RimWorld

RimWorld

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Manage Weapon Policies
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Mod, 1.6
File Size
Posted
Updated
550.949 KB
15 Aug @ 2:48pm
16 Aug @ 10:56pm
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Manage Weapon Policies

Description
Manage weapon policies exactly like apparel policies.
Implemented as close to the original design as possible.
Mimic RimWorld's existing policy system for a seamless experience.
Just like apparel policies, weapon policies allow for fine-tuned control over your colonists' armaments.
Seriously, why is this not a thing in the base game?

Features

  • Weapon Policies: Create custom weapon policies with filtering options
  • Quality Control: Filter weapons by quality level (Awful to Legendary)
  • Condition Filtering: Set minimum/maximum hit point percentages
  • Weapon Type Control: Allow/disallow specific weapon categories and special weapon types
  • Special Filters: Control persona weapons and biocoded weapons separately
  • Automatic Equipping: Colonists automatically equip weapons based on their assigned policy
  • Smart Prioritization: Intelligent weapon scoring considers quality, condition, and effectiveness
  • Reliable Weapon Equipping: Enhanced system ensures pawns consistently equip available weapons
  • Multiple Work Type Support: Weapon equipping works regardless of colonist work priorities
  • Force Equip Options: Right-click weapons to force specific colonists to equip them
  • UI Integration: Seamless integration with RimWorld's colonist management interface matching core game behavior
  • Save Game Compatible: Safe to add to a save game
    (and should be fine to remove with a few log warnings and of course pawns showing up for fisticuffs at gun fights)
  • Mod Compatibility: Designed to play well with mods that equip tools from inventory
  • Performance Optimized: Intelligently prioritizes and schedules weapon management tasks
29 Comments
Askesis 7 Oct @ 1:08pm 
I cannot wait for the new mod compatible with sidearms. How's it going?
SpoiledInk13  [author] 11 Sep @ 4:16pm 
The updated ones that are currently in development will only auto-equip your forced or policy assigned weapon if the pawn is unarmed. It's getting developed, along with the sidearm mod, from the ground up to work seamlessly with Simple Sidearms.
Scorpio 11 Sep @ 3:42am 
is there a possibility of a toggle on the auto equip?
SpoiledInk13  [author] 1 Sep @ 4:23pm 
@RojoMuerte I'm currently working off the mod Simple Sidearms for the next release (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=927155256) . I was hoping to have the next release of this mod, and the first release of Manage Sidearm Policies finished, but they're still in development.
RojoMuerte 1 Sep @ 3:04pm 
SpoiledInk13  [author] 26 Aug @ 6:08pm 
@Kot-sornyak I have an update and a new mod called 'Manage Sidearm Policies' that's nearly complete. The revision and new mod are designed to work with Simple Sidearms (ONLY, not with the other policy manager that often gets installed with Simple Sidearms). I'm currently working on a few minor issues and optimizing performance.
Kot-sornyak 26 Aug @ 12:16pm 
This mod freaks out with simple sidearms unfortunately.
SpoiledInk13  [author] 23 Aug @ 12:13pm 
@Delta.Pizza It's an AI image that's been modified for a transparent background and border and then reduced in size. I think it turned out pretty good. It's easy for AI to do things, but not always easy to wrangle AI to do what you want.
Delta.Pizza 22 Aug @ 8:26pm 
Neat thumbnail illustration, wonder where it's from.
SpoiledInk13  [author] 19 Aug @ 10:53pm 
This mod adds a concept of a forced weapon as well as a designated weapon. Force equip requires player interaction. Designated weapon is when the policy assigns a weapon. These are both used to track whether a pawn is effectively armed. This is important for mods like Simple Sidearms which can move the pawn's weapon into their inventory. Also important for the Manage Sidearm Policies I'm currently working on which also has to keep track of which sidearm policies are fulfilled and which are not.