RimWorld

RimWorld

Just Equip It
119 Comments
Zorelmo Nov 23 @ 9:13am 
simple sidearms incompatibility too, the pawn equips it but when drafted it goes back in the inventory
Lonely Tear Sep 6 @ 5:07am 
Ill experiment, i had simple sidearms for years but i dont recall it allowing people to carry weapons if they are nonviolent. I only recently made a colony based around it so i might have missed a detail somewhere. Thank you for the swift response, ill see what i can do
Daddy Longlegs  [author] Sep 6 @ 4:42am 
Simple Sidearms should already allow you to do what this mod does, no? Then you shouldn't need to run the two mods together anyways, I'm not sure what sort of incompatibility it is, so I don't know if it's something that I can fix from my end.
Lonely Tear Sep 6 @ 3:53am 
Simple sidearms issue as well
the pawns equip the weapon but dont hold it in their hand, just in their inventory. I can force them to hold it in their hand but it will go back to unequipped after a second
Lady Luck Aug 24 @ 10:32pm 
did the issue with simple sidearms get figured out? I'm having the same problem even when using the force equip button (vanilla eltex staff)
Seanbeag Jul 27 @ 1:37pm 
Nothing in the log. Might be to do with some of the checks SS does to pick the right tool for a job or to pick the strongest melee weapon. I'll see if fiddling with the options can fix it.
Daddy Longlegs  [author] Jul 27 @ 9:01am 
@Seanbeag I doubt it has anything to do with the conversion staff. It might be an issue with SS, I'm not too sure. Are you getting any errors in the log? Simple Sidearms should already allow you to do something similar to this mod iirc, so you shouldn't need both anyways.
HavenOnline Jul 27 @ 7:55am 
incapable of violent is such a pmo bruh
Seanbeag Jul 27 @ 6:49am 
Can't get this to work right now. I'm using simple sidearms and t's conversion staff. I can't see how the conversion staff would be the issue. Any idea of it works with Simple Sidearms?
Readtext Jul 23 @ 9:07am 
Cool picture :lunar2019grinningpig:
ThePinkGrim Jul 22 @ 11:29pm 
Thanks very much big man :steamthumbsup:
MacBad Jul 22 @ 4:56pm 
@Dadddy Longlegs

Thank you! o7
Scionin Jul 22 @ 8:00am 
Thank you :)
Psychotopia Jul 22 @ 5:54am 
oh ♥♥♥♥ same day satisfaction ty my dude reloading the game now :D
Daddy Longlegs  [author] Jul 22 @ 4:05am 
I've pushed out the 1.6 update! Most of the code needed to be rewritten so as always let me know if any problems come up. I also can't guarantee there won't be any new incompatibilities that might come up.

Added a fix for the new outfit stands as well so non-violent pawns can equip from them too.
Psychotopia Jul 22 @ 2:59am 
just bought a staff and found out i couldnt equip it :steamsalty: glad this exists
MacBad Jul 20 @ 4:51am 
@Daddy Longlegs

No problem, I'm grateful for the mod and the update, do it on your own pace, my friend :)
Daddy Longlegs  [author] Jul 19 @ 9:18am 
Yeah sorry for the delay, I had completely forgotten about the update before leaving :lilimsob:

I’m coming back on monday and hopefully it’ll be a simple fix so you don’t have to wait for much longer
MacBad Jul 19 @ 9:18am 
@Xeonzs
All right then, thanks for the reply anyway, I'll wait for our benevolent creator :)
Xeonzs Jul 19 @ 8:53am 
@MacBad I mostly just check what the logs say when I run into errors lol.
The best I can do modwise is knowning how to edit the Defs, which are just xml files, can be opened in notepad or notepad++ :P
We'll just have to wait for Daddy to grace us with his benevolence.
Daddy Longlegs  [author] Jul 19 @ 8:42am 
That eltex staff situation was the exact reason I originally made the mod haha :sleepyjill:

I sadly don’t have access to my computer here, but I’ll work on it as soon as I can when I get back.
MacBad Jul 18 @ 10:01am 
@Daddy Longlegs
Thank you very much for your mod, kind Sir, I await the update, as the "incapable of violence" pawn that can't carry an eltex staff while being a psycaster is pissing me off.

