RimWorld

RimWorld

9,734 ratings
Simple sidearms
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.333 MB
16 May, 2017 @ 1:02pm
12 Jul @ 12:55am
80 Change Notes ( view )

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Simple sidearms

Description
With the invention of pockets comes the idea of bringing EVEN MORE WEAPONS. Because your snipers are getting really tired of getting shanked.

See forum thread for details.
https://ludeon.com/forums/index.php?topic=32497.0

Non-steam version and old releases can be found here.
https://github.com/PeteTimesSix/SimpleSidearms/releases

For a simpler alternative, consider Pocket Sand:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2226330302

If you want to express gratitude, support me or attempt to convert money into motivation, you can do so here: ko-fi.com/petetimessix

I've set up a Discord server[discord.gg], which is the preferred medium for discussion and bug reports.
Popular Discussions View All (49)
119
9 Jul @ 1:45am
PINNED: Rimworld 1.4 Bug reports
PeteTimesSix
56
17 Oct, 2022 @ 2:53pm
PINNED: Rimworld v1.3 bug reports
PeteTimesSix
5
9 Aug, 2023 @ 6:03am
Pawns keep equipping old weapons instead of new ones
lego116
2,762 Comments
VitaKaninen 8 hours ago 
@Sumatris, do you have a "Count Equipped" check box in the center of the bill when you set to to do until X? This should also count anything carried by your pawns even if it is not equipped.
Sumatris 8 hours ago 
As of today, my work benches keep counting equipped sidearms as "in storage", so when I set a recipe to "until X", the X becomes any corresponding weapon in storage plus the ones carried by my pawns, usually stopping the recipe dead. Not a game-breaking issue, but a tad annoying. Anyone else seeing this?
Dragonissa 14 hours ago 
For some reason one of my pawns has 2 attack gizmos. The first one tells them to attack but they don't do anything. The second one works as intended. The pawn will never auto attack on its own with those two gizmos.

I don't know how i manage to unbreak this, but as soon as i do, the pawn has only one gizmo, the one with the weapon icon and shoots automatically at hostiles or wild animals.
Khleb 16 hours ago 
evil prisoners keep trying to steal my weapons when i generously release them so i must have them beaten and shot :steamsad:
SpoiledInk13 29 Jul @ 3:25pm 
Randomly, on loading in or drafting/un-drafting, my pawns will just dump their entire load out on the ground.
Jarrod 28 Jul @ 5:52pm 
@PeteTimesSix
All good! Was just wondering if there was a way to fix it. But it's already an "OP, unintended" feature mod, so I'll just take it as an intentional nerf lol
PeteTimesSix  [author] 28 Jul @ 12:04pm 
@Jarrod
Honestly, everything to do with autoswitching is such an ugly hack that I'd never write it like that today. Adding switching between the ranged and melee combat jobs without being able to rely on the pawn's automatic prioritization of the last enemy to attack them would be another layer of cruft that I simply don't want to untangle. Sorry.
Jarrod 28 Jul @ 11:43am 
@Amro
That just does exactly the same thing, just automatically.
Amro 28 Jul @ 9:06am 
@Jarrod
in "Misc" under the mod settings the first option "colonist default weapon mode" set it to range
Jarrod 28 Jul @ 6:45am 
@The Bard of Hearts
The problem with that solution is that the pawns ONLY switch to their melee weapon when they are attacked, not when they get in range of an enemy, with that selected. So if you have pawns surrounding an enemy, only the one being attacked will pull out their melee weapon. I want them to pull out the weapon right for the situation, like mentioned in the settings.