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It's not end of the world, but it does require a bit of micro management when telling pawns to change weapons.
Pawns won't switch to melee.
(idk if modded storage (I have https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3416243474) mods impacts this or its same with vanilla storage, my colony is cooked cant check it atm)
– https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2537588364
thanks for the mod.
I am struggling to figure out one detail tho.
Im running a colony with vow of non-violence, they are incapable of combat but im trying to equip a specific colonist with a Staff, not for bashing skulls but merely as a tool to help boost their power. I can put it in his hands and forcefully equip it for few seconds before game decides that he isnt meant to hold it and switches back to his empty hands.
I looked over the settings but could not find obvious solution to it. This could just very well be me BUT.. does anyone know if there is a way of making them hold it permanently?
Its fine now!
Let me explain:
There is currently a bug which allows pawns attack DURING PAUSE by DRAFTING and UNDRAFTING them when they have a melee and a ranged weapon in their inventories.
1. Let an enemy get close into melee range
2. PAUSE your game
3. Draft and undraft your pawn that is being attacked in melee.
4. Congrats, now you can kill ANYTHING with a beer bottle or whatever garbage melee weapon your pawn carries :)
If you need live footage then message me, I'll send it over.
I love this mod, yet for now I 'll have to disable it since it's extremely game breaking :(
Discovered it randomly when I got attacked by insects.
My half dead planter had to kill 8 megaspiders/spelopedes on a clear plain xd
Thank you for creating solution in advance ;)
@grandtran - The mod Pocket Sand has that open, but lacks the memory, and auto-swap feature. Although the autoswap feature is having issues with some weapons, and melee anyway.
@FutStub - The mod Not a Weapon allows you to bar certain items as weapons, namely woodlogs and beer. This should no longer be a problem. @Iirly - This should work for you too.
@NeinDao - you can change this in the mod options.
@Vatonage - This may be an issue with Odyssey DLC . The same issue has been reported on the other mod mentioned above too.
the preserve sidearms through caravans mod option seems to be whats made for this but it only works if everyone reforms at the same time. Pawns dont pick up automatically unless the weapon is dropped and unforbidden so itd be a lot of micro potentially. I think an icon in the menu would be the best option for this
Make sure the sidearm is within the allowed weight range, change the weight range, or change the criteria of what pawns are allowed to consider sidearms in the mod option.
I mostly end up micromanaging pawns in combat, because forcing them to swap weapons is instantaneous, and they will not do this themselves. For example:
A shortbow's range is 23 tiles, while a modded flintlock pistol's range is 10. The flintlock is capable of twice the damage, but has slightly less accuracy than the shortbow. Ideally, the pawn should swap out to the flintlock pistol at 10 tiles, which should allow for one shot before melee.
I can do this manually without issue, but the pawn will not do this automatically. Even after reaching melee range, they continue to fight with the shortbow - despite havingmelee autoswitch enabled. :/