RimWorld

RimWorld

Equipment Manager
307 Comments
Stellar Harbour 15 Jul @ 6:23am 
Why do pawns with worse shooting prefer weapons with less range? They have a higher chance of getting hurt this way. A longer-range weapon would give them a better chance to survive and take less damage. The same goes for melee weapons; they tend to prefer them, but only the Brawler trait should make them do that. Especially with Simple Sidearms, I don’t understand why they would start a fight with melee. They can always switch to melee later, it’s better to fire a few shots first to scare off or damage the enemy
Michieru  [author] 14 Jul @ 12:52am 
Pocket sand doesn’t have automatic weapon or tool switching which is one of the key features this mod relies on.
Deankiller Turnupseed 13 Jul @ 9:38pm 
@michieru isnt pocket sand better? or do you know an alternative to this?
Michieru  [author] 13 Jul @ 6:06pm 
No, it doesn’t work with pocket sand.
Deankiller Turnupseed 13 Jul @ 12:31pm 
does it work with pocket sand instead of simple sidearms?
Droider 13 Jul @ 5:22am 
best qol mod updated :D
Michieru  [author] 13 Jul @ 3:17am 
Updated to work with 1.6. Haven't tested it thoroughly, so keep me posted if you find any bugs.
Michieru  [author] 11 Jul @ 6:54am 
Yes, the update is planned.
Droider 10 Jul @ 4:51am 
is this planned for 1.6
thorman123456789 4 Jul @ 12:41pm 
1.6 please?
MobileSuitCleb 30 Apr @ 1:11am 
Will I need to blacklist everything else I don't want?
MobileSuitCleb 30 Apr @ 1:10am 
How does manual loadout assignment work? Is that just the whitelist?
SaMaHaJoGu 12 Mar @ 7:38am 
I have found, in the last couple days, that this mod causes my game to crash more often than anything else. Something relating to automatic reservation for weapons that aren't allowed. And sometimes, the weapons actually gets found and equipped. Which might actually be the cause of the crashes.
SaMaHaJoGu 6 Mar @ 6:21pm 
Found the problem for the wood carriers and a solution… Awesome Inventory had pawns keep searching for weapons and items. And it breaks the rules of gravity for some. They would over pack and carry all my extra guns! But I’m also seeing that Equiment Manager has a problem with Tacticowl Continued in that it has a problem packing for dual wielders. Which isn’t the worst thing in the world since it’s typically not recommended, anyway. Lol! But it just looks cool. 😂😂😂 Another solution to my wood problem was Niilo’s QoL mod where we can turn off wood/beverages as a weapon. But that’s neither here nor there.

