RimWorld

RimWorld

Simple sidearms
2,821 Comments
VitaKaninen 5 hours ago 
You should be able to make them drop it, and when they are undrafted, right click the empty placeholder for the log to make them forget about it.
Nick Pride 5 hours ago 
unarmed pawns keep equipping wood logs and other stuff while doing hauling, anyway to prevent this?
crockett 26 Sep @ 7:16am 
@Vril as a CE user that would be a welcomed add on. To the mod author who might not understand if they don't play with CE. (what happens is if you hit reload the pawns will sit there dropping the current gun and picking it back up over and over because the gun remains in their load out in Simple Side Arms. You have to manually click the gun icon to make them forget the weapon and tell them to pick up the other gun, otherwise they'll only pick up all the basic stuff like ammo, drugs meals ect but not always the new gun.

It's not end of the world, but it does require a bit of micro management when telling pawns to change weapons.
crockett 26 Sep @ 7:04am 
axossk possibly try using the add-on mod called 'Simple sidearms - Switch Weapons' I've been using both mods forever with CE.
Zaphiel 26 Sep @ 5:45am 
Does anyone know how can I disable pawns automatically equipping stuff?
axossk 25 Sep @ 8:25am 
Can't get it to work with CE.
Pawns won't switch to melee.
atomic0726 22 Sep @ 6:02am 
@DocHoliday that is A thing you just in that hud gizmo have it toggled to range priority then in the mo setting have it set to the more stable swap to melee when attacked in mellee or try to use the less stable auto swap when in melee
Vril 18 Sep @ 10:22am 
Is it possible to auto forget weapons when you rearm your pawns using CE loadouts?
Flip3n 17 Sep @ 5:08pm 
Found a bug, where IF you "equip as sidearm" (melee, not sure if same for ranged) from storage and drop that sidearm from the lets call it "gizmo" (the little cell on the hud for weapon swapping and preferences), then that item vanishes, but if you first pick it up to inventory, then equip it, it works, and drops it on the ground. I'm guessing that it does not track the sidearm and it does not appear in pawn inv when equiped directly from storage....

(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)
тетеря, блин 14 Sep @ 8:32am 
Is it compatible with DualWield?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2537588364

thanks for the mod.
Rovstam 14 Sep @ 8:29am 
i posted a red error for you to take a look. Thx for the great mod.
Prometheus_ 10 Sep @ 11:57am 
@Lonely Tear ItemPolicy by Pos 4/5
SanDimas 9 Sep @ 6:23pm 
bro love the mod but sometimes when theres a prison break, the prisoner tries to grab a melee weapon and its just get stuck there dropping and taking the weapon over and over, like taking 2 weapons
Lonely Tear 7 Sep @ 12:39pm 
First off, absolutely amazing mod, iv had it for some 10 play troughs now and im thankful that you made it.

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?
Doggias 4 Sep @ 12:09pm 
dude, making an annoying gif had to be more involved and laborious than just posting the screenshots of the settings individually
DocHolliday 2 Sep @ 10:00pm 
It would be nice if we could simply prioritize range so they will only switch to melee when the enemy is already in melee range.
DocHolliday 2 Sep @ 6:05pm 
whats the point of having a "use this weapon" and "use this weapon in melee" or whatever it is options if the preferred fighting style is just going to overwrite it????????? So annoying watching dudes with one extra point in melee randomly, for no reason, swap to melee and start charging when I clearly told them to use their ranged weapon... You can't disable it either... The only other option is to force the use of ranged or melee weapons which COMPLETELY negates the entire purpose of the mod...
EbeneezerSquid 2 Sep @ 5:28am 
My pawns have stopped automatically using their fire extinguishers since I moved to 1.6. Anyone else see this, or is it a symptom of my bloated mod list?
Malnormalulo 31 Aug @ 10:05am 
My pawns which default to melee are never pulling out their ranged sidearm, no matter how far away the opponents are. Am I missing something? Is there some setting controlling this?
Fel 30 Aug @ 10:20am 
This has been a game changing mod for me, I love it :D So nice to finally have a use for melee weapons, outside the few pawns that refuse to use ranged.
negreaflorin687 30 Aug @ 4:57am 
why is this not in base game
Rovstam 29 Aug @ 5:11am 
Could you please add compability for Auto-arm? This seems to be the perfect match for eachother, that mod is made to marry this one. For the eternity.
~☽~MOON~☾~ 28 Aug @ 8:42am 
@PeteTimesSix Sorry I'm a fool I had a different loadout mod set to drop undefined.
Its fine now!
Mumbles Smash 27 Aug @ 6:43pm 
Everybody just started randomly dropping everything on my as well, its been fine for years in game not sure what could have caused it
PeteTimesSix  [author] 27 Aug @ 12:12pm 
@~☽~MOON~☾~ Usually that's a result of multiple loadout-managing mods disagreeing on what the loadout should be.
~☽~MOON~☾~ 27 Aug @ 7:31am 
My pawns keep putting their sidearms down as soon as they equip them, Is there some setting that could be doing that?
yawolodzya 26 Aug @ 12:07am 
One of the best. This should be in a base game.
Paolini 25 Aug @ 9:16am 
@subzeroggwp did you think about not abusing the glitch ? If you have that little self control how you manage to not dev mod through the game ?
B flat 24 Aug @ 8:59am 
@subzeroggwp Dude, you have an easy to use console access at all times in vanilla where you can get infinite resources / kill anything you want / be a god with one button, and you're disabling a mod because of one quirk? It should be patched obviously, but have you tried not using said bug?
阳光悍匪 21 Aug @ 5:41am 
伟大无需多言
Spank Daddy 19 Aug @ 12:06pm 
this is probably one of my favorite mods. thanks dude
subzeroggwp 19 Aug @ 12:03am 
NAKED dude with 0 in melee can KILL a CENTIPEDE solo:

