RimWorld

RimWorld

FindAGunDamnIt! (Continued)
156 Comments
Ardeseus 7 May @ 9:13am 
Really? Huh, guess you learn something new everyday...
Mlie  [author] 7 May @ 9:10am 
@Ardeseus Its a club, same as the beer bottle
Ardeseus 7 May @ 9:07am 
I haven't gotten the issue since, but some pawns keep equipping wood. How do you even equip "Wood" as a weapon?
Mlie  [author] 5 May @ 9:57pm 
@Ardeseus Please see the Reporting Issues section described above
Ardeseus 5 May @ 4:33pm 
Some of my pawns are just infinitely stuck on "Equipping Wood". How?
Mlie  [author] 9 Apr @ 5:24am 
@Raysør Works when i test it at least
Raysør 9 Apr @ 4:18am 
It's really unfortunate that this mod doesn't work anymore, it was such a great idea
Mlie  [author] 28 Dec, 2024 @ 11:17am 
@daz_ian Never heard of that mod, perhaps they can add some compatibility on their end?
daz_ian 28 Dec, 2024 @ 10:21am 
Seems to be incompatible with Colonist Tech Background : I had a pawn automatically equip a gun which they're not capable of using
Mlie  [author] 21 Oct, 2024 @ 9:22am 
@Angelpichu See my previous reply to Sunny regarding this
Angelpichu 21 Oct, 2024 @ 9:14am 
What counts as a guest colonist? I had the exclude guest colonists box ticked for a long time and most of my colonists wouldn't grab a gun. When I checked in verbose, a lot of my colonists were marked as guests and that's why it wasn't giving them a gun. Turning off the option let the colonists unable to get a gun before get one. So what's the difference? I thought this option was to stop traders from taking your weapons.
irilis 25 Sep, 2024 @ 1:19pm 
@Mlie I misunderstood then what specifically you fixed, thanks!
Mlie  [author] 25 Sep, 2024 @ 12:47pm 
@irilis Yes, you mentioned that. That was why I fixed it.

I tried to explain that the original author was not trying to add the weapon to the lister, making your comment on the correct way to do that somewhat redundant.
irilis 25 Sep, 2024 @ 12:43pm 
@Mlie lister returns list by reference, not by copy, so adding weapon current to the returned list actually adds it to the lister, either to the [Weapon] list or EmptyList, whichever is returned by lister.
Mlie  [author] 25 Sep, 2024 @ 11:52am 
@irilis Should be fixed now, I guess the original author was not aware of that. However, you may have misunderstood the adding to the list. They just wanted to add the current weapon to the list before iterating over it, not to add it to the lister itself. But thanks for the report!
irilis 25 Sep, 2024 @ 11:25am 
@Mlie This mod causes NullReferenceException in Verse.SkyManager and InvalidCastException in JobGivers and JoyGivers (in a roundabout way)!

It gets a list with listerThings.ThingsInGroup(ThingRequestGroup.Weapon), and then adds weapons to that list. Thing is, ThingsInGroup() can return its internal EmptyList if there's no other weapons on the map, so this weapon is thereafter returned for EVERY request for things that are not present on the map. BTW, correct method of adding items to listerThings is the .Add() method. Then, because the gun does not have CompAffectsSky, or many other comps for that matter, and is not whatever building or object Joy/JobGivers look for, you get gray screen instead of map (with, thankfully, working menu, so you can at least exit the game) and hundreds of errors in Player.log.
Thiago Kadooka 3 Jun, 2024 @ 1:38pm 
oh nice! :D

