RimWorld

RimWorld

Replace Mechanoid Weapon
67 Comments
DeeHasApples 30 Sep @ 11:46am 
My Mechanoid Blaster died and didn't drop it's weapon because you can't make heavy charge blasters, but when I resurrected him he didn't get a new one, and now I can't re-equip him with one.
Yume 15 Sep @ 2:50pm 
wat body texture r u using for the gif
elĐeve 2 Sep @ 2:08am 
with this one i can fight back against kraltech!!!!
RojoMuerte 26 Aug @ 6:56pm 
Is there a simple way to auto equip resurrected mechs? With a lot of mechs dying each raid it becomes a pain to find each resurrected mech and re-equip it. I don't care if they were just resurrected with their default weapon, just so I don't find out when the next raid comes that half of my mechs are unarmed lol.
치르빙 16 Aug @ 8:45pm 
(clapping DORO):steamthumbsup:
漆黑之梦 13 Aug @ 5:42am 
Does this mean that if my robot goes down, I lose my weapon?
Alex 6 Aug @ 2:28am 
this gonna make my run extremely unbalanced but heck, THE MECH SYNDICATE SHALL RULE THE RIMWORLD
[VB] ****  [author] 30 Jul @ 12:31pm 
lieyingyes // That's strange🤔 This mod does not create a “Gizmo.” Perhaps you need to fix the problem in “Scrollable Gizmo” or another mod that causes the error? 🤗
Gravenwitch // You can collect those weapons and sell them 👍
lieyingyes 30 Jul @ 5:25am 
Seems to conflict with Scrollable Gizmos. When equipped with weapons, mechanical bodies in the same queue as other pawns will cause UI bugs.
Gravenwitch 28 Jul @ 10:35pm 
Would it be possible to include an option to disable mechs dropping their default weapons upon death / replacing with another weapon? I am running the solo mechanitor start and I need a fabricor full-time-smelting all the mechanoid weapons or the literal entire map is full of them.
David 26 Jul @ 7:44pm 
@eULB, would making the native weapons of mechanoids biocoded be more feasible? That way it wouldn't matter as much if those were shorn off by Doofenshmirtz Evil Incorporated brand Doofenshmirtz Delimbinator (tm), as nothing else could use them.
Torkkar 26 Jul @ 11:34am 
AH cool I thought so but needed to be sure loving this mod btw I can put my Warcasket heavy weapons on my Mechanoids that's a HUGE game changer for my heavy mechanoids!
[VB] ****  [author] 26 Jul @ 11:27am 
Torkkar // load orders
Torkkar 26 Jul @ 6:33am 
ok but also on your Q&A the first questions answer is quite vague what is Priority? do you mean load order position? or an internal config setting that most players don't know how to access?
[VB] ****  [author] 25 Jul @ 8:57pm 
Torkkar // Hey! 💕 If what you're looking for is having ally mechanoids keep their weapons in their inventory when they go down, you should totally try using the mod below together with this one! That mod might give you exactly the feature you're wanting! ✨😊

"Non uno Pinata (don't drop items)"
[VB] ****  [author] 25 Jul @ 7:58pm 
Aw, sadly it's not super easy to completely stop enemy mechanoids from dropping their weapons! 😅

Like, have you ever seen a mechanoid in vanilla gameplay that lost its weapon and was just running around trying to headbutt people in melee? That's actually totally normal behavior and logic for the game!

So if I were to add extra code - like a double-action thing - to check if it's an enemy mechanoid when limbs get severed and then either prevent weapon drops or delete the dropped weapons... well, that would mean my mod would have to mess around with RimWorld's source code in some pretty complicated ways! And honestly? That would probably cause a bunch of compatibility issues with other mods, which would be such a headache! 😰

Plus, you know how it is - it's usually way better to make minimal changes to get the features we want, right? ✨
[VB] ****  [author] 25 Jul @ 7:30pm 
Hey everyone! 💕 So I've been getting lots of feedback from you guys about this mod lately, and I wanted to address the main concerns you've brought up!

Q: Ugh, so annoying when your ally mechanoid goes down and their weapon just poof disappears, right?
A: Make sure this mod's priority is set high enough - that should totally solve it!
Q: Okay, so when you defeat enemy mechanoids and they drop their weapons everywhere, it's like... totally breaking the game's economy balance?
A: I get it! So here's the thing - enemy mechs drop weapons because their arms get severed off. This usually doesn't happen that often, buuut if it's happening way too much for you, it's probably because you have other mods that make limb severance super easy to trigger!

Hope this helps clear things up! Let me know if you have any other questions! 😊✨
Torkkar 25 Jul @ 11:35am 
can we get a mod option to have a downed Mechanoid NOT Drop their weapon? and for weapons to not take damage on Mechanoids?

apart from that this mod is great I would like for centipedes and other Ultra sized mechs to have compatibility with Vanilla Faction expanded - Pirates Warcasket weapons lol imagine the chaos!
commandermerik 25 Jul @ 9:20am 
I like this mod, but please add an option to give mechs like the militor their inherent weapon back. Their weapons can't actually "drop" but are still lost when downed. It's kind of annoying early game when you don't actually have weapons to equip them with.
MλNormal 25 Jul @ 4:06am 
I gave doomsday rocket launcher to a clean sweeper robot.

