RimWorld

RimWorld

Simple sidearms
2,758 Comments
SpoiledInk13 1 hour ago 
Randomly, on loading in or drafting/un-drafting, my pawns will just dump their entire load out on the ground.
Jarrod 22 hours ago 
@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.
King Jul 23 @ 4:35am 
@PeteTimesSix Brilliant! Thank you! I did suspect I was simply not using it properly!
RandomHero Jul 22 @ 12:37pm 
This has been an issue for years, so not sure if it can be fixed.. My slaves constantly hold onto 1 wood after hauling because simple sidearms is telling them to keep a weapon equipped (and I don't want my slaves to have weapons). I have set wood as NOT a sidearm in the settings, but they continue to hold it. Is there a setting I am missing to prevent this? It would be nice if they didn't try to equip beer or wood, etc, when they are hauling it. Thanks!
PeteTimesSix  [author] Jul 22 @ 7:51am 
@King intentional, so that you can have pawns default to a short ranged weapon in case you dont want them taking potshots at a sleeping mech cluster by accident or something. While not drafted, click on the longest ranged weapon you want them to use to mark it as (D)efault. They'll switch to it when nothing is in range of whatever they're holding.
King Jul 22 @ 7:33am 
Not sure if mod limitation or user error on my part:
I equip pawn with pump shotgun primary weapon, revolver sidearm, knife side arm.

Pawn drafted and behind sandbags. Enemy approaches and shoots at my pawn with an auto pistol. My pawn stands there with shotgun equipped which is out of range, and does nothing. They never switch to the revolver which would be in range.

I had the same thing happen when I tried grenades in a side arm slot, despite something being in ideal grenade range, they were never switched to.

Should they be using these effectively, and if so, do you have any idea how I may have messed it up? Note: They will switch to using these side arms if I left click them in the little icon menu, but its a manual input and they then wont switch back without other manual intervention.
Smeidkrp Jul 21 @ 11:42am 
on 1.6 when I change pawns loadout they stuck on changing weapons like they indefiinetely
try to change loadouts where they stand it looks like simple sidearms keeps reverting them to their previous weapon unless I manually click on the forget weapon button for them. is there a way to prevent the mod from doing that? Disabling the mod midsave doesnt work either it just messes with the game's ui.
SugarCrash Jul 21 @ 10:46am 
i'm not sure if i've got my settings wrong, but pawns don't always switch to melee in melee combat, only very rarely - i don't think it's a bug, but does anyone know what to check to see why they're not doing so?
mosseph Jul 21 @ 6:24am 
This is an incredible mod, one that I almost wasn’t Vanilla until I started my first Odyssey game and it wasn’t there. The premise is well executed and the extra flexibility (default and forced options, easily navigable) just takes this mod to the next level. Thank you for sharing and updating!
PeteTimesSix  [author] Jul 21 @ 2:04am 
A part of me will always be fascinated by what kind of thought process would lead someone to come to a mod page, write a paragraph of text complaining about bugs, and at no point even mention what those supposed bugs are (nevermind provide logs).

Anyway, unloading the mod should be possible. You might have to delete the settings file, and when first loading the save there will be a bunch of errors as the game cleans out components that are no longer understood, but it should work fine after a save-load.
Miramelle Jul 20 @ 5:43pm 
@flecha non-texture mods can't be freely ripped out of a save. Your game would have loaded with sidearms still in inventories and no mod to account for it. Your best bet is to reload a good save with sidearms from before you removed it, de-equip all weapons and tools from all pawns (not just your own, but any enemies or guests as well), set sidearms to "disabled" in this mod's settings, save and quit, THEN remove it from your modlist. I can't promise that will work, but it's better than just randomly deleting mods mid-save.
Nycce Jul 20 @ 4:06pm 
this mod has so many bugs that it will ruin your game in the long or short term and the worst thing is that by removing it you will only have more bugs, you have been warned.
Hehe face Jul 20 @ 9:52am 
Hey I have a question as of the time somebody responds are there any major bugs I should look out for? (The bug reports in comments are a bit worrying for me)
flecha Jul 20 @ 8:10am 
The mod is not remove safe ? I just removed the mod because wanted to use pocket sand and now everything emssed up
Xarian Jul 18 @ 5:28pm 
Bug: Can't equip (un-bonded) Persona Amplifying Rod as a tool or as a sidearm, says "bonded to someone else"