This mod is great… you just need to do a tutorial to teach people how to use the mod properly. Lol! Or people need to just test and test until they get things right! Kinda guess and check style.
SaMaHaJoGu 19 Feb @ 2:41pm 
My guys keeps going back for wood... even though wood is globally banned.
BobMaster 11 Feb @ 4:47am 
My settings are not being saved.
In the Assign tab, I change the Current Loadout to: Sniper, Assault, Assault, but a few moments later, it changes back to *Sniper, *Assault, *Support.
Wintermist 12 Jan @ 11:59am 
I can't figure out an easy way to have it so they only equip one particular weapon type. Let's say I want them to only use a Charge Sniper Rifle and a Charge Pistol Sidearm, do I have to blacklist every single weapon to stop them from swapping around as soon as I loot some new things?
gamberomadness 5 Jan @ 7:46am 
Hey
Is it possible to give a weight to move speed malus offset in weapons rules?
Yaveton 25 Dec, 2024 @ 7:37am 
Hi, did anyone find out why does this mod CTD? I see it mostly happens on raids...
Capitán Pucha 11 Dec, 2024 @ 3:33pm 
español plz
lukimuki 24 Nov, 2024 @ 11:15pm 
ohh and nice mod if it works but i would also find it better if they didnt pick up and drop weapon automaticly on gamestart, only if i make a loadout for them
lukimuki 24 Nov, 2024 @ 11:13pm 
it causes the game to ctd on my side and i dont find why my friend playes with the same list and almost same config and didnt had to problem,he played ~6 without crash i had 3 in 4 hours (we use a ton of mods and multiplayer)
青道 6 Nov, 2024 @ 5:16pm 
@ Sharktip Skandelonian
Simple Sidearms will make your pawn remember the weapons he has picked up. If your loadout asks pawn to drop it at the same time, that could be the issue you're talking about.
Select the pawn and check the sidearms bar at the bottom of the screen, right click to remove weapons they shouldn't have equipped.
But it seems no way to stop the same thing happening again, maybe you could try replacing Simple Sidearms with Pocket Sand as the requirement for this mod if it works?
Sharktip Skandelonian 24 Sep, 2024 @ 5:55am 
This doesn't work whatsoever. I have blacklisted EVERY gun in a layout except for one, and the pawn incessantly chooses to drop it and pick up weapons it should have no ability to do so.
Magrath 21 Sep, 2024 @ 1:52pm 
Is there anyway to have this mod tell me pawns to equip the loadout? It seems to be random which ones get told.
OGREFail 5 Sep, 2024 @ 4:33am 
wouldve been a pretty cool mod if it worked whatsoever
oosinoots 25 Aug, 2024 @ 11:37pm 
Great mod! However can we please add an option so that pawns use weapons according to their beliefs? For example if neolithic is despised they don't equip neolithic weapons. A quality slider would also be appreciated!
Adrian 12 Aug, 2024 @ 2:06pm 
causes my game to crash every 30 minutes and I have to disable the mod load in for a few minutes and then I can re enable it without crashing
fleatoad 6 Aug, 2024 @ 4:12pm 
Not sure why but I have been using this for a few days and now it causes the game to ctd.
Niejeden 10 Jul, 2024 @ 9:00am 
@lukey & Michieru: I'll gladly test the new version. Thank you both :)

But could you please check whether after this change pawns will automatically switch to best tools for cleaning and crafting? I think this part is handled by Simple Sidearms, not the Equipment Manager itself and in my case it does not work (pawns may have tool in the inventory but will not use for those jobs). Tried with or without DeGeneralize Work mod and with different mod loading order but to no luck... :(

@Smlazy: If you order the pawn to equip the weapon, do they put it away later? If yes it means the weapon does not fill the criteria (which is stragne if you whitelisted it). Are you sure you have the rule attached to equipment policy and this policy is set for pawns?
Michieru  [author] 9 Jul, 2024 @ 1:18am 
@lukey pookie
Create a merge request and I will look at it. Thank you!
lukey pookie 9 Jul, 2024 @ 12:10am 
@Niejeden Im a programmer and decided to jump in and see if i could fix this issue. you were correct with the your idea of the work types have hard coded expectations on stats. I have changed it so it just looks at what is in the player defined list. @Michieru How would i go about merging my changes or would it be better for me to create another workshop page.
Smlazy 8 Jul, 2024 @ 1:59pm 
I enjoy using this mod, but none of my pawns are equipping weapons, I've whitelisted a few but they all refuse to equip a weapon. How do i fix this?

I've increased the Mass, but overall still the same issue. Any help would be appreciated
KuroShiro 4 Jul, 2024 @ 11:11pm 
Is it possible to set the limits to not equip a weapon with any quality under normal? I cant seem to find a filter for it
Niejeden 3 Jul, 2024 @ 7:41am 
@Strilan, you can try the following approach:

1. Create separate ranged/mele rules for each weapon
2. On those rules, set some impossible stats condition (line mass from 0.00 to 0.01) to exclude all weapons from the rule
3. Whitelist only the single weapon that you want to equip
4. Enable "Drop Unassigned"
5. Attach those rules to equipment policy
6. Attach the policy to pawns

You may need to make pawns "forget" previously equipped weapons. To do it, select the pawn and click RMB in the Simple Sidearms box on the weapon icon, until it disappears.