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 ;)
MadMage 18 Aug @ 2:44pm 
My pawns are dropping sidearms when they change/grab main weapons.
VitaKaninen 18 Aug @ 1:07pm 
@Serica, I had the same thing happen, but I was able to remove it with character editor. I think I had to remove the ghoulification, then make them drop and forget about the weapon, then reghoulify them, otherwise they would just go pick it back up again.
Serica 18 Aug @ 7:03am 
the prisoner turned into a ghoul will still use his weapon and can't remove it
Oblivion 17 Aug @ 9:42pm 
is there a way to fully disable thhe multiple /sidearm part of this and just make sure it equip the mainweapon i want all the time?
Monkey Magic 16 Aug @ 3:10am 
@Tobi - GIven that it doesn't currently support swapping to melee rom ranged as it's supposed to, I'd say probably not.

@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.
Vlad Draculea 16 Aug @ 12:25am 
do pawns automatically switch guns if they have more in their inventory instead of just reloading? like say i have a pawn carrying 4 flintlock pistols will they keep switching out until emptying all 4 before reloading?
Jet 15 Aug @ 12:30pm 
not a bug but whenever i reform my caravan its hard to tell which weapon belongs to who. so unless you reform with everyone at the same time (and thus break the temp map) u end up with one colonist with all of the weapons from someone elses inventory. Could anything be done to address this somehow even from a player perspective? Like an icon in the caravan menu to signify in whos inventory the weapon is currently in?

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
Schadenfreude 14 Aug @ 4:24pm 
When I go into the mod options I am unable to disable/enable some options under the "misc." section, like "skip dangerous weapons" and "skip EMP weapons".
Schadenfreude 14 Aug @ 4:18pm 
@NeinDao
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.
Vatonage 14 Aug @ 4:17pm 
Pawns don't always auto-fire at targets in range when drafted; also some weapons fire a thousand bullets a second now.
NeinDao 14 Aug @ 11:39am 
i remember being able to equip 2 ranged weapons. i used to use 1 sniper and 1 autoshotgun. the pawn would snipe and naturally change to the shotgun when enemies got close. but now i only seem to be able to equip 1 ranged and 1 melee?
Iirly 13 Aug @ 9:00pm 
How do I keep my pawns from picking up stacks of things for side arms. I have one pawn who insists on carrying 100+ bones as a side arm instead of one. I have removed bones as side arm option, but he will sneak off and grab more bones. If I make him drop them he will stand there and stare at me and then pick them ALL up again or stop what he's doing to go get 100 more bones. Its kind of funny but yeah, is there a way to stop this?
Futstub 12 Aug @ 10:07pm 
Any chance I oversee a mod option that lets me chose what sidearm my colonists pick up? Some have great melee weapons, but still go and pick up (multiple?) logs of wood. Some just take all my guny into their inventory I'd never want them to use...
grandtran 12 Aug @ 3:10pm 
anyway to make multiple colonists switch to unarmed melee attacks? seems to be if I select a group, only one of them will switch to unarmed and I need to manually go in to switch them over
aspendosia 12 Aug @ 3:45am 
This might be a mod conflict, but is there any kind of known issue with this mod and highmates? I have two in my colony and they keep loading every weapon they can get their hands on into their inventory. I've tried setting an apparel rule which disables weapons, I've made them drop everything, I've made them 'forget' the items they are carrying, and I've even gone through the mod options to 'lite' and disabled, but it makes no difference. Anyone know of a solution or a rule I can add somehow to stop them carrying an arsenal they can't use???
Tobi 9 Aug @ 11:23am 
Does Simple Sidearms support pawns using fire extinguishers to fight fire? (Similar to what https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2397915519 did?)
fadingechoes101 8 Aug @ 11:40am 
I don't know but this mod is causing guns to randomly go insanely rapid fire
Monkey Magic 6 Aug @ 9:14pm 
How exactly do the Maximum Warmup Percentage and Speed Bias sliders works? The first one appears to do nothing, although It implies that the weapon inherent warmup is reduced. The second iunno what it's supposed to do.

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. :/