RimWorld

RimWorld

9,827 ratings
Simple sidearms
22
9
62
22
3
18
9
4
2
2
7
4
2
   
Award
Favorite
Favorited
Unfavorite
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
2 Aug @ 3:24am
81 Change Notes ( view )

Subscribe to download
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 (50)
120
10 hours ago
PINNED: Rimworld 1.4 Bug reports
PeteTimesSix
56
17 Oct, 2022 @ 2:53pm
PINNED: Rimworld v1.3 bug reports
PeteTimesSix
1
7 Feb @ 5:00am
Pawn puts weapon back immediately
The Earl of Shitterton
2,776 Comments
aspendosia 5 hours ago 
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://steamhost.cn/steamcommunity_com/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. :/
FrozenSnowFox 6 Aug @ 8:54pm 
I checked Victor's issue and confirmed it happened for me too even with the other DLCs added (it shows up as a white message). I also checked what my patches were doing with XML Patch Helper and it was nothing unusual. Maybe it has something to do with a PatchOperationAttributeSet targeting @ParentName ResourceVerbBase? However I don't recall this ever being an issue before and other mods to stop Beer and Wooden Logs being used as weapons use the same or similar methods.
Victor 6 Aug @ 8:01pm 
The "No Improvised Weapons" patch from [FSF] FrozenSnowFox Tweaks breaks something about pawn generation with Simple Side Arms', if Anomaly is loaded:
I tested it by generating pawns via Do Incident (Map)/TraderCaravanArrival
https://gist.github.com/HugsLibRecordKeeper/6a1ab14b301d6a029973ef270047d637
[FSF] FrozenSnowFox Tweaks: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2893432492
kyrambox 6 Aug @ 8:36am 
@Commandochief Sure, look at the info on the right
Commandochief 6 Aug @ 6:29am 
Does it work for 1.6?
Dionysotan 4 Aug @ 8:56am 
Are there any known conflicts so that the pawns ignor restrictions? My pawns seem to ignore any mass or slot restrictions and constantly equip themself with two miniguns, 3 shotguns and 6 spears. Or is there any way to disable auto-equip? I don't seem to find that in the menu.
JangoFett2002 2 Aug @ 10:21am 
i think this might have already been mentioned but with sidearms active when doing mercenary quests for unique weapons if the mercenary happens to have a sidearm the unique weapon doesnt drop, only the sidearm does