RimWorld

RimWorld

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[DHM]MechaWeaponChanger
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
935.895 KB
24 May @ 11:21pm
23 Sep @ 11:55pm
10 Change Notes ( view )
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[DHM]MechaWeaponChanger

Description
⚙️ Mechanoid Weapon Changer
Equip your controllable mechanoids with the weapons you want.

🧠 Features:
Adds a Mechanoid Weapon Changer building that allows player-controlled mechanoids to equip or swap weapons.

Useful when mechanoids have no weapon or when you want to assign a specific loadout.

Previously equipped weapons are automatically stored inside the changer building.

Insert a weapon into the building, select the mechanoid, and start the assignment process.

Supports vanilla and most modded weapons.

📌 Limitations:
Only applies to player faction mechanoids under your control.

Hostile or quest-related mechanoids are not supported.

Mechanoids must have manipulation ability to equip weapons.

🔄 Compatibility:
Requires Biotech DLC.

Compatible with most weapon mods.

No known conflicts as of now.

🗒️ How to use:
Build the Mechanoid Weapon Changer on your map.

Place the desired weapon inside the building.

Select the mechanoid you want to equip and confirm to start weapon assignment.

Credits
Developed by DRILLED_HEAD
idea by seobongzu

Inspired by improved funerary mechanics and aesthetic storytelling

☕ **Support the Developer** ☕

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If you enjoy this mod, consider buying me a coffee! Your support helps me create more awesome mods for the RimWorld community.
42 Comments
Omar Perez 12 Oct @ 11:06pm 
for some reason this mod in particular seems to cause stutter if i draft either mechanoids or pawns, i have over 700 mods, there's no incompatibility with any of them, no "red message" in the log, and removing this mod seems to solve the stuttering, it's sad bc i really like this mod
Coolchilion 9 Oct @ 5:38pm 
I am unsure if it's intentional that the building can be made out of gold or other various metals, but if stuffcategories is just meant to fix the error that comes up without it, just remove both costStuffCount and stuffcategories. On my end I just added 20 plasteel to the costlist.
Drilled_Head  [author] 23 Sep @ 11:55pm 
Bird : Fixed
Kazenoha : Fixed
Kazenoha 15 Sep @ 6:58am 
All Weapons in weapon changer will deleted when launch gravship. And all Player or vanilla and mod Mech will drop their weapon when they die
Bird 24 Aug @ 4:11pm 
Bug report: Weapons inside weapon changer get deleted whenever switching maps if on gravship. Current workaround is to store weapons in another stockpile/storage before launching ship.
Kate_Dunkan 6 Aug @ 2:03pm 
무기를 할당하지 않은 메카도 무력화시 무기가 사라지는 문제가 있습니다.

완전 수리 후에도 무기가 복구되지 않습니다.
Torkkar 26 Jul @ 10:42am 
this is tossing a yellow error about a missing dependency mod works fine but its still giving the error
Latex Santa 20 Jul @ 11:42am 
I see that this is a LOVELY mod with a lot of potential... which needs more work.
白金trigger 18 Jul @ 9:05pm 
Every Mech will drop a weapon. This is not good. Change this to: if a Mech is not in the player's faction, it will not drop a weapon. Thank you for your attention.
白金trigger 11 Jul @ 7:37am 
Config error in MechaWeaponChanger: has costStuffCount but no stuffCategories.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.BuildableDef>:ErrorCheckAllDefs ()
System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_1 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&)
System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&)