THX!
Mlie  [author] 1 Jun, 2024 @ 12:13pm 
@Thiago Kadooka Should now ignore any weapon using the heavy weapon modextension. Will work better with warcaskets.
Thiago Kadooka 1 Jun, 2024 @ 4:24am 
if you have a wacasket (from pirates of vanilla expanded), pawns automatically can equip foribdden warcasket weapons.
(just reporting this bug, but its not a big deal really)
______DeepSeeK______ 27 Apr, 2024 @ 10:02pm 
Nice update
______DeepSeeK______ 27 Apr, 2024 @ 10:02pm 
Nice update
Mlie  [author] 27 Mar, 2024 @ 10:46pm 
@Snues I may, if I find the time to work on this again
Snues 27 Mar, 2024 @ 4:48pm 
@Mlie Hey man you can probably ask the Dubs team in their discord , they are extremely helpful
Mlie  [author] 18 Feb, 2024 @ 10:39am 
@Sunny Yes, its tricky. The way to know if a pawn is a temporary pawn that Ive found is if they have any quest-tags defined. However, these seem to not be removed on recruiting the pawn. Not sure how to solve that
Sunny 9 Feb, 2024 @ 2:05am 
hello found a error, right now if you have no temp colonist equip on, after you recruit the visitors through some means they still wont equip weapons. tested by unticking the thing and they equip weapons again
Mlie  [author] 3 Feb, 2024 @ 1:22pm 
@Hyndis Sorry, I still dont see anything relevant for this mod in your log-file. The only mod referenced in the errors that I can see is Minimal Light Control. Other than that its the vanilla game-code that fails.
Mlie  [author] 3 Feb, 2024 @ 11:24am 
@Hyndis Can you share the logfile after one of these crashes?
Hyndis 3 Feb, 2024 @ 11:21am 
Hyndis 3 Feb, 2024 @ 11:18am 
The moment this happens is when I undraft my pawns after they arrive at the site. I like to do some hunting, plant gathering, and deconstructing to claim some resources after clearing the threat, and the instant I push undraft, the UI breaks requiring a full game restart to fix. I suspect with the new update, pawns might be searching for weapons on the new world map site, and that causes problems.
Mlie  [author] 3 Feb, 2024 @ 11:05am 
@Hyndis Sorry, there is nothing in this mod affecting the skymanager. Can you provide a full log of this?
Hyndis 3 Feb, 2024 @ 11:03am 
It looks like the update yesterday may have introduced a bug. When this mod is on and I go to a world map site (weather controller, suppressor, EMP, etc) the entire UI bugs out, the game cannot advance time, and this persists even through loading a prior save game. I have to actually restart the entire game for this to be fixed. If I disable this mod and go to the exact same site on the world map it works perfectly fine.
The error that repeats infinitely:
Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.SkyManager.Verse.SkyManager.CurrentSkyTarget_Patch1(Verse.SkyManager)
at Verse.SkyManager.SkyManagerUpdate
Sunny 2 Feb, 2024 @ 3:21pm 
i did not expect such a prompt reply, thanks a lot Mlie. also you should setup one of them coffee donate things someday, i wouldn't mind throwing you a tip sometime.
Mlie  [author] 2 Feb, 2024 @ 1:40pm 
@Sunny
Should be added now
Sunny 31 Jan, 2024 @ 5:26pm 
wondering if there could be a setting to ignore the price compare and just focus on dps of the items.
MercuryRiver 22 Dec, 2023 @ 8:27am 
Looks like I wasn't able to replicate it with only those so never mind! I'll try to figure out what else it might have been. Thanks for confirming it isn't intentional
Mlie  [author] 21 Dec, 2023 @ 9:56pm 
@MercuryRiver It worked last time I tested it. Can you verify with only this and simple sidearms loaded?
MercuryRiver 21 Dec, 2023 @ 3:14pm 
This says it supports Simple Sidearms, but as soon as I install it, all my pawns drop their sidearms. I just wanted to check if I'm missing something regarding setup or if this is an actual issue
Mlie  [author] 24 Nov, 2023 @ 2:42am 
@BAILANDO Works in my tests when the corresponding mod-option is selected. See the section on Reporting Issues for info on how you may find the issue in your game
BAILANDO 24 Nov, 2023 @ 2:40am 
Not working, pawns not equiping weapons from Assign selection, still running without weapon. Need to force equiping..
Mlie  [author] 29 Jul, 2023 @ 9:43pm 
@ThottyNathaniel Chunks are not weapons so I think you are mistaken there. But wood is a weapon so nothing wrong with that
ThottyNathaniel 29 Jul, 2023 @ 2:53pm 
they go to the edge of the map to equip wood and chunks :(
Mlie  [author] 25 Feb, 2023 @ 8:23am 
@Snues Please see Reporting Issues described above.
Snues 25 Feb, 2023 @ 7:06am 
they just drop bonded persona weapons even though they are better
Stanman230 21 Feb, 2023 @ 5:10pm 
Could you please recommend a mod that does what stormline was saying? I am looking for this and cant find any. Thanks
Mlie  [author] 11 Feb, 2023 @ 12:12am 
@Stormline526 Pawns will only drop guns if they find something ”better” depending on mod-setting. Its not meant as a mod for switching between setups, more as a mod to be sure that pawns are not without a weapon.
There are better mods for switching between combat-outfits.
Stormline526 10 Feb, 2023 @ 5:49pm 
Pawns are not unequipping/dropping weapons that are not allowed as per their outfit settings. Is this intended?
KarlyRae 22 Dec, 2022 @ 7:41am 
@Mlie, testing on two different saves. first with only the two mods loaded, no problems. started a new colony with my default mod list and weirdly enough they work together now. no issues at all so far. but i'll try checking on these two new saves from time to time. great mod btw!
Mlie  [author] 22 Dec, 2022 @ 7:26am 
@KarlyRae Ive used this together with that mod without issues. Have you verified with only those two mods loaded?
KarlyRae 22 Dec, 2022 @ 6:55am 
hello, i'd like to report a compatibility issue with the mod more than capable. with both enabled, pawns with the incapable of violence trait will literally equip all the weapons in the stockpile causing the game to lag. i've also forwarded this issue to the other mod author.
timjp 22 Dec, 2022 @ 5:00am 
Thanks @Mlie, I appreciate you taking the time to let me know.