RimWorld

RimWorld

Simple sidearms
2,672 Comments
Kaarlo 1 hour ago 
Has lots of bugs
Trump 17 hours ago 
The name of this module will be wrong in Chinese environment
Moger Jun 11 @ 9:16pm 
WOW my favorite mod updates so fast
bbuswell Jun 11 @ 7:36pm 
already updated to 1.6
Calamity Bill Jun 7 @ 11:14pm 
I have an issue where the UI for sidearms and drafting will disappear permanently if I burn an effigy for Ideoligion. Had to reload an older save and remove this mod to fix it.
punk Jun 5 @ 6:16am 
@SFH Same here.
Hoober Bloober Jun 4 @ 7:55am 
I'm getting a lot of problems with pawns randomly dropping their weapons on the ground with this mod. Someone below mentioned "pick up and haul" might be related. Any suggestions? Change settings somewhere? I need to fix this problem, and the sidearms are a cool idea but I also need them to succeed at carrying weapons
SFH Jun 2 @ 8:45am 
For me, Pawns won't change to meele when in close combat, in settings this option is enabled
RealLifeHobgoblin May 30 @ 10:52pm 
@Dman1791 You need to use the Assign Tab instead of force equipping
Dman1791 May 30 @ 6:30pm 
Is there a way to forbid specific weapons from being kept in inventory? Using this with combat training, and everyone likes to keep the BB gun and such when they're done training.
Eelt May 19 @ 1:14pm 
Is it just me, or recently this mod has changed the behaviour of picking up weapons if the pawn drops it (eg when downed). I play with infusions, if a pawn drops a weapon but remembers it, I want them to pick up the EXACT weapon they dropped, not any of the same type based on location or "best" as the settings for this mod suggest. I believe this was the behaviour back in 1.4 and older. My only ask is can we have this literal setting? It's annoying if I have a pawn that has a weapon focused on max trade price negotiation (infusions-wise), and they get downed, and pick a different weapon of the same type. That's not how I want the behaviour to work.
MedvePapus May 19 @ 10:22am 
is it just me or "pick up and haul" makes them drop the sidearm weapon?
Monkey Magic May 19 @ 5:00am 
What does this mod check for when searching for mod weapons?

EDIT: So, to answer my own question here, one needs to add the following flag to items that can be used as, but are not inherently a weapon:

<weaponTags>
<li MayRequire="PeteTimesSix.SimpleSidearms">ImprovisedMelee</li>
</weaponTags>


So those of you adding unique weapons that are not weapons, you may wanna jot this down if you want compatablity with this mod.

That aside...this mod also has an issue with the mod Not a Weapon in not forgetting the weapons that mod removes. I figured out a solution for this, but it has to be done from that mod's side to work I think.

As an aside, it may be useful to add an option to "forget all weapons." This should fix the issue from this side indirectly - and would also make changing their load-out simpler.
Frimmerdah May 7 @ 7:48pm 
found a bug with a gene that made it so a pawn shouldn't be able to equip weapons, simple sidearms bypasses it
Captain SuperEarth May 1 @ 6:09am 
remove this mod midgame KILLS your UI,nothing helps
Captain SuperEarth May 1 @ 6:02am 
remove this mod mid game cause serious bug(Missing UI),make the game compeletely unplayable,yet it make my pawn stuck at weapon shelf,keep equiping weapon.
Install mid saver may solve this

游戏过程中删掉这个mod会造成严重的bug(大量UI缺失),但有了这个mod后我的小人会卡在武器架子上不断装备武器
安装mid saver 可能会解决这个问题
TheLovelyLilith Apr 22 @ 4:06am 
The mod does seem to be working. I have Vanilla Weapons extended and the non-lethal addon, and even with everything set to no limits, I can't equip any other weapon as a sidearm. I even tried using a vanilla weapon and it didn't work. It keeps telling me that I don't have space which doesn't make since if everything is set to no limits. I just want to carry a non-lethal weapon with me sadge
veepers Apr 18 @ 5:32pm 
doesnt work so hot in multiplayer, causes desync
The Bard of Hearts Apr 15 @ 3:30pm 
I think forbidding it as a sidearm just means that won't have it as a secondary weapon also equipped in the inventory and ready to switch into when appropriate. Usually, arming them with any other weapon prevents them from wanting to pick up a stick.
Wollidiot Apr 15 @ 11:15am 
Yeah this doesn't work at all. Wood is forbidden as a sidearm and even pawns who shouldn't even be able to do melee at all insist on whacking shit with wooden sticks.
Andy Mil Apr 15 @ 9:24am 
I put wood in Not sidearms yet pawn still picking them up as weapon. How to stop that??
Claus Apr 5 @ 3:34pm 
How can I set pawn on range switch from sniper to pistol instead of sniper to grenades?
123caboom Apr 4 @ 2:21am 
Gotta admit, i wouldn‘t had thought (almost) all my problems had been resolvable in the settings ofcthe mod, im sincere impressed!
John Darksoul Apr 1 @ 4:26pm 
i can confirm the disappearing weapons but they dont just vanish i often find them in storage somehwere
123caboom Apr 1 @ 8:53am 
Had to anaestezise one of my barely living coonists to not jump out the bed after getting able to walk and let the doc tend to the other 20 wounds.
There was no other way to keep her in bed, the very moment she awoke to consciousness and missed her beloved sidearm so much
123caboom Mar 31 @ 5:22am 
Then there was the new guy, he mistook the beer in his pocket for his sidearm.
Don‘t know if he had it already, when he joined.
However… he then started to drink that beer on every recreation occasion.
Apparently he restocked it immediately and became alcoholic in no time 🤣
123caboom Mar 30 @ 9:29pm 
I had to forbid the frag grenade because i can‘t remember who already had this.
Would been good to add to description the way pawns remember their equipment, because its now fiddeled to manage the gear since i did manage it at first via the inventory.
Dropping the gun via the gizmo wasn‘t my first thought
123caboom Mar 30 @ 7:13am 
Somehow weapons just dissapear sometimes, some ppl start collecting several sideknives, and then that one frag grenade…
Somehow there is always somebody to pick them up and pull them like „surprise“ at the most worse moment, blowing my melee-block, the entrance and the next-tile prison wall the very moment that manhunter-massive storms in 🤣
rybikson Mar 22 @ 5:58am 
Crafters prefer the Brick Saw over thimble/forge hammer when doing tailoting/smithing at the stations other than tailor/smithy [Toolmetrics mod]
The Bard of Hearts Mar 3 @ 11:02pm 
Does anyone know of a mod that handles bionic weapons differently, to make them work with this mod? Or if not, is it possible, Pete, to include some kind of option to make bionics work in tandum with the sidearm or something, so they stack together, or otherwise aren't completely useless? Thanks for hearing me. And many thanks for all the mod work.
The Bard of Hearts Mar 3 @ 11:02pm 
Hello. First, I want to say I love this mod. I've been using it for ages now and on several runs. I can't imagine playing the game without it.

