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Fixed settings not being saved
Removed HugsLib dependency
Reworked settings accordingly
I hope this finds you well. From you friendly rimworlder
Make sure you have the longest range weapon set as Default for the pawn. You can do so by left clicking on the icon in the Simple Sidearms widget while a pawn is undrafted, the weapon icon will then show a white "D" in the corner.
Pawns will not switch to a long range weapon if they are not already engaging an enemy.
You may also need to activate "Use best ranged weapon" in Simple Sidearms.
模组描述:
本模组拓展了Simple Sidearms功能,使玩家能够快速切换已征召小人的武器配置。
功能特性:
通过四个简易按钮,可强制小人切换至远程武器(无论其偏好设置如何)或使用近战/徒手战斗
支持多选批量操作:一键切换所有选中小人的武器,无需逐一手动调整
彻底告别逐个选择、逐个更换武器的繁琐流程
依赖模组:
需要前置模组:Simple Sidearms
兼容性说明:
暂无已知兼容性问题
问题反馈:
请在提交问题时附上HugsLib日志(按CTRL+F12生成),这将极大帮助定位故障原因。
If I remember correctly - can't check right now - I use the functionality that Simple Sidearms provides to switch weapons etc. In that case, the bug is very unlikely to come from the addon mod, coming from the main mod instead.
You could try to reproduce the bug without using Switch Weapons to make sure?
i had the pawn pickup a Legendary ranged weapon, and i clicked on it in the gizmo, three times to make it his primary and to equip it, and when i went into his inventory to look at it, the quality changed to from Legendary to Normal.
this isn't the first time i've seen this happen, and it's intermittent, so it's the worst kind of bug to try and track down lol
Though it may be that the sniper rifle is still "better" at that range than the shotgun?
If it is an incompatibility with the main mod, you will have to address that with its author
Either way, it's not something this mod does aim to fix.
If you are talking about modded shields, the mod author of those should implement a way to make pawns not use shields when they are wielding an incompatible weapon
Last I played, I was using shields from some Vanilla Expanded mods, and, as far as I remember, those would not be used if a two handed weapon was switched to
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2947023388
Not saying it's impossible to get working somehow, but my attempts didn't work out as desired.
Not really sure why you need to be able to switch weapons on pawns doing such automated things anyway. Set them to ranged if you want them to carry ranged weapons, they will automatically switch to weapons more suited to closer range or melee by Simple-Sidearms-default. If you need more fine control, draft the pawn.
The only situation where I can imagine switching being helpful is if you got a melee-prefering pawn and want to set them to carry a ranged weapon while in guard mode...
I could add an option which patches the "prefered" setting so that it is always "ranged" while drafted or in guard mode.
I'm not sure if that's what you would want, and I'm not sure how else to really implement this from my side. My advise would be to set everyone to "Ranged" as prefered, as I always do, that solves most of such issues in my opinion, especially because pawns will switch to melee when necessary.
Tiny code fix
---
Will have to look into Guards For Me later.
Maybe I find time to look into it, no promises though.
- Implemented EMP button & made prev/next not switch to EMP if skipping dangerous/EMP weapons is active
- Sorting takes into account defName before thing's HashCode for more consistent sorting
- Dangerous & EMP buttons will no longer go back to first (can always go back using Previous-button or forward with Next, actually)
- ^ that also fixes bug when trying to switch from Unarmed to Dangerous / EMP
- Added option to make Range-buttons switch to highest range possible if no weapon capable of hitting target range was found
- Removed accidental debug prints
---
SimpleSidearms UI is sorted by market value, made worse yet by the fact that the equipped weapon is now put first. So it's all over the place and really not nice for iterating over.
I prefer sorting by range, makes a lot more sense.
Grenades might not be in order shown, but they should at least be in a consistent order now.
If I had the ability to manually change the grenade order in Simple Sidearms, and if your mod just cycled through them from left to right as they are shown, that would fix the issue, but you probably have no control over that.
For your pawns Quail and Crane the difference is simply that Quails's grenades have a higher HashCode than his EMP grenades, while it is the other way around for Crane. Each item gets a unique id when crafted, which is pretty much just an increasing index in the save.
- With this setting enabled Prev/Next only iterates over the currently equipped type of weapon:
non-dangerous/EMP, dangerous (or EMP in the version I'm working on)
- Prev/Next does not go back to the beginning/end when reaching the last/first weapon
- Explosives sorting should be improved in the next version
Though I'm not sure how to handle the problem with having an additional "dangerous" weapon (in your case the smoke launcher): the iteration will always start with the first weapon (depending on selected sorting algorithm) which for the two with the launcher is the launcher
I'm considering changing it to not cycle through and only go from first to last (you could use the Previous-button to get back)
- There will be an EMP button in the new version and EMP weapons are excluded from "Dangerous"
- Unarmed not allowing to switch to dangerous is a bug, fixed it in the new version
I think part of the confusion/problems comes from me not explaining the changes/buttons:
- Range buttons have a "target distance(/range)" for which it searches the best DPS (at that range) weapon; if a weapon does not reach far enough to hit that range, it will not be considered for switching
- Long Range uses a target range of 40, for example for snipers
None of the weapons you use reach that far, so it sticks with the current weapon
Maybe it would be a better idea to instead take the longest range weapon in that case?
- Medium range uses a target range of 25
- Short range uses a target range of 12
- All target ranges can be adjusted in the settings