RimWorld

RimWorld

Pocket Sand
278 Comments
Reisen  [author] Aug 20 @ 6:48pm 
That's a problem with textures in general, the transparent parts of PNG textures are usually saved "transparent white" to compress better, that white bleeds into the icon when the texture is drawn scaled

nothing much can you can do about it
Damineral Aug 20 @ 6:10pm 
I noticed that when the UI zoom is set to 1.5, white edges appear next to the weapon icons. I'm not sure if this is an issue.
seraphonica Aug 12 @ 1:13am 
Who REALLY needs sand though? https://youtube.com/shorts/eNmzwTdrqGs?si=YZbXZ4pIrx52mhoz (Thanks for this!)
Reisen  [author] Aug 11 @ 4:28pm 
I'll have to take a look, not sure if they're not considered pawns, or don't have an internal inventory, or something else entirely.
McMookerson Aug 11 @ 12:20pm 
(Also: love this mod! Been using it in every playthrough since I stumbled across it back in version 1.4)
McMookerson Aug 11 @ 12:18pm 
How difficult would it be to expose this gizmo on drafted mechs (I.e., the Arquebusier series of mechs from Dead Man's Switch, and or the human-like mechs from Dead Man's Switch: Synthetic) ?
GHOSTDRAGON120 Aug 3 @ 1:01pm 
i playing on version =1.5
when i trade on would map it adds the inventory
weapons to trade list even vanilla ones not just modded
can you please fix or add were they do not add inventory weapons
to list please and thanks
0bn5 Aug 3 @ 2:16am 
where is my sand
Sol Jul 26 @ 8:05am 
@Reisen that worked for me, thanks!
Zoe, the Bad Wolf Jul 22 @ 11:23pm 
@Reisen,

Thank you so much for all the fixes! :D
Reisen  [author] Jul 21 @ 7:05pm 
@M1128
Try unsubscribing and subscribing again, it should've been fixed earlier today.

If it still happens, i'll need a log (and maybe save file)
M1128 Jul 21 @ 6:24pm 
Unload freeze with odyssey passenger shuttle
Cannable Dirt Jul 21 @ 3:38pm 
Lightweighter
johndoe123456 Jul 21 @ 3:18pm 
Bless 🙏
Dizzy Ioeuy Jul 21 @ 2:41pm 
Yeah, baby, now we back in business. Best multiple weapon solution in the workshop. TY!
Reisen  [author] Jul 21 @ 2:35pm 
Small update again, to make custom unload behavior respect keep drugs / stock policy just like vanilla.
Reisen  [author] Jul 21 @ 11:24am 
Update should've fixed caravan freezing issues.

@Jyanwoods
That's intended behaviour (with vanilla, CE has its own caravan unload jobdriver that supercedes pocket sand)
PocketSand doesn't keep track of what was picked up, only shows a gizmo for weapons in the pawn inner inventory
So when a caravan returns, and the option to prevent weapon unloading is active, weapons that end up in pawn inventory from the caravan stay in the pawn.
Reisen  [author] Jul 21 @ 10:00am 
Rolled back the shuttle changes while i work around the issue
RTX4090 Jul 21 @ 8:47am 
same bug (unload freeze) here, maybe recent change cause this problem.
Jyanwoods Jul 21 @ 8:07am 
Thank you for creating such a great mod. While using the mod, I had some questions and looked through the comments to find answers. In doing so, I came to realize how difficult it must be to create and maintain a mod. I'm sorry to add to your burden, but I have one question.

While using this mod, I noticed that when I destroy an enemy camp and return to base with the enemies' weapons, my pawns keep the enemy weapons in their inventory, even if I didn’t assign them to equip those weapons. To resolve this, I tried disabling the related caravan option in the settings, but doing so makes them drop everything—including the weapons I did assign to them—except what they are currently using. Is this behavior normal when using this mod?
请邀请我打游戏 Jul 21 @ 5:03am 
I have the same bug :steamsad: @R4nD0mI3z
R4nD0mI3z Jul 21 @ 2:46am 
Hi, I have encountered freezing pawns when they returned from caravan and tried to unload inventory. The item they were supposed to unload was weapon, but instead they froze in place.
This is something new (as in not occuring yesterday on multiple caravan trips) and possibly caused by newest update.
Small headsup that log is flooded with GiddyUp errors related to carrying babies (already reported on mod page) - sorry for that, I do not have cleaner one :(

Please see logs line 5276:
https://gist.github.com/HugsLibRecordKeeper/17cfa4787aca75007f5b6d3c261c1bdc

Let me know if this should be reported somewhere else (like adaptive storage framework, though this mod did not update since 14.07)
NukeBear-核子熊 Jul 21 @ 12:58am 
After the update, the pawns freeze after leaving the shuttle.The newly added shuttle inventory option cannot be turned off, and the pawns will put weapons in their inventory instead of in the shuttle anyway.
Reisen  [author] Jul 20 @ 10:33pm 
Eh.