Second: I was hoping to bring up something to is sort of a side effect of using this mod. When you have the ability to equip a melee weapon and a ranged weapon at the same time (which is a good thing), it makes having things like bionic weapons (even fancy ones like those from EPOE) completely useless. Because if I can equip any basic weapon, its bound to be more efficient than the bionic implant. Testing it, it actually makes a pawn's DPS go down by a fare amount if the weapon they are armed with has higher ratings.
Nickydoo1994 Mar 1 @ 11:04am 
Just recently had an issue with the mechanics of the mod.

During a combat one of my pawns lost an arm and fell unconscious. My doctor dragged her to bed and went to get medicine and the pawn woke up and decided it needed its weapons back.....despite the fact that she was still bleeding out from her MISSING LIMB. Doctor had to go pick up the unconscious amputee *again*

Is there a setting im missing to stop this from happening or is this a bug?
A N O N Feb 25 @ 1:34am 
Combat Extend compatible?
SaMaHaJoGu Feb 19 @ 5:00pm 
I lied. Both guns are from the Arma 3 weapons. Maybe there wasn’t enough range percent difference. Gonna tweak the range difference and see what’s up.
SaMaHaJoGu Feb 18 @ 5:12pm 
I’m seeing my sniper can’t change successfully over to a smaller ranged side arm. The guns keep glitching back in and out (from Gun Nut Core, I think). And then when the enemies get into lasso range from Melee Actions, he lassos them in and swap over to melee successfully.
eeveecator Feb 17 @ 4:33pm 
Soo I've had this consistent glitch, the pawns will successfully use sidearms in melee and such, but it just keep disappearing my weapons, I had everyone with masterwork and Legendary charge rifles, with sidearms for melee combat, but if they switch weapons a couple times in a fight their main weapon ends up disappearing, having to lose several Legendary charge rifles makes the auto switching weapons for melee combat option not worth
Bitterholz Feb 17 @ 9:37am 
@Twiggymc
As a workaround you could disable logs as weapons with something like Tweaks Galore, some other mods also have such setting. Personally never had that issue tho, so it might as well do nothing.:gorlak:
Twiggymc Feb 17 @ 1:10am 
I'm having a nasty bug were my pawns that have no weapons like fresh recruits or slaves, will go and try to auto equip a log only to become unselectable i cant do anything i cant tell them to drop the log and it lags the whole game and they stand there till they die, i looked in the options and i dont see log even up there as a weapon of choice, i tried disabling all sidearm options and they still try to equip the log
zyzyhasl Feb 11 @ 12:56am 
There is soft incompatibility with [SheathYourSword],
As I know,NewRatkinPlus and Miho use [SheathYourSword],
It's just a visual error, not displaying tools when colonizers are working with them.
There is no problem with switching functions.
Yuri RDA Feb 9 @ 8:51am 
Hello, great mod, thank you, but I have a problem. My colonists who are unable to use weapons keep picking up various weapons and putting them in their backpacks, even though they can't use them. How can I solve this without having to get rid of the colonist?
CaptainRedBeard Feb 6 @ 12:09pm 
Anyone know why this causes the game to say my pawn doesn't have a shield equipped?
Signal Jan 30 @ 5:01pm 
Well, I'm using Kurin HAR Edition and it's been working great with Simple Sidearms for a long time (including the current version), so it can't be "anything that uses HAR".
VNVVWVVNV Jan 29 @ 6:31pm 
This does not work with Star Wars Factions or anything that uses HAR.
Windows XP Jan 28 @ 8:35pm 
ugh, the bug stopped happening all of a sudden. I'll write up a better report about this bug once I've learned more about it. "androids despawn guns sometimes" is a useless bug report.
Windows XP Jan 28 @ 8:28pm 
does anyone know how to fix that bug where in android tiers, if an android fumbles a weapon is dissapears? I seem to remember having that problem before but can't remember how I fixed it.
Andrei Jan 25 @ 4:55pm 
the link to the details page doesn't work?
Aizuki Jan 7 @ 3:54pm 
i got error log with Exosuit framework ... does this mod compatible with it?
Vixulium Jan 5 @ 12:22am 
yall know the reason why your comments are not being responded top is because yall won't make a bug report XD
vincent_renevot Dec 30, 2024 @ 4:53am 
Is fumbling the chance to drop weapons on floor when a pawn is incapacited or seriously injuried?
vincent_renevot Dec 28, 2024 @ 1:13pm 
I read the 27 pages on the forum and can't find what is fumbling. Please what is fumbling?