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if no, would you? or nein.
Yes, this is a full automation mod. You gave me a good idea for a setting though ‘only consider unarmed colonists’
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
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.
@Pisfil Haven’t tried.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1539028008
I remember CE loadouts being a complete garbage pain in the 4ss xdd no offense
https://pastebin.com/3fKY0zBH
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.
I just know Auto Arm AND Harmony and the ones that come up
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
And I am certain one of the pawns never got downed
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
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
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.
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♥
Log: https://gist.github.com/HugsLibRecordKeeper/31cbe7a2dda76ac7a03fa0df9299d3a7