RimWorld

RimWorld

Simple sidearms
2,697 Comments
Psycho Dad Jul 4 @ 8:08am 
is this mod broken? will it become obsolete when new DLC comes out?
stunnedby_thegay Jul 3 @ 12:22pm 
how would i alter the code (for my use) so enemies can use sidearms? i'd like to have it a little more balanced but only be a 50% for an enemy to have a ranged and melee.
vol. Jul 2 @ 4:32am 
Mod is like, totally breaking my UI any time I recruit a prisoner or gestate a mech. No idea why, there's no errors or anything. According to the comments other people have had this issue.
illcat Jun 30 @ 1:57pm 
Does this mod make weapons disappear when they're "allowed" before a pawn can reequip them in 1.6?
Quilava Jun 30 @ 10:26am 
Such shame it not compatible, guess i have to cycle between for each story to fit the style then
PeteTimesSix  [author] Jun 30 @ 6:54am 
@Quilava it's not in compatible. But theres specific interoperability with Owlchemist's Tacticowl version of Dual Wielding.
Quilava Jun 29 @ 10:31pm 
May i ask, does this mod compatible with "dual wielding"?
OhHoop Jun 25 @ 10:46am 
Thanks Pete <3
Kylo Jun 24 @ 12:22pm 
That was quick with the VEF update damn Pete. <3
The Moustache Jun 24 @ 12:12pm 
thanks everyone for commenting about the VEF incompatibility! I was lost lol
PeteTimesSix  [author] Jun 24 @ 12:11pm 
VEF issue should be fixed.
OhHoop Jun 24 @ 11:38am 
For those with the incompatibility issue. you can use pocket sand instead until either this or VEF is update to fix the issue. It's not ideal, but close enough.
OhHoop Jun 24 @ 11:29am 
Indeed -> Incompatible with Vanilla Expanded Framework update
Ribera Jun 24 @ 10:37am 
Yep, colonists just standing
VEdgar Jun 24 @ 10:01am 
Incompatible with Vanilla Expanded Framework update
iyuha Jun 24 @ 9:34am 
This appears to be incompatible with the latest update for Vanilla Expanded Framework for 1.6
StockSounds Jun 21 @ 9:06am 
I'm not really sure how this is supposed to work, because my pawns will randomly switch from guns to grenades when we're fighting in our own base next to allied pawns. Cue the metalfreak incapacitating the genie with a frag even though he has a shotgun to use instead.
Iron Tiki Jun 19 @ 10:37am 
The tab for the sidearms isn't showing up on 1.6 for me. ideas?
Gamesense0 Jun 19 @ 12:58am 
This mod has always worked fine for me, but just now my tickrate imploded as my console got flooded with an absurd amount of error messages saying "melee from out of melee position" for every pawn involved immediately after I dealt with an infestation. After a minimal amount of research online and seeing things point to this mod conflicting with some other mod I am also using (like Vanilla Skills Expansion), it confused the hell out of me, because throughout all my 300-400 hrs playing these mods had worked just fine for me, until today, that is. Much appreciation if anyone here could point me to the issue...
PeteTimesSix  [author] Jun 18 @ 12:07pm 
I did a short playthrough to test this and my other mods, and it works as well as it always has, that is to say, with minor issues it's accumulated over the decade of its existence.
Omnicide Jun 17 @ 10:17pm 
This working for 1.6? Comments below make me suspect otherwise.
2941026574 Jun 15 @ 11:08pm 
1.6老
AzoorFox Jun 15 @ 2:12pm 
UPDATE WHEN???????????
Bärtierchen Jun 14 @ 3:32pm 
Could not resolve cross-reference: No Verse.SoundDef named SimpleSidearms_DrawSound found
submeg Jun 13 @ 8:13pm 
Hmm, is there an alternative?
Kaarlo Jun 13 @ 2:48am 
Has lots of bugs
Trump Jun 12 @ 10:21am 
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.
Anny 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