You may also want to check Simple Sidearms mod settings as by default it imposes some limitation on what can be equipped as sidearm. For example, I had to increase max. sidearm mass to allow my snipers carrying secondary SMGs.
Strilan 20 Jun, 2024 @ 11:02pm 
I'm looking for something to replace Combat Extended's loadout option - but for the life of me - I can't figure out how to just select: this weapon, this sidearm, this melee, for- THIS CLASS and then apply it.
Anon 6 Jun, 2024 @ 10:43am 
I'll answer my question: it does not
Anon 4 Jun, 2024 @ 2:17pm 
Does this allow for switching loadouts rapidly before a raid with gear up and go?
Niejeden 27 May, 2024 @ 1:50pm 
Hello Michieru. Thank you very much for making this mod. :steamthumbsup:

However, I'm facing the same issue as lukey pookie, when using it with Tool O'Plenty. While some work types work great, some (cleaning, art...) do not recognize any tools. It seems (by checking the code) that your mod requires the tool to have specific work type modifier explicitly hardcoded, no matter of filters defined by the player. This way it is not possible to assign i.e. Multi Tool with +60% global work speed to art, as it has no art-specific modifier (I may be wrong, I'm not a Rimworld modder). Perhaps this requirement is not needed and only player-defined filters (stats weights) should matter?
Ven 23 May, 2024 @ 7:06am 
By the way: Could it be compatible with "Choose your Outfit" when you only activate a Weapons-Loadout?
Ven 23 May, 2024 @ 6:59am 
Since Awesome Inventory is not working anymore, this mod makes a good substitute for melee Sidearms-Weapons.
Wut (at least for me) it is not working with ranged Weapons.
Anyone else this issue or an idea, what I am doing wrong?

Exactly the same configuration for both kinds of weapons (except the weapon itself) abd no log errors...
lukey pookie 15 May, 2024 @ 7:31pm 
Follow up from my comment back in April, I belive its because of this mod " https://github.com/Alias44/Degeneralize-Work " adds extra stat definitions and this mod probably don't recognise the.
Odeyalko 13 May, 2024 @ 8:32am 
Weight system behave in very weird way. If i set 0.1 for range and 2 for DPS, range will prevail as priority completely ignoring DPS . Same thing if i set Market price as 0.1, DPS or any Damage weight just being ignored...
Kvothe214 10 May, 2024 @ 2:19pm 
I made some load out options for my colonist, but how do I make the default for new colonist that join?
Slognor the Graceful 9 May, 2024 @ 2:10pm 
Is it expected that Apparel Policy is overridden by Equipment Manager? For example, I blacklist or forbid certain weapons in the Apparel Policies, but it appears that Equipment Manager is still letting those pawns equip blacklisted weapons. Do I need to blacklist the weapons in BOTH places, Apparel Policy + Equipment Manager?
allbad 3 May, 2024 @ 11:31am 
@Michiko I have the same UX problems you do with trying to be specific about what weapons I can wield. Adding it to the whitelist via modifier-click is a good idea. @Michieru mentions creating a rule setting no weapon meets the criteria, thanks for the suggestion I'll try that. Can I also suggest adding a checkbox under "Item Properties" to "disable all weapons" or "only whitelist" or something along those lines? I have a lot of rules and know I'll have to play around with combinations of weights/limits to use. Great mod BTW, I was glad to have found it when Awesome Inventory didn't quite fit the bill for my playstyle
Krankus Wrexus 1 May, 2024 @ 11:03am 
Is it able to work with dual wield mods
kencheung114514 28 Apr, 2024 @ 9:23am 
Thank for this mod.I can't live without this
love you :steamthumbsup:
lukey pookie 27 Apr, 2024 @ 6:15pm 
Same issue as @Bardiel. It might be an issue with Tool o Plenty specifically.
lukey pookie 26 Apr, 2024 @ 5:39pm 
when I look at the work type rules, cleaning doesn't have anything in it even though I have a mod that adds brooms with a cleaning speed multiplier. Works with other tools such as pickaxes and the mining job.