RimWorld

RimWorld

Pocket Sand
246 Comments
Reisen  [author] 12 Jul @ 5:16pm 
If you can find what was causing it on a reproducible manner, do post here so i can see if its something i can do on my end, or if its only fixable on the other side
Bear 12 Jul @ 4:46pm 
#reisen Im going to call this a mod conflict. I removed a very large number of mods and the issue went away. I honestly couldn't tell you which one caused it.
Reisen  [author] 12 Jul @ 2:28pm 
I can't seem to reproduce that, does it happen with Pocket sand alone? or what's the minimal mod load order that can get it to happen
Bear 12 Jul @ 12:50pm 
I too am having the disappearing pawn issue when switching weapons
The debug log is empty no red errors
Idk how this happened but everytime i switch to a weapon the UI of that pawn would just disappear and i would get fps lag when clicking on them the only way to fix it was save and reload
V e r e n a 20 Jun @ 10:36pm 
One of the best and most practical mods ever!!! Thanks so much!!!!
johnshua 12 Jun @ 11:54pm 
Inshallah
Reisen  [author] 12 Jun @ 8:51pm 
I've uploaded a build compiled with the latest 1.6 codebase, it should work as i didn't see any changes that affected me on the 1.6 modder primer, but mind you i haven't tested it personally, since i haven't updated my game to unstable.
Reisen  [author] 12 Jun @ 8:13pm 
Yex, it will be done, but it's not on stable branch still, and i don't play on the unstable branch myself.
johnshua 12 Jun @ 11:41am 
1.6 pretty please???
Bjørn 1 Jun @ 4:53am 
This is so much better than simple sidearms
Reisen  [author] 17 May @ 2:22pm 
Which mod is it, i'd need to see how they're flagged as not equippable so i don't include them in the gizmo
Low Intelligence Specimen 17 May @ 7:50am 
Would it be possible to add a blacklist to prevent certain weapons from showing in the equip bar? I have another mod which has seemingly implemented health potions as weapons (which you can't equip). Pocket sand gets around this, and shows it as an equippable weapon in the bar. If you click on it breaks the game
Reisen  [author] 15 May @ 10:57am 
Is the mod options page green/yellow like the 3rd image on the mod page?
Does this happen if you disable pocket sand? it might be an issue on CE's side, or a vanilla bug.

This mod only replaces the 3 equip/unequip/unload Job Drivers, there's no interaction with the pawns outside of it.
FiauraTheTankGirl 15 May @ 8:27am 
100% Certain. I selected the weapon prior to them doing a Rearm using the loadout system in the vanilla game.
They pick up the revolver and stand there trying to reload it only to switch back to their selected weapon. You can break the cycle by using the gizmo to switch to the weapon that needs to reload.
Reisen  [author] 13 May @ 4:49pm 
Are you sure its not another mod?
This mod shouldn't force switch anything to be equipped, ever.
The only time the weapons are swapped from this mod, is when you click on the gizmo button.
FiauraTheTankGirl 13 May @ 4:10pm 
having a bit of an issue when a pawn picks up a weapon and already has one equipped, with CE they try to reload but the mod force switches them back to the previous weapon so they get stuck in place unless you manually switch to the new weapon they wanna reload.
big fella 11 May @ 1:23pm 
there are 2 visible comments on this current page that state this mod does not equip weapons automatically
SFH 11 May @ 10:41am 
Do pawns auto equip melee weapons in hand to hand combat or i have to do it manually?
If it doesn't make it automatically, maybe there is some mod that could do it?
Reisen  [author] 23 Apr @ 6:48am 
This mod does not make pawns equip weapons on their own, it's something else doing it.