Other relevant information:
Rod is not bonded to anyone
Pawn #1 is incapable of violence and cannot equip the rod as a tool
Pawn #2 is capable of violence and cannot attempt to equip it as a sidearm (this pawn can equip it as a weapon as per normal however)
UrsineViator Jul 17 @ 4:45pm 
problem exists between keyboard and chair
Q Jul 17 @ 2:44pm 
whats PEBKAC. I think the first three is "People Endlessly Bitching" but couldnt figure out the last 3))
rainy-star Jul 16 @ 6:03pm 
i found what cause the problem,not your mod,it's modular weapon2....
PeteTimesSix  [author] Jul 16 @ 1:30pm 
I will reiterate, I cant fix a bug I cant replicate.
Yorke Hunt Jul 16 @ 12:16pm 
Had to unsubscribe 'cos it was causing an issue that my pawns wouldn't do anything. Wouldn't sew crops, wouldn't build construction projects, nothing.
rainy-star Jul 15 @ 9:35pm 
same with a1fzz and it dont cause any red log.....:
i have a issues the pawn wont use automatic gun auto-aim for hostile, single fire gun is fine. i try to click single pawn to use gun still not work. sometimes the automatic gun, pawn only shot 1 time
Dromarius Jul 13 @ 8:07pm 
@Kait => Second Screen, You have the upper choice on the rifle, so they prefer equip the range instead of the melee. Should work like this far i can remember i used it ;)
Kait Jul 13 @ 4:45pm 
work for me, but how to setup the mod so they reequip automatically their ranger weapon after winning their melee fight ?
Gryn Jul 13 @ 3:36pm 
to be fair, by some reason is not create log, i just click at weapon and nothing happening, even in logs, no errors no warnings
PeteTimesSix  [author] Jul 13 @ 2:01pm 
Three posts and no log. I'm filing this one under PEBKAC.
MountSwolmore Jul 13 @ 1:28pm 
Had to abandon colony because it's either constant breakdowns or no UI. This should not be marked as 1.6 ready.
MountSwolmore Jul 13 @ 1:13pm 
Tried to remove the mod to stop pawns going berserk weapon swapping endlessly and it breaks the entire UI until it's returned.
Gryn Jul 13 @ 11:11am 
same issue, pawn cant drop and forget weapon
MountSwolmore Jul 13 @ 8:05am 
I had work issues but I think it was addressed by actually setting the schedule explicitly to work. However now I'm stuck with colonists constantly picking up things I can't make them forget.

Right clicking to forget weapons doesn't work anymore. I can left click to change a preferred weapon and the hovertext shows right click to forget but right click interacts with whatever is under the button.

I don't know if this is an issue with SS specifically because I've noticed if I have a colonist selected and try to right click dismiss notifications it'll issue move orders. If I have an object selected or no selection, right click clears the notification.
U2mad Jul 12 @ 12:32pm 
@PeteTimesSix So I don't know what changed, but I've tried to replicate the issue I was having on the save that I was using to test with, and it works fine now... Maybe one of the mods got updated? When I tested yesterday, I didn't have the time for a lot of testing, was just making sure stuff was working, so I didn't bother to take it down to just the two mods to see if it would break, but today it's working fine.
тетеря, блин Jul 12 @ 11:29am 
how does it work in 1.6? It seemed to me that the secondary weapon was added officially.
PeteTimesSix  [author] Jul 12 @ 3:58am 
@Drunken Eagle
It definitely helps in confirming that I'm not blind and there's more to the issue. :]
Drunken Eagle Jul 12 @ 2:34am 
Maybe I just playing wrong but I dont have any problems with drafting while having VEF with this mod list. No CE installed since Im waiting for official update, no 1.5 mods otherwise are loaded.

Started quick 5% world game with Gravship start, landed in modded Alpha Biome, ordered some stuff, drafted, shot some walls, nothing seems to be out of the ordinary. This is probably not what you are looking for, but I cant reproduce this bug too, maybe It still will be of help.

https://gist.github.com/HugsLibRecordKeeper/29d480d8734e10e5d5e3c838fd781266
PeteTimesSix  [author] Jul 12 @ 12:58am 
@GARRY @U2mad @Fallon @winggar
I get no issues with just VEF and those stack traces don't include mod lists, so I can't replicate. Would appreciate a full log. In the meantime I wrapped the VEF compat code that seems to be erroring out in a try-catch, but that's just a bandaid.
GARRY Jul 11 @ 5:38pm 
Broken in 1.6. Cant draft pawns. Vanilla Expanded Framework is one of my installed mods too
U2mad Jul 11 @ 4:34pm 
I think I tracked the bug down to some interaction between this and vanilla expanded framework.
Fallon Jul 11 @ 4:10pm 
Same issue. Can't draft and they won't work. They just walk up to their task and remain 'Standing'. No issue without the mod loaded, but game just isn't the same without.

https://pastebin.com/1X9fHMLB