RimWorld

RimWorld

Forced Rearmament
45 Comments
seeki  [author] 27 May @ 2:10am 
When the Colonist gets up, his dropped weapon is right in front of him, right?
In this case, picking up the weapon does not increase the risk very much.

If a fallen Colonist is picked up by another Colonist in combat, he does not take the rearm action when he gets up. There is no suicidal action.
Why is the location where the Colonist fell different from the location where he got up in your case?
Quintiax 27 May @ 1:13am 
I wanted to post what Ilunak said, however I saw you already responded. It does seem however that this suicidal persistence to get your weapon is still active even after being rescued. I had one of my pawns ignore their zoning restriction which caused their death (as the zoning was for a good reason). Might be useful to add some mod options that allow the player to decide how aggressively the pawn will pursue his rearmament.
seeki  [author] 20 Aug, 2024 @ 7:34am 
I believe that if a Colonist drops a weapon, it is placed at their feet, and they should quickly pick it up and rearm themselves, even if it is dangerous.
However, if a Colonist goes down and is carried by his teammates and retreats to a safe area, it may be dangerous to go and pick up his weapon.
So I have changed it so that if a downed Colonist is carried in a situation where enemies are present, he will not rearm when he gets up.
llunak 18 Aug, 2024 @ 4:02am 
This is a good idea, but the implementation is poor. Pawns insist too much on getting the weapon, and they'll go fetch it even when they're e.g. supposed to rest in bed. Or when the place with the weapon is dangerous, as stated in the FAQ, but with staying in bed the drafting workaround does not help. The priority of the job should be made lower.
Sotetsu 8 Aug, 2024 @ 10:06am 
That was fast! Thank you. :)
seeki  [author] 8 Aug, 2024 @ 9:25am 
@Sotetsu
I done.
seeki  [author] 7 Aug, 2024 @ 6:19pm 
@Sotetsu
Thank you for your feedback.
It seems unnatural for a pregnant woman who has just started giving birth to go and pick up a weapon, so I'd like to improve this mod.
Sotetsu 7 Aug, 2024 @ 1:48pm 
Hello! I was wondering you could make an exception for when pawns retrieve their weapons when they are giving birth. Several times now, my pawn has gone into labor and collapsed on the floor, dropping their weapon. Then in the middle of giving birth, they get up out of bed and walk off to grab their weapon. Then they pass out from the pain again and it's too late to trigger the birth event with a doctor and loved one. Would it be possible to force the pawn to wait until after they've given birth (and fed their kid for the first time) before they retrieve their weapon?
Szczygiel 1 Jul, 2024 @ 4:08pm 
that doesnt really answer question you know
seeki  [author] 20 Jun, 2024 @ 7:18am 
With or without this mod, increasing the number of colonists will have a significant negative impact on performance.
Samuel_Bucher 20 Jun, 2024 @ 5:11am 
Where Is My Weapon was know to have a nasty performance impact that scales with the amount of colonists you have (~1ms for 6 pawns; 3ms for 18). Does this mod suffer from similar issues?
Nightfish 17 Jun, 2024 @ 8:19am 
I thought I was going insane when people said this was vanilla now and my pawns basically never go fetch their weapons.
Ralathar44 14 Jun, 2024 @ 9:04pm 
@seeki No worries, I'll adjust until then. I get that everything is alot of work and I already appreciate what you do. I'll just run my melee sword and board until then and keep the dual wielding on the ranged guys who are at least less likely to go down as much.
seeki  [author] 14 Jun, 2024 @ 8:50pm 
I would like to support Dual Wield mods in the future, but since it's not a high priority, I expect it will be a long time before this becomes a reality.
Ralathar44 14 Jun, 2024 @ 7:44pm 
Thanks for picking up the torch for this. Any chance for Dual Wield mod compatibility? Right now your guy goes out and picks up the main hand item but not the offhand item.
ScatTurdBrained 11 May, 2024 @ 2:27pm 
nice cock
kwiki 9 May, 2024 @ 4:36pm 
great man! respect!
Nathan Cazzaro 8 May, 2024 @ 12:10pm 
Muito bom, obrigado
seeki  [author] 6 May, 2024 @ 11:24pm 
I fixed it so that when drafting Colonist, it explicitly suppresses not only the rearmament job created by this mod, but also the rearmament job issued by Rimworld Ver1.5 vanilla.
Octavian 6 May, 2024 @ 10:36pm 
This mod makes pawns just commit suicide. They will run out to rearm no matter what, even if it will literally kill them. Drafting pawns does NOT make them forget their weapon, they will still run to it no matter what
seeki  [author] 6 May, 2024 @ 8:42pm 
@He Who Divided By Zero
Drafted Colonist's combat is often done outside the Allowed Area, so limiting rearmament to the Allowed Area makes it both safer and more inconvenient.
