RimWorld

RimWorld

Combat Extended
Zeta-0 Jul 23, 2024 @ 7:07pm
Weapon in Loadouts Management
Hi guys, I am a new player to the game and this extraordinary mod. Recently encounter some issues when playing.
It seems pawns will refuse to pick up ammo or weapon that does not exist in their loadout configure if there is one have been applied. Which brings some micro management cost if I want to give people a generic plan such as everyone shall always bring one food and one medical pack in pocket, unless I have massive firearms production. It also could be messy if there is a trouble occur and I want everyone to grab an arms closest to himself and fight back.
I've reviewed the relevant code on GitHub and noted comments indicating difficulties in implementing features like "Bring X number of any weapons." (Sorry can not help as a newbie to Rim world)
Just wondering if there could be some alternative solutions such as have an option to exclude the weapons and ammo to loadout management.
Last edited by Zeta-0; Jul 23, 2024 @ 7:14pm
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LZIM Jul 24, 2024 @ 11:43am 
fwiw Another Issue along with loadouts should be a strong suggestion Not by default Exclusions of Everything Else that is not patched for CE. so just like vanilla's Forced and not forced apparel allows you to enforce certain apparel to remain equipped until it becomes destroyed, and still allow pawns to use anything else they can find for other apparel item slots, is that pawns with certain modded guns that do not have a CE patch, will read the gun as No Ammo so they will drop it. Given that this will affect basically everyone that uses any weapon or content mod that introduces items that are not patched for CE I have to imagine this was done intentionally and will not be addressed as something CE needs to fix. We would be screaming into the void even if it was brought to their attention on their discord.
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