RimWorld

RimWorld

Simple sidearms
2,792 Comments
阳光悍匪 Aug 21 @ 5:41am 
伟大无需多言
Spank Daddy Aug 19 @ 12:06pm 
this is probably one of my favorite mods. thanks dude
subzeroggwp Aug 19 @ 12:03am 
NAKED dude with 0 in melee can KILL a CENTIPEDE solo:

Let me explain:

There is currently a bug which allows pawns attack DURING PAUSE by DRAFTING and UNDRAFTING them when they have a melee and a ranged weapon in their inventories.

1. Let an enemy get close into melee range
2. PAUSE your game
3. Draft and undraft your pawn that is being attacked in melee.
4. Congrats, now you can kill ANYTHING with a beer bottle or whatever garbage melee weapon your pawn carries :)

If you need live footage then message me, I'll send it over.

I love this mod, yet for now I 'll have to disable it since it's extremely game breaking :(

Discovered it randomly when I got attacked by insects.

My half dead planter had to kill 8 megaspiders/spelopedes on a clear plain xd

Thank you for creating solution in advance ;)
MadMage Aug 18 @ 2:44pm 
My pawns are dropping sidearms when they change/grab main weapons.
VitaKaninen Aug 18 @ 1:07pm 
@Serica, I had the same thing happen, but I was able to remove it with character editor. I think I had to remove the ghoulification, then make them drop and forget about the weapon, then reghoulify them, otherwise they would just go pick it back up again.
Serica Aug 18 @ 7:03am 
the prisoner turned into a ghoul will still use his weapon and can't remove it
Oblivion Aug 17 @ 9:42pm 
is there a way to fully disable thhe multiple /sidearm part of this and just make sure it equip the mainweapon i want all the time?
Monkey Magic Aug 16 @ 3:10am 
@Tobi - GIven that it doesn't currently support swapping to melee rom ranged as it's supposed to, I'd say probably not.

@grandtran - The mod Pocket Sand has that open, but lacks the memory, and auto-swap feature. Although the autoswap feature is having issues with some weapons, and melee anyway.

@FutStub - The mod Not a Weapon allows you to bar certain items as weapons, namely woodlogs and beer. This should no longer be a problem. @Iirly - This should work for you too.

@NeinDao - you can change this in the mod options.

@Vatonage - This may be an issue with Odyssey DLC . The same issue has been reported on the other mod mentioned above too.
Vlad Draculea Aug 16 @ 12:25am 
do pawns automatically switch guns if they have more in their inventory instead of just reloading? like say i have a pawn carrying 4 flintlock pistols will they keep switching out until emptying all 4 before reloading?
Jet Aug 15 @ 12:30pm 
not a bug but whenever i reform my caravan its hard to tell which weapon belongs to who. so unless you reform with everyone at the same time (and thus break the temp map) u end up with one colonist with all of the weapons from someone elses inventory. Could anything be done to address this somehow even from a player perspective? Like an icon in the caravan menu to signify in whos inventory the weapon is currently in?

the preserve sidearms through caravans mod option seems to be whats made for this but it only works if everyone reforms at the same time. Pawns dont pick up automatically unless the weapon is dropped and unforbidden so itd be a lot of micro potentially. I think an icon in the menu would be the best option for this
Schadenfreude Aug 14 @ 4:24pm 
When I go into the mod options I am unable to disable/enable some options under the "misc." section, like "skip dangerous weapons" and "skip EMP weapons".
Schadenfreude Aug 14 @ 4:18pm 
@NeinDao
Make sure the sidearm is within the allowed weight range, change the weight range, or change the criteria of what pawns are allowed to consider sidearms in the mod option.
Vatonage Aug 14 @ 4:17pm 
Pawns don't always auto-fire at targets in range when drafted; also some weapons fire a thousand bullets a second now.
NeinDao Aug 14 @ 11:39am 
i remember being able to equip 2 ranged weapons. i used to use 1 sniper and 1 autoshotgun. the pawn would snipe and naturally change to the shotgun when enemies got close. but now i only seem to be able to equip 1 ranged and 1 melee?
Iirly Aug 13 @ 9:00pm 
How do I keep my pawns from picking up stacks of things for side arms. I have one pawn who insists on carrying 100+ bones as a side arm instead of one. I have removed bones as side arm option, but he will sneak off and grab more bones. If I make him drop them he will stand there and stare at me and then pick them ALL up again or stop what he's doing to go get 100 more bones. Its kind of funny but yeah, is there a way to stop this?
Futstub Aug 12 @ 10:07pm 
Any chance I oversee a mod option that lets me chose what sidearm my colonists pick up? Some have great melee weapons, but still go and pick up (multiple?) logs of wood. Some just take all my guny into their inventory I'd never want them to use...
grandtran Aug 12 @ 3:10pm 
anyway to make multiple colonists switch to unarmed melee attacks? seems to be if I select a group, only one of them will switch to unarmed and I need to manually go in to switch them over
aspendosia Aug 12 @ 3:45am 
This might be a mod conflict, but is there any kind of known issue with this mod and highmates? I have two in my colony and they keep loading every weapon they can get their hands on into their inventory. I've tried setting an apparel rule which disables weapons, I've made them drop everything, I've made them 'forget' the items they are carrying, and I've even gone through the mod options to 'lite' and disabled, but it makes no difference. Anyone know of a solution or a rule I can add somehow to stop them carrying an arsenal they can't use???
Tobi Aug 9 @ 11:23am 
Does Simple Sidearms support pawns using fire extinguishers to fight fire? (Similar to what https://steamcommunity.com/sharedfiles/filedetails/?id=2397915519 did?)
fadingechoes101 Aug 8 @ 11:40am 
I don't know but this mod is causing guns to randomly go insanely rapid fire
Monkey Magic Aug 6 @ 9:14pm 
How exactly do the Maximum Warmup Percentage and Speed Bias sliders works? The first one appears to do nothing, although It implies that the weapon inherent warmup is reduced. The second iunno what it's supposed to do.