I love this mod.
Snuggy 21 Jul @ 12:47am 
Doro is unstoppable
Sirjames101 19 Jul @ 9:42am 
yeah enemy mechs dropping weapons is extremely op. sadly im removing this mod cause of that issue.
Technodrone 19 Jul @ 6:54am 
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McDuff 18 Jul @ 12:01am 
I think enemy mechs *occasionally* dropping weapons would be cool but every time is too much.
McDuff 18 Jul @ 12:01am 
I've had the opposite issue, this makes all mechs drop their weapons, which is stupid OP. I've now got 6 charge lances after one mechanoid raid!
Glaceon 17 Jul @ 5:11am 
I've also been having the same issue of weapons disappearing, it's happened to me every time my mechs have been downed or killed.
MercuryDoll 15 Jul @ 3:08am 
Does this work with all mechanoids and weapons? Can i give agrihands a chainsaw and my roombas a stunprod?
[Insert_Name] 14 Jul @ 6:10pm 
I just discovered something, the mod must be at the top for it to work as it should. Before, I had it at the bottom of my mods list, now I just moved it to the top and it works as it should. Sorry for the inconvenience.
[Insert_Name] 14 Jul @ 5:53pm 
I just incapacitated them with blows and the weapon disappeared again :(
[Insert_Name] 14 Jul @ 5:51pm 
It keeps happening, right now I gave a weapon to a mechanoid (lancer) and then I gave him a status that left him incapacitated (Paralytic abasia) and the weapon simply disappeared without a trace, I also removed the status again and the weapon was still missing, it was not in the mechanoid's inventory. I'm going to try incapacitating him with hits but it seems strange to me.
[VB] ****  [author] 14 Jul @ 1:27pm 
Winetoo // Even when I test it again now, the weapons do not disappear on their own. Allied mechanoids are programmed to drop their weapons on the ground when they are disabled or killed.

Is there a bug where all allied mechanoid weapons disappear?

If only a few mechanoid weapons occasionally disappear, it is because the weapons they are holding are destroyed by attacks.

Please let us know if the issue occurs again.
[VB] ****  [author] 14 Jul @ 1:01pm 
Winetoo // The problem has been solved, but it's strange.
I'll check it out. :)
Redlight 14 Jul @ 4:17am 
헐 존나 감사합니다 진짜 필요했었다귯!! 이런거!!!!!!!!!!
Winetoo 13 Jul @ 5:24pm 
Cool mod, but few issues i noticed with it - if the mechanoid with replaced weapon gets incapacitated the weapon disappears. Also, if mechanoid dies and gets resurected their weapon disappears - but even the default one, that previously stayed on. Might make sense if at least the old weapon showed up.
[Insert_Name] 12 Jul @ 7:37pm 
Is it normal for the weapon to disappear once the mechanoid is incapacitated?
SrGato350 11 Jul @ 3:56pm 
Al fin.
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Министр Пива 11 Jul @ 10:14am 
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Willsomeness 11 Jul @ 2:43am 
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con 1 Jul @ 6:00am 
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B.I.G German Guy 29 Jun @ 11:05am 
how do i dequip it?
Silverback 27 Jun @ 2:34pm 
Doro
ALE199 27 Jun @ 1:22pm 
Unfortunatly the issue of ksung happnes to me :(
TACOTONY 24 Jun @ 2:51am 
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[VB] ****  [author] 18 Jun @ 7:14am 
ksungj // complete!
[VB] ****  [author] 18 Jun @ 5:02am 
ksungj // We have confirmed the issue. We will resolve it as soon as possible.
[VB] ****  [author] 18 Jun @ 4:41am 
lunatic_TH // CE를 직접 테스트 해보지는 않았으나 CE가 무기라고 인식된다면 충분히 사용 할 수 있습니다.
lunatic_TH 17 Jun @ 10:59pm 
"이거 CE호환되나요?"
ksungj 17 Jun @ 2:44pm 
Enjoying the different options possible with weapon swaps but encountered a problem.

If a mech has a replaced weapon and is downed instead of killed, the weapon vanishes, no drop. Tested it by giving my scythers melee weapons and using dev down, and the melee weapon disappears. Kind of a problem if I potentially have to replace multiple assault rifles and chain shotguns after every battle.
PenBrush 15 Jun @ 7:30am 
Love this mod, but it's kind of imbalanced: battle mechanoids cost 1200 consistently regardless of what they equip. Moreover, weapons such as hellsphere cannon can be equipped by even militors. Poor diabolus XD
miyani-ce 15 Jun @ 6:58am 
o7