RimWorld

RimWorld

204 ratings
Auto Arm
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Mod, 1.5, 1.6
File Size
Posted
Updated
2.190 MB
4 Jul @ 8:49am
10 Oct @ 3:21pm
58 Change Notes ( view )

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Auto Arm

Description

Automatic weapon equipping
Designed to feel like vanilla. No new tabs, no complex menus, just intelligent weapon management that respects outfits, ideology restrictions, traits, skills and upgrades sensibly. Set weapons in your Apparel Policy and pawns auto equip weapons from that. Right-click equip any weapon to force it and pause automation.

What it does
Automatic upgrades - Colonists grab better weapons.
Outfit integration - Adds weapons to Apparel Policies.
Smart selection - Won't trade assault rifles for wood logs.
Trait & skill aware - Brawlers get melee, shooters grab guns.
Respects intent - Manual equips stay forced.

Simple Sidearms (Optional)
Finds a sensible sidearm when one is available.
Upgrades existing sidearms over time.

Compatibility
Combat Extended - Basic compatibility.
Simple Sidearms - Designed to complement.
Vanilla Expanded Weapons - Fully compatible.
Most weapon mods - Anything following vanilla patterns.
Experimental: Pocketsand.

Performance notes
The mod is written for long saves and large colonies. Weapon checks are cached, work is throttled per map, and idle overhead is close to zero when no upgrades are pending. In typical play with 10 to 20 pawns the cost is just a tiny fraction of a tick.

FAQ
Q: Does it swap weapons during combat?
A: No. It won’t trigger over critical work, mid-fight or in obviously unsafe moments. For extra security check the "Disable during raids" setting.

Q: Can I keep my handcrafted loadouts?
A: Yes. Right click equip on anything you want to freeze. Forced equips take precedence until you unforce it by dropping or lose the weapon.

Q: Do I need to start a new game?
A: No. You can add it mid save, just review your Apparel Policies and force equip a few key pawns if you don’t want them to upgrade immediately. I don't recommend removing the mod from an active save.

Q: Known limitations?
A: Auto Arm follows vanilla patterns. Extremely exotic weapons or total overhauls may need a Force equip or a policy tweak. If you hit a bad swap, please report it.

Q: What languages are supported?
A: English, Simplified Chinese, and Russian.

Bugs, balance, suggestions? Tell me below or create a discussion.
If something looks off, please leave a comment with steps and a log. “This pawn kept a spear over my rifle” is much easier to fix with a error log or a list of active mods.

I recommend RimSort[github.com] to manage your load order.
Featured in clip: QSJ's Adaptive Armory Storage.
If you want to see how colonists select weapons, check out the weapon scores[autoarm.netlify.app]. No formula is perfect for every playstyle, but this aims to work well for most situations.

[ko-fi.com]
Popular Discussions View All (6)
1
8 Oct @ 12:21pm
Bug: temporary colonists taking arms that can't be dropped
Dźwiedziu
1
8 Oct @ 12:06pm
[Bug Report] Smelter Filter eventually gets ignored
Vladmirangel
3
3 Sep @ 3:05pm
Conflict with Combat Training (Continued)
iammone
329 Comments
galesdeloscien 12 Oct @ 12:02pm 
is this "weapon tech" compatible?
if no, would you? or nein.
ZzZombo 10 Oct @ 4:22am 
What exactly is supposed to change with the smelting bills? I have an issue in my game where I have weapons like spears but they can't be smelted. Not all of weapons are affected. Upon further investigation, the affected weapons appear to be in the "smeltable" special category but "Micro Designations" do not think they can be smelted regardless. Do you think your mod has something to do with it?
Jomar 6 Oct @ 4:30am 
Hi, could you look into making weapon selection compatible with Choose Your Outfit ?
Snues  [author] 5 Oct @ 3:20am 
I've noticed the same in my testing. In my pursuit of performance I ended up overdoing it. Expect it to return to normal after the next update
Hyndis 4 Oct @ 3:07pm 
It works great for a while, but after playing for a while in the same game session it seems to stop working. After reloading the game all of my pawns rush to switch out weapons for upgrades. They correctly find upgrades for a while, but then after playing for a while the pawns stop finding upgrades and just forever keep their existing weapon. Each time I load a game after a break I see the behavior where pawns will all upgrade weapons, as if there's a large backlog of upgrades that they weren't doing prior to saving and exiting the game in the last play session. Loading from save seems to trigger the pawns that hey, you should look for upgrades again.
Snues  [author] 4 Oct @ 1:13am 
Thanks for letting me know, will see what I can do
Snow 3 Oct @ 4:43pm 
This doesn't work well with "Grab Your Tool", as they will pull out their tools for a job, then go "hey, my 'weapon' is crap!" and go swap their good primary with something random. Some kind of compat would be awesome.
Snues  [author] 3 Oct @ 7:00am 
Ah, you installed it during a running game. Then you had to configure weapons in your apparel policies and force equip everything you want un-swapped

Yes, this is a full automation mod. You gave me a good idea for a setting though ‘only consider unarmed colonists’
Cranberry 2 Oct @ 4:59pm 
All I want this mod to do is to have newbie colonists automatically equip themselves, I dont need the full automation
Cranberry 2 Oct @ 4:57pm 
Maybe Im missing a setting somewhere, but I had to revert to a save before I downloaded this because my colonists who I had already carefully set up with primary and secondary weapons immediately dumped all of them, in most cases to pickup a single random spear and call it good. I was hoping it would respect the weapons they already had in their inventory, since Im running simple sidearms.