I mostly end up micromanaging pawns in combat, because forcing them to swap weapons is instantaneous, and they will not do this themselves. For example:

A shortbow's range is 23 tiles, while a modded flintlock pistol's range is 10. The flintlock is capable of twice the damage, but has slightly less accuracy than the shortbow. Ideally, the pawn should swap out to the flintlock pistol at 10 tiles, which should allow for one shot before melee.

I can do this manually without issue, but the pawn will not do this automatically. Even after reaching melee range, they continue to fight with the shortbow - despite havingmelee autoswitch enabled. :/
FrozenSnowFox Aug 6 @ 8:54pm 
I checked Victor's issue and confirmed it happened for me too even with the other DLCs added (it shows up as a white message). I also checked what my patches were doing with XML Patch Helper and it was nothing unusual. Maybe it has something to do with a PatchOperationAttributeSet targeting @ParentName ResourceVerbBase? However I don't recall this ever being an issue before and other mods to stop Beer and Wooden Logs being used as weapons use the same or similar methods.
Victor Aug 6 @ 8:01pm 
The "No Improvised Weapons" patch from [FSF] FrozenSnowFox Tweaks breaks something about pawn generation with Simple Side Arms', if Anomaly is loaded:
I tested it by generating pawns via Do Incident (Map)/TraderCaravanArrival
https://gist.github.com/HugsLibRecordKeeper/6a1ab14b301d6a029973ef270047d637
[FSF] FrozenSnowFox Tweaks: https://steamcommunity.com/sharedfiles/filedetails/?id=2893432492
kyrambox Aug 6 @ 8:36am 
@Commandochief Sure, look at the info on the right
Commandochief Aug 6 @ 6:29am 
Does it work for 1.6?
Dionysotan Aug 4 @ 8:56am 
Are there any known conflicts so that the pawns ignor restrictions? My pawns seem to ignore any mass or slot restrictions and constantly equip themself with two miniguns, 3 shotguns and 6 spears. Or is there any way to disable auto-equip? I don't seem to find that in the menu.
JangoFett2002 Aug 2 @ 10:21am 
i think this might have already been mentioned but with sidearms active when doing mercenary quests for unique weapons if the mercenary happens to have a sidearm the unique weapon doesnt drop, only the sidearm does
Combine00 Aug 1 @ 7:25am 
small thing but i noticed a lot of raiders/allies/visitors would arrive with unique revolvers, usually at least one per raid/ally event. disabling sidearm spawn chance stopped that from happening.

