RimWorld

RimWorld

Equip better weapon automatically
Hi guys, I started playing again after a long time... and I remember that the colonists automatically equipped the best weapon they found (ranged)

Now I noticed that they don't do this, can you please tell me which mod does this? (don't tell me CE because it is not compatible with many mods I have)

I have Simple Sidearms (doing some research on the internet I read that it should do it) but honestly it doesn't seem like it... Not speaking English well, the problem could be that I don't know how to set it.

If you know of other mods that can perform this automatic change of weapons leaving the worst one with a better one, any advice is welcome.

Thanks to those who will dedicate a few minutes of their time to this issue.:er_heart:
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Showing 1-13 of 13 comments
VitaKaninen May 1, 2024 @ 4:34am 
I think you must be thinking about clothes. They will not automatically change weapons. You need to assign weapons manually.
Sulya Sparrow May 1, 2024 @ 4:36am 
I ask this because sometimes I have a really hard time figuring out what the best weapon is
VitaKaninen May 1, 2024 @ 4:39am 
The answer depends more on the skill level of your pawns and how they intend to fight.

Here is a good guide about choosing the right weapon.

https://www.youtube.com/watch?v=j5J4P7gV4s0
Last edited by VitaKaninen; May 1, 2024 @ 4:40am
Sulya Sparrow May 1, 2024 @ 4:40am 
I'll take a look, thank you very much :er_heart:
MadArtillery May 1, 2024 @ 5:21am 
What is a better weapon can be very up in the air a lot of the time based on what you are using them for. It's not the sort of thing that can be automated
Jaggid Edje May 1, 2024 @ 5:34am 
I agree with everyone. I actually keep different weapons in storage and change based on what I'm going to be fighting, because best weapon is not an actual thing in RimWorld, but rather best weapon for the job at hand.
XelNigma May 1, 2024 @ 5:40am 
The answer is Heavy SMG, its the best weapon.
Hoki May 1, 2024 @ 6:04am 
i'd say hsmg is the second best allround weapon (chargerifle being first) but all purpose loses against specialised weapons in their peak situations (lances for kiting, shoguns in chokepoints, etc)
A5G_Reaper May 1, 2024 @ 7:46am 
At the end of the day there's very few notable weapons that you'd reasonably use, the rest of them are either junk or "raiders dropped it and it's miles better than what I got so might as well for now".

Bolt-action rifle is very good early on for all purpose, and is still a serviceable hunting weapon later on. The range is pretty long and it packs quite the punch.

Heavy SMG is a midgame allrounder (and in my opinion the only real option). The range is on the lower side, but otherwise it got pretty good damage and accuracy alongside burst shots.

LMG is like a very poor-man minigun. It blast out more bullets than heavy SMG but cant hit the wide side of a barn. Good against a mass of melee rushers, but overall isn't great.

Chain shotgun got the second-highest damage output in the vanilla game, but is also very limited by its short range. In most cases you can only safely use it in a specifically built small killboxes.

Assault rifle is a lategame allrounder. Shares a lot of similarity with the heavy SMG but with significantly improved range. The dps actually dropped by a little bit, but it makes field battle much safer by virtue of outranging many weapons.

Sniper rifle is in a rather weird spot. It takes forever to fire and only the best shooter can semi-reliably hit anything at near max range, but being able to poke at thingies from beyond retaliation range got its uses. I wouldn't go out of my way to craft one of these, only using it when a quest reward give me a masterwork/legendary version. Unfortunate that it doesn't outrange mech cluster turrets.

Minigun is by far the highest damage weapon you can get. Even against single target it still put out respectable amount of work. But it slows down your colonist just by carrying it around and the fact that it also ♥♥♥♥♥ up anything in the general direction it's shooting at may be a negative at times. It would hit the target, the other enemies in the area, your own melee fighters/animals, and your walls. Not something to run in large number, but it's cool to have a few people with it. Works best with someone trigger-happy.

Charge rifle is another allrounder, an alternative to the assault rifle. It got much higher armor penetration, but the range is somewhere between heavy SMG and assault rifle. That'll lead to return fire when you're trying to use it, but it'll also kill things like mechanoids so much faster. Up to you if it's a tradeoff you want.

And then there's the grenades. All got their particular uses, keep them in their own zone so you can easily find and equip them when the need arises. Molotov is great to get a firebox going, you dont usually need more than one. Frag is good against melee-only, block a doorway with your own melee and have a grenadier chuck it to the mass of enemies. It also works great to clean up the steel and mechanoid slag chunks if you dont want to bother with smelting. You'll want to keep 2-4 of it. EMP is specifically anti-mechanoid, two of them thrown with some window inbetween can make sure that each mech eats an EMP the moment it step into your killbox. Keeping 2 around is good enough. Overall, do note that you gotta disable fire at will and manually aim all these to prevent accidents.

Finally, there's the smoke launcher. It's specifically used to approach and dismantle a mechanoid cluster turrets once you clean up the defenders in some manner. It'll be a rare occasion after a while considering that if you could wipe out the defenders then you'd probably demolish the turrets in the process, but it pays off to keep one launcher around.

That's about it for the ranged weapons, you can ignore the rest and doesn't lose much over it.
Sulya Sparrow May 1, 2024 @ 11:42am 
Thank you all for the precious advice... I'll definitely keep it in mind! I think I can safely close the topic. Thanks again :er_heart::er_heart:
Dcrev Aug 5, 2024 @ 10:12am 
Humpenstilzchen Aug 5, 2024 @ 1:31pm 
Originally posted by VitaKaninen:
The answer depends more on the skill level of your pawns and how they intend to fight.

Here is a good guide about choosing the right weapon.

https://www.youtube.com/watch?v=j5J4P7gV4s0
Thanks for sharing the link to this video, I learned quite a bit from watching this. Super useful info for a beginner like me :steamthumbsup:
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Date Posted: May 1, 2024 @ 4:32am
Posts: 13