RimWorld

RimWorld

Forced Rearmament
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.
Sotetsu Aug 8, 2024 @ 10:06am 
That was fast! Thank you. :)
seeki  [author] Aug 8, 2024 @ 9:25am 
@Sotetsu
I done.
seeki  [author] Aug 7, 2024 @ 6:19pm 
@Sotetsu
Thank you for your feedback.
It seems unnatural for a pregnant woman who has just started giving birth to go and pick up a weapon, so I'd like to improve this mod.
Sotetsu Aug 7, 2024 @ 1:48pm 
Hello! I was wondering you could make an exception for when pawns retrieve their weapons when they are giving birth. Several times now, my pawn has gone into labor and collapsed on the floor, dropping their weapon. Then in the middle of giving birth, they get up out of bed and walk off to grab their weapon. Then they pass out from the pain again and it's too late to trigger the birth event with a doctor and loved one. Would it be possible to force the pawn to wait until after they've given birth (and fed their kid for the first time) before they retrieve their weapon?
Szczygiel Jul 1, 2024 @ 4:08pm 
that doesnt really answer question you know
seeki  [author] Jun 20, 2024 @ 7:18am 
With or without this mod, increasing the number of colonists will have a significant negative impact on performance.
Samuel_Bucher Jun 20, 2024 @ 5:11am 
Where Is My Weapon was know to have a nasty performance impact that scales with the amount of colonists you have (~1ms for 6 pawns; 3ms for 18). Does this mod suffer from similar issues?
Nightfish Jun 17, 2024 @ 8:19am 
I thought I was going insane when people said this was vanilla now and my pawns basically never go fetch their weapons.
Ralathar44 Jun 14, 2024 @ 9:04pm 
@seeki No worries, I'll adjust until then. I get that everything is alot of work and I already appreciate what you do. I'll just run my melee sword and board until then and keep the dual wielding on the ranged guys who are at least less likely to go down as much.
seeki  [author] Jun 14, 2024 @ 8:50pm 
I would like to support Dual Wield mods in the future, but since it's not a high priority, I expect it will be a long time before this becomes a reality.
Ralathar44 Jun 14, 2024 @ 7:44pm 
Thanks for picking up the torch for this. Any chance for Dual Wield mod compatibility? Right now your guy goes out and picks up the main hand item but not the offhand item.
DCSzar May 11, 2024 @ 2:27pm 
nice cock
kwiki May 9, 2024 @ 4:36pm 
great man! respect!
Nathan Cazzaro May 8, 2024 @ 12:10pm 
Muito bom, obrigado
seeki  [author] May 6, 2024 @ 11:24pm 
I fixed it so that when drafting Colonist, it explicitly suppresses not only the rearmament job created by this mod, but also the rearmament job issued by Rimworld Ver1.5 vanilla.
Octavian May 6, 2024 @ 10:36pm 
This mod makes pawns just commit suicide. They will run out to rearm no matter what, even if it will literally kill them. Drafting pawns does NOT make them forget their weapon, they will still run to it no matter what
seeki  [author] May 6, 2024 @ 8:42pm 
@He Who Divided By Zero
Drafted Colonist's combat is often done outside the Allowed Area, so limiting rearmament to the Allowed Area makes it both safer and more inconvenient.
If many users want it, I will change it to not start rearming while the battle background music is playing.
He Who Divided By Zero May 6, 2024 @ 5:56pm 
A really helpful addition would be to prevent pawns from rearming a weapon outside of their allowed area. I restricted everyone to indoors but one pawn still walked outside to pick up a gun he dropped after being shot by mechanoids. He was then shot again.
PEE ASS May 5, 2024 @ 12:06pm 
Thank you! :happycrank:
seeki  [author] May 5, 2024 @ 11:39am 
@PEE ASS
I done.