though the tests i did were fairly rudimentary in spawning 3 different hostile outlander, pirate factions with 10k points and then searching for unique weapons, i pretty much immediately got two unique revolvers with the default 50% sidearm spawn chance once one raider group started to flee. with 0% sidearm spawn chance, and no mods i had gotten no unique revolver drops after multiple groups had fled.
Reaper415 Aug 1 @ 5:43am 
@Sumatris @Hedgehog Do you use better workbench management? The issue seems to be with that mod, not this. It started happening after the latest update of that mod.
VitaKaninen Jul 31 @ 10:29am 
Ok, I am seeing it now.
Hedgehog Jul 31 @ 10:03am 
I second Sumantris bug.
@Vita no i checked myselfe, this is a 1.6 bug worked fine at 1.5.
VitaKaninen Jul 30 @ 9:46pm 
@Sumatris, do you have a "Count Equipped" check box in the center of the bill when you set to to do until X? This should also count anything carried by your pawns even if it is not equipped.
Sumatris Jul 30 @ 9:25pm 
As of today, my work benches keep counting equipped sidearms as "in storage", so when I set a recipe to "until X", the X becomes any corresponding weapon in storage plus the ones carried by my pawns, usually stopping the recipe dead. Not a game-breaking issue, but a tad annoying. Anyone else seeing this?
Dragonissa Jul 30 @ 3:23pm 
For some reason one of my pawns has 2 attack gizmos. The first one tells them to attack but they don't do anything. The second one works as intended. The pawn will never auto attack on its own with those two gizmos.

I don't know how i manage to unbreak this, but as soon as i do, the pawn has only one gizmo, the one with the weapon icon and shoots automatically at hostiles or wild animals.
Khleb Jul 30 @ 1:46pm 
evil prisoners keep trying to steal my weapons when i generously release them so i must have them beaten and shot :steamsad:
SpoiledInk13 Jul 29 @ 3:25pm 
Randomly, on loading in or drafting/un-drafting, my pawns will just dump their entire load out on the ground.
Jarrod Jul 28 @ 5:52pm 
@PeteTimesSix
All good! Was just wondering if there was a way to fix it. But it's already an "OP, unintended" feature mod, so I'll just take it as an intentional nerf lol
PeteTimesSix  [author] Jul 28 @ 12:04pm 
@Jarrod
Honestly, everything to do with autoswitching is such an ugly hack that I'd never write it like that today. Adding switching between the ranged and melee combat jobs without being able to rely on the pawn's automatic prioritization of the last enemy to attack them would be another layer of cruft that I simply don't want to untangle. Sorry.
Jarrod Jul 28 @ 11:43am 
@Amro
That just does exactly the same thing, just automatically.
Amro Jul 28 @ 9:06am 
@Jarrod
in "Misc" under the mod settings the first option "colonist default weapon mode" set it to range
Jarrod Jul 28 @ 6:45am 
@The Bard of Hearts
The problem with that solution is that the pawns ONLY switch to their melee weapon when they are attacked, not when they get in range of an enemy, with that selected. So if you have pawns surrounding an enemy, only the one being attacked will pull out their melee weapon. I want them to pull out the weapon right for the situation, like mentioned in the settings.
RandomHero Jul 27 @ 3:14pm 
Thanks! That fixed my issue.
VitaKaninen Jul 27 @ 11:20am 
@RandomHero, this is due to Graphic Setting+. You can fix it by deleting the config file for Graphics setting+ in the config folder: Mod_1678847247_GraphicSetter.xml
RandomHero Jul 27 @ 9:59am 
Minor issue, but I've noticed the UI seems to be blurry now.. Not sure why. I recently converted textures and use Graphics+, but i've had that for a long time and didn't have the blurry UI issue for this mod. Any suggestions?
Polluxo Jul 26 @ 12:08pm 
I can't figure out how to get this to work with Combat Extended. My pawns won't switch to their melee sidearm when attacked in melee.
The Bard of Hearts Jul 26 @ 1:44am 
@Jarrod
When you highlight a pawn, there is a gizmo that shows all the weapons they currently have equipped. on the left of that gizmo, is a picture of a sword/ something in the middle/ and a gun. By default, the middle one is highlighted. This option says to keep your highest skill on hand. If you switch it to the gun, they will always keep a ranged weapon on hand, regardless of skills, and only switch to melee when and if they get into a melee fight. If you switch to the sword icon on the other hand, they will keep a melee weapon on hand... you get the idea. :steamthumbsup:
Jarrod Jul 25 @ 11:46pm 
Is there a way to make pawns always have ranged when not-drafted? I've found that a lot of pawns won't go hunting because their melee skill is slightly higher than their shooting, so they equip their melee sidearm and therefore can't hunt. I still want them to prefer their skill/passion when drafted but I also want them to use their primary ranged to hunt with.
Flesh Forge Jul 24 @ 12:21am 
low priority problem with Outfit Stands: can't equip a weapon to a sidearm slot from an outfit stand (no context menu option).
Kinnu Jul 23 @ 7:08pm 
Im not sure if its this mod, but I have Pawns grabbing multiple weapons and just not dropp9ing them?
S.S.Mogeko Jul 23 @ 4:18pm 
Any chance to add compatibility to the new Odyssey Outfit Stands? So we can add a sidearms to the Outfit Stands that follow our Settings or the Presets.