@Xeonzs Since you seem to be very knowleadgeable about this, could you maybe make a temp mod for this update? That would really brighten my vacation, as next week it's already over :P
Xeonzs Jul 18 @ 2:32am 
All good, enjoy your vacation for now fam.
Daddy Longlegs  [author] Jul 18 @ 12:21am 
Hmm, might not be working on 1.6 right out the gate as I’ve thought then. Thanks for the log, I ‘ll take a look when I can start working again next week.
Xeonzs Jul 17 @ 4:46am 
2nd comment due to character limit:
I read your comment that you're on vacation, I just wanted to provide information on what's broken.
Xeonzs Jul 17 @ 4:46am 
Error in 1.6:

Error in static constructor of justEquipIt.NonViolentEquipPatcher: System.TypeInitializationException: The type initializer for 'justEquipIt.NonViolentEquipPatcher' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction> justEquipIt.Patch_FloatMenuMakerMap_AddHumanlikeOrders::Transpiler(System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction> instructions)
[Ref 9F468612] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
SOLDIERRFK Jul 12 @ 12:38am 
Oh my bad man, enjoy your vacation. Sorry to bother you!
Daddy Longlegs  [author] Jul 11 @ 10:49pm 
@SOLDIERFK I’m currently on vacation, so I can’t work for a bit but the mod should work without much issues on 1.6. I’ll update it when I get back in around a week.
Gniwu Jul 11 @ 2:57pm 
Sorry for losing track of this conversation for so long! Just wanted to say thanks to Emma Malha for getting to the root of the issue with my non-violent pawn. I do indeed use Simple Sidearms (Can't do without it these days, unfortunately), so that seems to disqualify my game configuration for this mod. But it's good to know the exact reason for that, and maybe one day the problem will be solved, who knows!
SOLDIERRFK Jul 11 @ 1:08pm 
Is this getting updated to 1.6?
Daddy Longlegs  [author] Jun 22 @ 2:30am 
Ah okay, I thought that you were just saying it in general. Then yeah, that issue could arise if you're using both mods together
Emma Malha Jun 21 @ 11:50am 
ah, was just following up to Gniwu's problem, the code in question does let non-violent pawns equip things, but only when non-drafted, so if you drafted the eltex staff haver, they would keep unequipping their staff, even with this installed, not a complaint or anything, just spreading awareness
Daddy Longlegs  [author] Jun 21 @ 11:08am 
I'm pretty sure simple sidearms already lets non violent pawns equip things, doesn't it? This mod is just a more lightweight option compared to that that only adds this functionality if you don't want all the other features of SS.
Emma Malha Jun 21 @ 9:04am 
Incompatible with simple sidearms, that mod has code to force unequip from non-violent pawns when they are drafted
EiAlmux May 27 @ 10:26am 
@Gniwu if you use CE and have loadouts they will unequip weapons not in their loadouts
Lance Axiom May 25 @ 9:17am 
i would bet its that one doing it
Lance Axiom May 25 @ 9:16am 
do you have the sidearms mod?
Gniwu May 23 @ 4:21pm 
Unfortunately, I am one of those terrible people whose mod-list amounts to a short novel, so who knows, honestly! Just wanted to mention it, but if you don't think it's relevant, then that's good enough for me.
Daddy Longlegs  [author] May 23 @ 11:56am 
@Gniwu that shouldn't be related to the mod. Do you have any other mods that modify equipping behavior? You could try checking those.
Gniwu May 23 @ 10:53am 
My non-violent psycaster keeps unequipping their staff moments after I select it as active weapon, thus nullifying what the mod is supposed to do. Is this really not happening to anyone else?
PolyPoky May 21 @ 1:33am 
This should be in base game
Caz May 15 @ 1:48pm 
This problem is why non-violent pawns become organ/blood donors instead of colonists.
Falco May 14 @ 1:22am 
10/10 Thumbnail. :demoticon:
Daddy Longlegs  [author] May 7 @ 4:40am 
@Esy pacifists are no longer mentally deficient and reasonably equip tools
Esy May 7 @ 4:37am 
does this effect rimworld's lore
TraffeCone May 4 @ 5:11am 
@vivalas you do realise zoomers extend to 28, right?
l0v3rm4n69420 Apr 30 @ 7:37pm 
(after reading the page)
As a fellow Deep Rock Galactic player i apologize for the interruption, he had one too many Mactera Brews and ran out the drop pod before we could catch him
l0v3rm4n69420 Apr 30 @ 7:33pm 
@Helium why are you booing him? He's right
Guapo Apr 30 @ 3:46am 
@kot Um you good there loser? Keep your comments to yourself goofy
Helium Apr 28 @ 10:11pm 
@Boshty you are very fun and humorous :steambored: