RimWorld

RimWorld

Auto Arm
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.
sharkcrisp049 30 Sep @ 1:03am 
hmm is this mod is able to make pawns to equip different weapons automatically with different equipment they wearing?
Snues  [author] 29 Sep @ 11:22am 
@LordBeef21 @saruteku Having weapons as part of the apparel policies is one of the core design ideas of this mod. Altering it now would just make complex code changes with minimal gain. I think a better fit would be Compositable Loadouts by Wiri. I'm not so keen on reinventing the wheel right now when there are already good solutions out there

Forced weapons are working as designed in my testing and in my own games, so I’ll need your debug log and/or mod list to see what I can do to help
saruteku 28 Sep @ 9:51pm 
I kinda second having Arms and Apparel seperated. I'm playing with Rimworld of Magic and Simple Sidearms, and for some reason right clicking arming weapons isn't keeping it from being switched. My Archer keeps picking up guns, my sniper keeps picking up machine guns, and the mages drop their wands for lead, and though I can alter and fix the mages I don't want multiple Soldier policies just to make sure they keep their main weapon type. Plus, I keep watching them drop special or unique weapons and I have no idea why, especally when the weapon is actually bonded to them.
Snues  [author] 26 Sep @ 1:59am 
@Hydra add me on discord(.snues) and send me the full debug log or ping me either in Dubs or official Rimworld dc channel
Hydra 25 Sep @ 6:02pm 
@Snues So...what do I even do in that situation to figure out what could be causing it? Is it only halving my mod list
Malware 25 Sep @ 8:07am 
@Snues LordBeef21 gave a good explanation of what I wanted and why.
LordBeef21 24 Sep @ 7:38pm 
Hi! Could we possibly get a setting or a version of this with separate apparel/weapons policies, like Malware also requested?

Sometimes you want different colonists to wear the same armor, but use different weapons. For example: I want my footsoldiers people with swords and bows using the same armor. I want my leader to also use a bow, but wear a different armor. I fear I'd end up naming things "Soldier Sword", "Soldier Bow", "Leader Bow", and so on. Perhaps all workers should wear the same clothes, but use different tools depending on their jobs, etc.
Snues  [author] 24 Sep @ 9:53am 
@Malware I could possibly hide it with a setting, effectively turning it off. But for what reason?
@Pisfil Haven’t tried.
Malware 24 Sep @ 8:35am 
Can you make option to separate weapons/arm policies so that it doesn't mess with apparel policies?
Pisfil 24 Sep @ 7:37am 
Is it compatible with "Where is my weapon?"?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1539028008
Snues  [author] 24 Sep @ 7:10am 
Thanks for telling me. I can try to make it compatible with the locks mod. Put your slaves on their own policy with all weapons forbidden.
Sylvan_Fox 24 Sep @ 6:53am 
I discovered a small mod conflict when attempting to get my slaves to stop arming themselves. When I locked the armoury with the Locks mod, they would become stuck standing in place attempting to access the weapons. This behavior stopped when I disabled this mod in the mod options.
Snues  [author] 24 Sep @ 6:36am 
I can look at that when I get home from my work trip.
John Marble 22 Sep @ 2:04pm 
Now that you are focusing on features, can you add tools category that have work speed offsets(like VWE Hammer with general/construction speed) as sidearm for simple sidearm?
Rovstam 22 Sep @ 4:49am 
Could this mod be compatible with CE?

I remember CE loadouts being a complete garbage pain in the 4ss xdd no offense
Snues  [author] 20 Sep @ 4:25am 
@Hydra Another mod is feeding an invalid node/category or map argument into the food policies filter UI. Auto Arm does not touch the food UI tree or its filters, and is only active while the apparel dialog is open
Hydra 19 Sep @ 6:17pm 
Entirely forgot to send the code, longer than I thought sooo pastebin
https://pastebin.com/3fKY0zBH
Irra 19 Sep @ 3:05pm 
Seeing this exception on 1.5

Exception in Verse.AI.ThinkNode_PrioritySorter GetPriority: System.MissingMethodException: RimWorld.Planet.Caravan RimWorld.Planet.CaravanUtility.GetCaravan(Verse.Thing)

1.6 code was being used for 1.5, right?

Seems to affect orbital traders as well.
Hydra 19 Sep @ 12:48am 
I'm not versed enough with modding language to tell you exactly what's wrong but my food policy keeps being basically deleted from the game, I feel like something is conflicting here but I have No clue what
I just know Auto Arm AND Harmony and the ones that come up
Snues  [author] 18 Sep @ 10:52pm 
Thanks for letting me know, I’ll get on that
Smash Phil 18 Sep @ 3:45pm 
Seems like there's a patch on Thing.Destroy that is causing conflicts with Vehicle Framework. It's preventing vehicles from being destroyed or deconstructed.
Snues  [author] 18 Sep @ 10:38am 
Oops, thank you. I’m out of town but will get to it soon.
AerosAtar 17 Sep @ 6:01am 
Just to note for author's reference: The PUAH-related issue (missing JobDef) seems to still be present.
Snues  [author] 15 Sep @ 6:46am 
It checks armor penetration and other stats, but combat skills and market value matters most. The mod favors ranged weapons, though you can tweak this in Advanced settings. Make sure they don’t have the Hunting worktype, it gives a big bonus to ranged weapons
elĐeve 14 Sep @ 11:26pm 
nice mod
does it check armor pen too or just crude dps?

