld

MythN7 Nov 4, 2019 @ 9:51am
Shield belts and hunters and anything assignment BAD!
So i dident realize why my hunters were not hunting.

After i lost half my huskys to starvation cause im using a mod that lets me give them food restrictions like pawns, so all animals can only eat raw food.

Noticed my hunters put on shield belts for some reason, since i let the use the anything type so they can use arrmor if they want, incase of revenges.

Guess they wont hunt if they put one of these belts on lol via the ai picking what to wear.
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Showing 1-6 of 6 comments
Monoxide Nov 4, 2019 @ 10:00am 
Anyone using a projectile weapon should have shield belts removed from their list. The text reads "It will attempt to stop any rapidly-moving projectile or energy attack" meaning it will stop outgoing attacks as well.

The biggest issue is that pawns will just equip them with no regard for what weapon they are using =\. I typically force my melee pawns to use them, but disallow my rangers.
TwoTonGamer Nov 4, 2019 @ 10:06am 
Explore the "Outfit Manager" in the "Assign" tab.
You can create an outfit policy for melee that have shield belts allowed/smokepop disallowed and one for ranged that has shield belt disallowed/smokepop allowed. Shield belts prevent firing out of them so they are no good on ranged colonists.

While you are there you can change the "Hit Point" slider to 51-100% so that they automatically remove tattered and seek out a replacement on their own.
M.K. (Banned) Nov 4, 2019 @ 10:25am 
Originally posted by MythN7:
... lol via the ai picking what to wear.

Nope.
YOU told them what to wear.

The AI in this game is more like as AS (Artificial Stupid)
It does what YOU tell it to do, without question. Even if it is a bad idea, like giving shield belt to hunter.
Astasia Nov 4, 2019 @ 4:07pm 
Any colonist with a ranged weapon equipped will not auto-equip a shield belt even if allowed in the outfit manager. You just have to pay attention when they are downed and drop their weapon, leave them unarmed long enough and they will feel the need for the shield.
MythN7 Nov 4, 2019 @ 4:58pm 
Originally posted by Astasia:
Any colonist with a ranged weapon equipped will not auto-equip a shield belt even if allowed in the outfit manager. You just have to pay attention when they are downed and drop their weapon, leave them unarmed long enough and they will feel the need for the shield.
ahh this must be what happened, my guys have been constantly falling down needing rescue, cause of things lilke food poison, or that muscle nanite thing, or the plagues i keep getting hit with.


Seems like my guys are always sick of something, guess thats the down side to playing in a 60/60 growing tile. the sickness stat is 1.7

making me have to have someone almost full time as a job of picking up the stuff my guys keep dropping when they faint.
Kittenpox Nov 5, 2019 @ 12:32pm 
Originally posted by MythN7:
making me have to have someone almost full time as a job of picking up the stuff my guys keep dropping when they faint.
By now, you've almost certainly seen this mod - but in case you haven't, I'm very fond of the Haul Urgently function of https://steamcommunity.com/sharedfiles/filedetails/?id=761421485
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Date Posted: Nov 4, 2019 @ 9:51am
Posts: 6