PEE ASS May 5, 2024 @ 8:33am 
Could you make it so drafting a pawn overrides the rearmament? My colonists keep running into the middle of a firefight to pick up their guns instead of being able to move to safety
FM102.4 May 1, 2024 @ 8:38pm 
thanks,my problem solved.now that the pawn will rearm himself right after he can walk:steamthumbsup:
seeki  [author] May 1, 2024 @ 9:34am 
I reviewed this mod, created a new unique rearmament job from scratch, and changed the Pawn AI to execute that job with high priority.
FM102.4 Apr 30, 2024 @ 8:39pm 
i just found another thing when i was testing this mod.after a downed pawn was rescued to a medic bed and recovered,he wont rearm himself.pure new save with only harmony and this mod.i used console to damage and heal.
deli Apr 30, 2024 @ 1:45pm 
great mod
seeki  [author] Apr 30, 2024 @ 10:26am 
I'm testing a new feature of this mod that will increase the priority of jobs that pick up my weapons.
Apr 30, 2024 @ 10:21am 
@seeki Thank you, I understand. It turns out that my colonist is too busy at work
FM102.4 Apr 30, 2024 @ 2:17am 
yes,you are right.i tried a new save only with this mod and it functioned well:steamthumbsup:
seeki  [author] Apr 30, 2024 @ 1:26am 
@REBELLION
This mod does not add any unique def or unique save data to the game, and it can be safely removed because it uses the original system in Rimworld Ver1.5.
I think that the cause of your save data being corrupted is not because you uninstalled this mod, but because of other causes.
FM102.4 Apr 30, 2024 @ 12:30am 
uninstall this mod will break my save.and maybe you can make it a new job or make priority settable in mod configure?
あ⁧🐾 Apr 29, 2024 @ 11:31pm 
Haven't seen this one work for me either, but if it's a case of being low priority this would make sense. I don't believe getting out of bed to cut stone blocks should be a higher priority than picking up your detoriating masterwork weapon though. Personally I'd like a guaranteed top priority of picking up their dropped weapon just so I don't have to worry about detoriation or fumbling around trying to find someones dropped weapon before the next raid.
seeki  [author] Apr 29, 2024 @ 11:17pm 
@遥
That is a problem with the Colonist job selection priority set by Ludeon staff and is not a bug in this mod.
This mod only serves to ensure that the Colonist never forgets about his weapon.
Colonist's job to pick up weapons does not have a very high priority, so other actions tend to take priority, which is a Rimworld Ver1.5 specification. The Colonist will pick up his weapon after completing a higher priority job.
I haven't changed anything to the Colonist's AI. (I can change that if many users of this mod want to.)
Do you think you should prioritize the job of picking up his weapon after getting up after being knocked down, even if you're seriously injured and about to bleed to death?
seeki  [author] Apr 29, 2024 @ 10:48pm 
@FungalFish
This mod only works on your Colonist and your Slave to remember their weapons while downed. Nothing changes with or without this mod for enemies and NPCs.
Apr 29, 2024 @ 7:12pm 
it doesnt work for me , and what is "the rearmament system of Rimworld Ver1.5",how can i enable it to work?
FungalFish Apr 29, 2024 @ 5:15pm 
For clarification, does this apply to all humans or just your own colonists?
Puppydoll Apr 28, 2024 @ 2:37pm 
Thank you for this. I was never having my pawns re-equip their weapons whenever they were unable to walk since they'd just forget it before being able to go get it... Was very confused that people were saying 1.5 supposedly had a re-equip feature because of that.
Yada! Apr 27, 2024 @ 10:49pm 
Thank you! One step away from playing the new DLC! :tabbycat:
seeki  [author] Apr 27, 2024 @ 6:50am 
@Shadow
I don't think this mod will have a negative impact on performance as having a large number of Colonists and Slaves looking for their own weapons is not realistic.
Shadow Apr 26, 2024 @ 6:12pm 
Thank you for this mod, how much does it effect the game performance? The "Where is my weapon?" mod have a issue with making the game lag, does this mod have a similar issue?
GoldBlaz Apr 26, 2024 @ 4:55pm 
Interesting, thank you very much :steamhappy: