RimWorld

RimWorld

81 ratings
AutoArm
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Mod, 1.5, 1.6
File Size
Posted
Updated
3.159 MB
4 Jul @ 8:49am
23 Jul @ 4:49am
26 Change Notes ( view )

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AutoArm

Description
What It Does✨
  • Colonists Auto-equip better weapons from anywhere on the map
  • Smart upgrades only - no trading assault rifles for wood logs
  • Respects outfit policies - follows your loadout rules perfectly
  • Considers traits - Brawlers grab melee, shooters grab guns
  • Supports ALL modded weapons - from sticks to plasma cannons
  • Remembers your choices - forced weapons stay equipped

Simple Sidearms Magic 🗡️🔫
  • Auto-finds backup weapons as sidearms
  • Upgrades existing sidearms
  • Respects sidearm limits and settings
  • Toggle on/off in mod settings

The Good Stuff💪
  • Zero setup required - just install and watch the magic
  • Compatible with weapon mods, CE, outfit managers, and more
  • Performance optimized - handles 100+ colonists smoothly
  • No micromanagement - that's literally why this exists
  • Safe to add/remove mid-game
  • Configurable settings for control freaks

Compatibility 🤝
  • ✅ Combat Extended - Basic compatibility
  • ✅ Simple Sidearms (Complements!)
  • ✅ Infusion 2 - Basic compatibility
  • ✅ Vanilla Expanded Weapons
  • ✅ All weapon mods that follow vanilla patterns

Found a bug? Report it below with your modlist!

"My pawns went from 'helplessly incompetent' to 'only mostly incompetent' thumbs up!"
Popular Discussions View All (2)
7
12 Jul @ 2:53pm
Can't open mod settings
DreiPixel
5
19 Jul @ 3:42am
Pawn can't tear himself away from equipping gladiuses
loxkardasia
82 Comments
Snues  [author] 3 hours ago 
@Dorothy Haze Last patch I reworked how the mod saves data to a better system, causing all forced weapons to be reset. Colonists with high melee should auto-equip thrumbo horns if it's the best available, if not you have to force right-equip them
Snues  [author] 5 hours ago 
@Jiur Haven’t tested those, it looks like my mod has less clutter. You choose what you upgrade in the settings. The upgrading follows a specific scoring aiming at the meta assault rifle as default, also considers traits and skills, but you easily fine tune it with the outfit filter and with the force equip feature.
Dorothy Haze 10 hours ago 
Everyone ditched their thrumbo horns...
Jiur 11 hours ago 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1984694952 / https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2790435986 how does this differ to equipment/outfit manager? can you choose to upgrade main weapons as well as sidearms? can you choose the specific parameters to consider for upgrades - i know you said "better weapons" in the description but is that something you can define yourself?
Snues  [author] 17 hours ago 
Should now properly respect sidearm limits and settings, but still experimental with room for improvement.
Dragonissa 18 hours ago 
@Snues what exactly got changed?
Snues  [author] 18 hours ago 
@Dragonissa This should be working as designed now. Sorry for the delay, got home from vacation.
Dragonissa 21 Jul @ 3:07am 
Now my pawn decided to equip every single melee and ranged sidearm. They also ignore any tool they have and rather have 3 ranged weapons.

https://gist.github.com/HugsLibRecordKeeper/c0b7719e7c70048c91c5d7ac49b0704a
Dragonissa 21 Jul @ 2:42am 
Seems like the paws ignore the range sidearm limit. Its set to 1 and one of them has 3 ranged sidearms.

https://imgur.com/a/ROI5oCO

https://gist.github.com/HugsLibRecordKeeper/df5118e99b78d17ef0cdc43fa154d8e5
Snues  [author] 19 Jul @ 3:23pm 
That’s really odd. If you add me om discord (.snues) I can send you the version you used before the update