RimWorld

RimWorld

181 ratings
Forced Rearmament
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Mod, 1.5, 1.6
File Size
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412.965 KB
Apr 26, 2024 @ 5:16am
Jun 12 @ 2:34am
8 Change Notes ( view )

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Forced Rearmament

Description
Overview
Since Rimworld Ver1.5, Pawns will now rearm dropped weapons when recovering from a knockdown, but there are cases where Pawns forget about their weapons while they are knocked down or put off re-arming. This occurs frequently and the movement the player expects is not achieved.
This mod changes colonist and slave to actively pick up dropped weapons.

Compatible mod
Dual Wield [Dev]

FAQ
Q: What is the difference between this mod and where is my weapon?
A: For the user it is the same as "Where is my weapon?"

Q: Will enemies also be rearmed by this mod?.
A: Enemy behavior remains the same with or without this mod.Only the Colonist and your Slave will benefit from this mod.

Q: The battlefield where his weapon is currently on the ground is dangerous, so I would like to suppress rearmament.
A: Drafting will cause the Pawn to forget about his weapon and not rearm it.

Caution
Redistribution of this MOD data is prohibited.
51 Comments
The Dead Weight Aug 27 @ 4:31pm 
Thank you for this mod. Absurd that they didn't even implement the original mod correctly. Lost a pawn because I hauled their weapon when it was in the rain and they never picked it back up.
seeki  [author] Aug 12 @ 4:53am 
If another Colonist carries you, the weapon pickup will be canceled, but if the map is completely safe when you are carried, the weapon pickup will not be canceled.
This is because we believe that many players would find it desirable for someone with an injured leg to take the time to go and pick up a weapon from a distance, as enemies have been repelled.
However, if many players do not want this, I will consider changing the design.
Cyn Aug 12 @ 3:27am 
Thanks for the reply. I will look closer next time. But what I think happened was a colonist was downed, carried back to the hospital after the battle, and a while after receiving treatment they gained consciousness but still moves extremely slow (like 30%) and tried to walk to the far away site to retrieve the weapon. When I noticed that I made another colonist pick up the weapon. I will still use this mod, but some changes might free me from having to micromanage.
seeki  [author] Aug 12 @ 12:41am 
No, that idea is terrible, so I reject it.

This mod assumes that in most cases, a downed Colonist will have their weapon at their feet when they stand up. They should pick it up even if their movement speed is below 60%.
Furthermore, if a downed Colonist is carried to a hospital by another Colonist, rearming is automatically canceled, so a seriously injured person won't attempt a reckless weapon grab.

The case where a Colonist is not carried by a Pawn, gets up from downed, their weapon is far away, and they have a severe leg injury is an edge case. There is little benefit to this mod taking such exceptions into account.
This case will never occur in normal gameplay. You owe me a detailed explanation of why this happened.

In such cases, either draft the injured person to cancel the weapon grab, or give the order to another healthy Colonist to retrieve the weapon.
Cyn Aug 11 @ 10:42pm 
It would be nice if there's an option to set 'rearming forbidden' if the colonist has, for example, <60% movement. It is very annoying when a patient that can barely walk try to go to the other side of map to grab their weapon, and I can't even cancel their action or force them to go back to rest. Otherwise this mod works great.
怀念快播年代🚬 Jul 22 @ 6:55am 
thank you
seeki  [author] May 27 @ 2:10am 
When the Colonist gets up, his dropped weapon is right in front of him, right?
In this case, picking up the weapon does not increase the risk very much.

If a fallen Colonist is picked up by another Colonist in combat, he does not take the rearm action when he gets up. There is no suicidal action.
Why is the location where the Colonist fell different from the location where he got up in your case?
Quintiax May 27 @ 1:13am 
I wanted to post what Ilunak said, however I saw you already responded. It does seem however that this suicidal persistence to get your weapon is still active even after being rescued. I had one of my pawns ignore their zoning restriction which caused their death (as the zoning was for a good reason). Might be useful to add some mod options that allow the player to decide how aggressively the pawn will pursue his rearmament.
seeki  [author] Aug 20, 2024 @ 7:34am 
I believe that if a Colonist drops a weapon, it is placed at their feet, and they should quickly pick it up and rearm themselves, even if it is dangerous.
However, if a Colonist goes down and is carried by his teammates and retreats to a safe area, it may be dangerous to go and pick up his weapon.
So I have changed it so that if a downed Colonist is carried in a situation where enemies are present, he will not rearm when he gets up.
llunak Aug 18, 2024 @ 4:02am 
This is a good idea, but the implementation is poor. Pawns insist too much on getting the weapon, and they'll go fetch it even when they're e.g. supposed to rest in bed. Or when the place with the weapon is dangerous, as stated in the FAQ, but with staying in bed the drafting workaround does not help. The priority of the job should be made lower.