RimWorld

RimWorld

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Pocket Sand
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
795.502 KB
Sep 11, 2020 @ 6:28pm
Jun 12 @ 8:49pm
17 Change Notes ( view )

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Pocket Sand

Description
Pocket Sand!

Surprise your enemies with that weapon in your pocket. Actual sand not included

Adds a gizmo to equip/unequip weapons to and from pawn inventory, that's it.

  • No tool auto-switching based on job/distance.
  • No pawn remembering what gear it had equipped and getting stuck on a equip-unequip loop when it tries to store its active weapon on a locker then dying of hunger.
  • Just a few buttons to manually equip a gun, knife, or what have you.

Similar to the old SimpleSidearms, when there wasn't a pawn memory, but even lightweighter.

Combat Extended Compatible.

Load Before Combat Extended

Changelog
2025-06-13
  • 1.6 Support

2024-03-20
  • 1.5 Support

2022-10-23
  • 1.4 Support

2022-07-07
  • No Longer able to equip things biocoded to other pawns

2021-07-16
  • Updated for 1.3

2021-05-29
  • Gizmos now work when multiple pawns are selected, allowing for batch equipment changing.
  • (Optional) Added Replacement Caravan unload jobs, to prevent pawns from unloading their weapons.
  • (Optional) Added Replacement Equip/Unequip jobs, to enable a delay on equipment swapping. Picking up new equipment from the floor will now store the currently held one to inventory.
  • (Optional) Added a carry capacity check to prevent pawns from picking up weapons while over-encumbered. Only applies to equipment on floor.
  • Added Mod Configuration Menu, for the above options.
  • Actual sand still not included.

2021-06-05
  • Changed mass-check behaviour to not allow pickup if the pawn is over capacity, instead of if pawn would be over capacity.
239 Comments
johnshua 11 hours ago 
Inshallah
Reisen  [author] 14 hours ago 
I've uploaded a build compiled with the latest 1.6 codebase, it should work as i didn't see any changes that affected me on the 1.6 modder primer, but mind you i haven't tested it personally, since i haven't updated my game to unstable.
Reisen  [author] 14 hours ago 
Yex, it will be done, but it's not on stable branch still, and i don't play on the unstable branch myself.
johnshua 23 hours ago 
1.6 pretty please???
Bjørn Jun 1 @ 4:53am 
This is so much better than simple sidearms
Reisen  [author] May 17 @ 2:22pm 
Which mod is it, i'd need to see how they're flagged as not equippable so i don't include them in the gizmo
Low Intelligence Specimen May 17 @ 7:50am 
Would it be possible to add a blacklist to prevent certain weapons from showing in the equip bar? I have another mod which has seemingly implemented health potions as weapons (which you can't equip). Pocket sand gets around this, and shows it as an equippable weapon in the bar. If you click on it breaks the game
Reisen  [author] May 15 @ 10:57am 
Is the mod options page green/yellow like the 3rd image on the mod page?
Does this happen if you disable pocket sand? it might be an issue on CE's side, or a vanilla bug.

This mod only replaces the 3 equip/unequip/unload Job Drivers, there's no interaction with the pawns outside of it.
FiauraTheTankGirl May 15 @ 8:27am 
100% Certain. I selected the weapon prior to them doing a Rearm using the loadout system in the vanilla game.
They pick up the revolver and stand there trying to reload it only to switch back to their selected weapon. You can break the cycle by using the gizmo to switch to the weapon that needs to reload.
Reisen  [author] May 13 @ 4:49pm 
Are you sure its not another mod?
This mod shouldn't force switch anything to be equipped, ever.
The only time the weapons are swapped from this mod, is when you click on the gizmo button.