also i could use the pawns choosing depending their melee or shooting skin, my best melees are automatically arming ranged weapons :SG0_Sorry:
Snues  [author] 13 Sep @ 2:33pm 
I get that it’s just that you said after a while, while others here make it seem like it doesn’t work at all, so it feels more important to fix that first. To give this perspective, Auto Arm has 26,000+ lines of code so I have to prioritize
FelipeGames2000 13 Sep @ 2:19pm 
But there isn't simple sidearms!

And I am certain one of the pawns never got downed
Snues  [author] 13 Sep @ 2:10pm 
Oh man, I’m tempted to try that modlist just to see if my PC can handle it. I do believe the culprit is Simple Sidearms, so I’ll narrow my search there for now. Just be aware that if a forced weapon is dropped or lost (for example, when a pawn is downed or in any other way), the forced status is removed by design
FelipeGames2000 13 Sep @ 1:57pm 
Okay, for me, there is neither Simple Sidearms nor Pocket Sand enabled, so no other weapon

The colonists seem to only replace weapons a while after I force them, most of the time without drafting nor traveling

As for the mod list... hooh boy... I did say it's 600+ mods, right? Steam has a character limit, so I instead posted the modlist in pastebin.

https://pastebin.com/HZ2M13C8

If you need the more "accurate" names, then I'll have to ask you to wait a good while for me to type them all out
Snues  [author] 13 Sep @ 1:12pm 
Uploading a fix for Pocket Sand.

For the problem with manually equipped weapons being replaced: I’m unable to reproduce it, so please help me narrow it down. Does the replacement occur after loading a save, after caravan travel/return, after a drafted/undrafted toggle, or during normal play? Is it the primary weapon or a sidearm? A full mod list would help tremendously
ZzZombo 12 Sep @ 6:09pm 
With "Pocket Sand", can we get an option to either unload or just drop the previous weapon after upgrading?
Victoria on Fire 12 Sep @ 4:08pm 
Also having an issue where pawns will replace manually equipped weapons. Is there any way to stop that behavior from occurring?
FelipeGames2000 10 Sep @ 6:32pm 
Doesn't seem to be working properly to me. Not sure if it's the mod itself or if's an incompatibility issue with another mod (600+ mods, why am I like this)

Colonists with "forced" (manually selected) weapons will still switch to other weapons. Also happens to persona weapons, even though the settings menu has "Auto-force bonded weapons" enabled. Unless there is something I'm missing.
RiqueGaming 10 Sep @ 11:10am 
Ran into a weird incompatibility with simplesidearms where pawns will upgrade their weapons but not care abou simplesidearm's sidearm limit and have like 8 ranged weapons anyways
KaelynZ 10 Sep @ 8:20am 
Is there any way to force a pawn to carry a specific weapon, or to disable auto-arming, like there is to force them to wear specific apparel? I have Simple Sidearms installed, but the auto-pickup option disabled, and my pawn keep dropping and replacing weapons that is said to 'force use' in SS. Specifically, one melee user keeps replacing his uranium mace with a so-so-rife (despite 6 melee and 2 shooting), and I want my moral leader to keep using her conversion staff until i tell her otherwise.
Bee 9 Sep @ 11:03pm 
My pawns are replacing their weapons and keeping the old ones in their inventory. Which means I have to manually get them to drop the old ones :( I have pick up and haul, and also pocket sand. Is there a setting or something I can do to prevent this?

I also just wanted to quickly say that I absolutely love this mod and want to thank you for your great work. I play my games for neolithic and only give them access to upgrade their weapons/armour based on their current tech/research and I absolutely love watching them automatically upgrade their weapons/tools, so thank you♥
Mech 9 Sep @ 1:00pm 
Would it be possible to completely disable it for specific pawns (aside from making a specific outfit)?
mu_xu 8 Sep @ 11:40pm 
When I use this mod and The Dead Man's Switch - Motorized simultaneously, the vehicle in The Dead Man's Switch - Motorized won't dismantle.
Log: https://gist.github.com/HugsLibRecordKeeper/31cbe7a2dda76ac7a03fa0df9299d3a7
Snues  [author] 7 Sep @ 1:51pm 
New update is out with further performance improvements. At this point, I believe I’ve optimized as much as possible without reducing responsiveness, so my focus will move toward more compatibility and feature releases. Open for any suggestions.
Snues  [author] 7 Sep @ 1:01pm 
Pick up and haul has found ways to make my life misserable before, but I suspect what you're seeing is caused by the re-pickup logic at the last page of Simple Sidearm's settings - you should probably turn that off