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RimWorld

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[DHM]MechaWeaponChanger
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
935.895 KB
24 May @ 11:21pm
21 Jul @ 2:51am
9 Change Notes ( view )
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[DHM]MechaWeaponChanger

Description
⚙️ Mechanoid Weapon Changer
Equip your controllable mechanoids with the weapons you want.

🧠 Features:
Adds a Mechanoid Weapon Changer building that allows player-controlled mechanoids to equip or swap weapons.

Useful when mechanoids have no weapon or when you want to assign a specific loadout.

Previously equipped weapons are automatically stored inside the changer building.

Insert a weapon into the building, select the mechanoid, and start the assignment process.

Supports vanilla and most modded weapons.

📌 Limitations:
Only applies to player faction mechanoids under your control.

Hostile or quest-related mechanoids are not supported.

Mechanoids must have manipulation ability to equip weapons.

🔄 Compatibility:
Requires Biotech DLC.

Compatible with most weapon mods.

No known conflicts as of now.

🗒️ How to use:
Build the Mechanoid Weapon Changer on your map.

Place the desired weapon inside the building.

Select the mechanoid you want to equip and confirm to start weapon assignment.

Credits
Developed by DRILLED_HEAD
idea by seobongzu

Inspired by improved funerary mechanics and aesthetic storytelling

Please make your donation through the link below.
[buymeacoffee.com]
35 Comments
Latex Santa 16 hours ago 
I see that this is a LOVELY mod with a lot of potential... which needs more work.
白金trigger 18 Jul @ 9:05pm 
Every Mech will drop a weapon. This is not good. Change this to: if a Mech is not in the player's faction, it will not drop a weapon. Thank you for your attention.
白金trigger 11 Jul @ 7:37am 
Config error in MechaWeaponChanger: has costStuffCount but no stuffCategories.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.BuildableDef>:ErrorCheckAllDefs ()
System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_1 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&)
System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&)
XYM04689733 10 Jul @ 11:22am 
I hope a feature can be added to sort mechanoids by name.
Failure 6 Jul @ 5:34am 
would this work with dual wield?
VelxraTV 4 Jul @ 4:07am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
FotisP68n 29 Jun @ 11:15am 
@Metalocif at least it's balanced/realistic that way
Metalocif 28 Jun @ 4:48am 
Harmless red error on startup, easy XML fix.
Config error in MechaWeaponChanger: has costStuffCount but no stuffCategories.

All mechs drop their weapons on death, which lets the player get free charge lances and beam grasers, among other things. I imagine you are Harmony patching TryDropSpawn; maybe the thing's holdingOwner can be checked for player control?
Roque the Rogue 19 Jun @ 4:51am 
Mod [DHM]MechaWeaponChanger dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
白金trigger 15 Jun @ 9:14am 
When used with Combat Extend, mechanoids will not pick up weapon ammunition into their inventory, and there will be no response even if the "instantly retrieve ammunition" option is clicked.