Added a separate option to outright disable Odyssey shuttles from taking the passenger inventories (enabled by default).

If checked, pawns will exit the shuttles just like they entered it. Like it should've been in the first place.
Reisen  [author] Jul 20 @ 9:46pm 
I have a fix for Vanilla.

Waiting for a reply on Combat Extended's end, cause it'll still gobble up ammunition if CE is loaded. And idk how they'll be patching it.
Zoe, the Bad Wolf Jul 20 @ 8:18pm 
@Author,
Whenever pawns pilot/go onto a Odyssey's shuttles, they leave all their additional weapons on the Shuttle when leaving. As if they were part of the shuttle cargo.
psyhaste Jul 20 @ 11:09am 
Okay, I've just got this bug wihout PC being enabled first time. So it's not its issue, confirmed. Sorry for pinging you on this matter.
psyhaste Jul 20 @ 2:59am 
You can just try shoot the wall - if it starts shooting then it is working if it gets reset and just *can't* shoot it then you got it
psyhaste Jul 20 @ 2:36am 
I can share a save where this happened to me, however as I said reloading sometimes fixing the problem, so it might not show the issue. I think on this save reloading wasn't helping. In this save Moinkag refused to use its rifle to shoot.

https://limewire.com/d/TWaAV#IYxtL9DIPI

If it won't reproduce maybe try to play the save for a couple of days or switch between weapon systems/pawns.
Reisen  [author] Jul 20 @ 1:50am 
If you can upload the save that triggers the issue, i can take a look at it if i can reproduce it on my PC.
psyhaste Jul 20 @ 12:40am 
I've had a problem with using Pocked Sand with CE (I don't have other mods except for a very minor ones like Better Workbench etc). The problem is that when the pawn is given an order to fire it will reset itself then next tick. I have a video of that if you're interested. I had it several times, IIRC every time it was the same single pawn, I also have a save where it happened. Sometimes reopening the game would resolve this, sometimes it would not. After disabling Pocket Sand I haven't seen this issue in days, so I assume it is either a PS problem or its incompatibility with the dev branch of the CE (I'm on dev branch because it's the only one supporting 1.6 atm). Either way I think it is worth having you informed about it, so here I am.

P.S. Thank you for the mod
Bear Jul 14 @ 7:24am 
@Reisen I was able to narrow it down to "Show Me Your Hands" which isn't updated yet
Reisen  [author] Jul 12 @ 5:16pm 
If you can find what was causing it on a reproducible manner, do post here so i can see if its something i can do on my end, or if its only fixable on the other side
Bear Jul 12 @ 4:46pm 
#reisen Im going to call this a mod conflict. I removed a very large number of mods and the issue went away. I honestly couldn't tell you which one caused it.
Reisen  [author] Jul 12 @ 2:28pm 
I can't seem to reproduce that, does it happen with Pocket sand alone? or what's the minimal mod load order that can get it to happen
Bear Jul 12 @ 12:50pm 
I too am having the disappearing pawn issue when switching weapons
億KiotheCloud四 Jun 27 @ 5:11pm 
The debug log is empty no red errors
億KiotheCloud四 Jun 27 @ 5:10pm 
Idk how this happened but everytime i switch to a weapon the UI of that pawn would just disappear and i would get fps lag when clicking on them the only way to fix it was save and reload
V e r e n a Jun 20 @ 10:36pm 
One of the best and most practical mods ever!!! Thanks so much!!!!
johnshua Jun 12 @ 11:54pm 
Inshallah
Reisen  [author] Jun 12 @ 8:51pm 
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] Jun 12 @ 8:13pm 
Yex, it will be done, but it's not on stable branch still, and i don't play on the unstable branch myself.
johnshua Jun 12 @ 11:41am 
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.
FiauraTheTankGirl May 13 @ 4:10pm 
having a bit of an issue when a pawn picks up a weapon and already has one equipped, with CE they try to reload but the mod force switches them back to the previous weapon so they get stuck in place unless you manually switch to the new weapon they wanna reload.