With that said, you can click the hand icon to unequip the currently held weapon.
月空 23 Apr @ 12:42am 
How can I prevent the pawn from equipping weapons on their own? I just want them to be empty-handed, and this is quite difficult
big fella 9 Apr @ 2:13am 
Figured it out, seems if you're using Progression: Equipment with everything setup correctly, some tech that you can equip wont create a button because you haven't researched it with your colony, even though logically your colonist understands what it is.
big fella 8 Apr @ 2:55pm 
Sometimes when equipping weapons, a new button for that weapon isn't created.
Lumber Jackson 13 Mar @ 7:08pm 
Do you know how long I thought this mod was just defensive pocket sand? It wasn't until I was reading a list of hidden gem mods that I found out this wasn't actual pocket sand. *facepalm*
Ratboy33 15 Jan @ 5:35pm 
@ggfirst Simple Sidearms has that functionality
SiaNKs 14 Jan @ 8:31pm 
Can enemy NPC's also use side arms?
Dizzy Ioeuy 25 Dec, 2024 @ 5:27pm 
This mod > Side arms by far! :iigun::cs_sword:
ggfirst 18 Dec, 2024 @ 4:45am 
I wish there were auto-switching of weapons when melee combat
Jippy 6 Dec, 2024 @ 4:31pm 
Love this mod, just wanted to know if this heavily impacts performance?
Mr_GoldenPineapple 14 Nov, 2024 @ 4:38pm 
Time for a tap man build
ggfirst 9 Nov, 2024 @ 5:32am 
Tank you very much
Nova Solarius 3 Nov, 2024 @ 4:09am 
Not automatically, but you can manually switch between them.
Joe 26 Oct, 2024 @ 7:56pm 
If I equip a pawn with a gun AND a blade, would the pawn automatically shoots enemies at distance then switch to their blade for melee combat for melee enemies ?
Chime 18 Sep, 2024 @ 9:00pm 
I've been using this mod for a long time and love it, never had issues.

Recently though have been going through some lists of compiled mods with known conflicts and issues and some people are claiming that this mod causes lag spikes when selecting large groups of drafted colonists.
Maple38 28 Jul, 2024 @ 4:07pm 
Would be cool if this was compatible with dual wielding, specifically with Tacticowl
draeath 24 Jun, 2024 @ 1:42pm 
Yes! Now all my pawns can keep a taser in their pockets for when the "volunteers" try to take a break.
Irishrover13 22 Jun, 2024 @ 6:24pm 
Fun fact Pocket Sand is from a style of fencing. "Iberian Swordplay: Domingo Luis Godinho's Art of Fencing"
Anon 4 Jun, 2024 @ 12:46pm 
How do you put an item in the inventory with this mod?
The Udo Gaming 24 May, 2024 @ 5:08am 
So i have a question, if my colonist gets engaded in melee, will they automaticly switch to melee?
Makise Kurisu 1 May, 2024 @ 9:24pm 
is compatible with new ratkin?
Enzo carini 30 Apr, 2024 @ 12:25am 
10/10 best mod
BigDorbo 9 Apr, 2024 @ 11:39am 
The fact that you still haven't overtaken Side Arms in popularity is a crime. Great work.
Suyadon 25 Mar, 2024 @ 7:15am 
thank your for this!
0Illusions 20 Mar, 2024 @ 11:28am 
Oh thank you. Brace yourself, my pawn with passions in both Melee and Shooting!
Reisen  [author] 20 Mar, 2024 @ 1:01am 
Basic testing on unstable branch and it seems to be working normally, will update again if required once 1.5 stable releases
Canon 20 Mar, 2024 @ 12:10am 
If you're referring to the rimworld ref, you just have to allow it to use prereleases
Reisen  [author] 19 Mar, 2024 @ 11:54pm 
Whenever 1.5 comes out officially, i'll update it (Need the Nuget package with the rimworld shim to be updated, that happens when rimworld updates)
0Illusions 19 Mar, 2024 @ 11:27am 
@Reisen please please consider updating it for 1.5
Dizzy Ioeuy 16 Mar, 2024 @ 12:50pm 
This is the most elegant solution for backup weapons.