7,800 ratings
Simple sidearms
Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
1.900 MB
May 16, 2017 @ 1:02pm
Jun 21 @ 12:11pm
69 Change Notes ( view )

Subscribe to download
Simple sidearms

With the invention of pockets comes the idea of bringing EVEN MORE WEAPONS. Because your snipers are getting really tired of getting shanked.

See forum thread for details.

Non-steam version and old releases can be found here.

For a simpler alternative, consider Pocket Sand:

If you want to express gratitude, support me or attempt to convert money into motivation, you can do so here: ko-fi.com/petetimessix

I've set up a Discord server[discord.gg], which is the preferred medium for discussion and bug reports.
Popular Discussions View All (43)
Nov 20 @ 8:56pm
PINNED: Rimworld 1.4 Bug reports
Oct 17, 2022 @ 2:53pm
PINNED: Rimworld v1.3 bug reports
Aug 26 @ 8:19am
Vanilla Expanded Weapons compatibility
< >
femoral2 22 hours ago 
@lol yes please. Also for the mod No more weapons bloat
lagking Nov 24 @ 6:54pm 
I think this problem was mentioned
Drops knife (downed) picks up knife to replace it. Then picks up another knife because it was not deleted. My pawn does not need 5 knifes.
Another thing I noticed when carrying wood/beer it would add it even though it was not assigned as a weapon.

I think this mod has a problem with where is my weapon.
lol Nov 7 @ 7:46am 
Suggestion: compatibility with Arcane Technology https://steamcommunity.com/sharedfiles/filedetails/?id=2554469600 . It forbids to use weapons not yet researched
Johnny Dollar Nov 2 @ 4:09am 

Did a clean save with all settings set to default and only running Harmony and Simple Sidearms.

Started dev quicktest game and equipped rifle, then when right clicking and equipping the revolver, the pawn just picks it up and starts using it without dropping the rifle.

This can be done infinitely, sometimes making the pawn not realize they picked up the weapon, meaning it shows as a missing sidearm, so the pawn will keep seeking out more weapons in a never ending cycle.
PeteTimesSix  [author] Nov 1 @ 10:42am 
But also this is the first time Im hearing about it.
Johnny Dollar Oct 31 @ 3:05pm 
When picking up a new weapon to replace your primary, your pawn will drop the old weapon, then immediately pick it back up, so the pawn now has 2 weapons; the new and old.

This has persisted since the latest mod update, with no word from the author, so please note that PeteTimesSix is likely busy, but the mod is sadly broken at the moment.
Beschi Oct 29 @ 10:18am 
I figured it out: add into .../verbs/ "<onlyManualCast>true</onlyManualCast>" and simple Sidearms recognises the weapon as manual only. This also prevents autoequip and kind of works around the dangerous thing (I play with CE and that could mess the desired behaviour up)
Beschi Oct 28 @ 6:55am 
How do I get a mod weapon recognised as dangerous to prevent the auto usage of it?
Svela Oct 23 @ 9:16am 
Also, @Smiley Face Killer I haven't had issues where my pawns HAVE to have a weapon equipped, but if there are "ghost" weapon icons on their hotbar then that is a weapon they "remember" and will attempt to equip it again so long as it's still there in their memory. Right-clicking the ghost weapon (while NOT drafted) will cause it to disappear, which also works for other items they have if you right-click a few times. It will cause them to drop the item, however, so be wary of that.

If you are still having issues even then, perhaps there is some mod incompatibility.
Svela Oct 23 @ 9:11am 
@Smiley Face Killer @lecljz From my experience, pawns will swap to other weapons that have work activities automatically, even if it's grayed out. Far as I know it's a functionality of this mod since I don't have Grab Your Too, but it's possible I have some other mod that does it. It just doesn't work for every item, admittedly. I'd say give this a shot without Grab Your Tool, and if the pawn does not automatically swap to a pickaxe while mining then install GYT alongside this one.