If many users want it, I will change it to not start rearming while the battle background music is playing.
He Who Divided By Zero 6 May, 2024 @ 5:56pm 
A really helpful addition would be to prevent pawns from rearming a weapon outside of their allowed area. I restricted everyone to indoors but one pawn still walked outside to pick up a gun he dropped after being shot by mechanoids. He was then shot again.
PEE ASS 5 May, 2024 @ 12:06pm 
Thank you! :happycrank:
seeki  [author] 5 May, 2024 @ 11:39am 
@PEE ASS
I done.
PEE ASS 5 May, 2024 @ 8:33am 
Could you make it so drafting a pawn overrides the rearmament? My colonists keep running into the middle of a firefight to pick up their guns instead of being able to move to safety
FM102.4 1 May, 2024 @ 8:38pm 
thanks,my problem solved.now that the pawn will rearm himself right after he can walk:steamthumbsup:
seeki  [author] 1 May, 2024 @ 9:34am 
I reviewed this mod, created a new unique rearmament job from scratch, and changed the Pawn AI to execute that job with high priority.
FM102.4 30 Apr, 2024 @ 8:39pm 
i just found another thing when i was testing this mod.after a downed pawn was rescued to a medic bed and recovered,he wont rearm himself.pure new save with only harmony and this mod.i used console to damage and heal.
deli 30 Apr, 2024 @ 1:45pm 
great mod
seeki  [author] 30 Apr, 2024 @ 10:26am 
I'm testing a new feature of this mod that will increase the priority of jobs that pick up my weapons.
30 Apr, 2024 @ 10:21am 
@seeki Thank you, I understand. It turns out that my colonist is too busy at work
FM102.4 30 Apr, 2024 @ 2:17am 
yes,you are right.i tried a new save only with this mod and it functioned well:steamthumbsup:
seeki  [author] 30 Apr, 2024 @ 1:26am 
@REBELLION
This mod does not add any unique def or unique save data to the game, and it can be safely removed because it uses the original system in Rimworld Ver1.5.
I think that the cause of your save data being corrupted is not because you uninstalled this mod, but because of other causes.
FM102.4 30 Apr, 2024 @ 12:30am 
uninstall this mod will break my save.and maybe you can make it a new job or make priority settable in mod configure?
あ⁧🐾 29 Apr, 2024 @ 11:31pm 
Haven't seen this one work for me either, but if it's a case of being low priority this would make sense. I don't believe getting out of bed to cut stone blocks should be a higher priority than picking up your detoriating masterwork weapon though. Personally I'd like a guaranteed top priority of picking up their dropped weapon just so I don't have to worry about detoriation or fumbling around trying to find someones dropped weapon before the next raid.
seeki  [author] 29 Apr, 2024 @ 11:17pm 
@遥
That is a problem with the Colonist job selection priority set by Ludeon staff and is not a bug in this mod.
This mod only serves to ensure that the Colonist never forgets about his weapon.
Colonist's job to pick up weapons does not have a very high priority, so other actions tend to take priority, which is a Rimworld Ver1.5 specification. The Colonist will pick up his weapon after completing a higher priority job.
I haven't changed anything to the Colonist's AI. (I can change that if many users of this mod want to.)
Do you think you should prioritize the job of picking up his weapon after getting up after being knocked down, even if you're seriously injured and about to bleed to death?
seeki  [author] 29 Apr, 2024 @ 10:48pm 
@FungalFish
This mod only works on your Colonist and your Slave to remember their weapons while downed. Nothing changes with or without this mod for enemies and NPCs.
29 Apr, 2024 @ 7:12pm 
it doesnt work for me , and what is "the rearmament system of Rimworld Ver1.5",how can i enable it to work?
FungalFish 29 Apr, 2024 @ 5:15pm 
For clarification, does this apply to all humans or just your own colonists?
Puppydoll 28 Apr, 2024 @ 2:37pm 
Thank you for this. I was never having my pawns re-equip their weapons whenever they were unable to walk since they'd just forget it before being able to go get it... Was very confused that people were saying 1.5 supposedly had a re-equip feature because of that.
Yada! 27 Apr, 2024 @ 10:49pm 
Thank you! One step away from playing the new DLC! :tabbycat:
seeki  [author] 27 Apr, 2024 @ 6:50am 
@Shadow
I don't think this mod will have a negative impact on performance as having a large number of Colonists and Slaves looking for their own weapons is not realistic.
Shadow 26 Apr, 2024 @ 6:12pm 
Thank you for this mod, how much does it effect the game performance? The "Where is my weapon?" mod have a issue with making the game lag, does this mod have a similar issue?
GoldBlaz 26 Apr, 2024 @ 4:55pm 
Interesting, thank you very much :steamhappy:
MkVF 26 Apr, 2024 @ 7:34am 
(っ'ヮ'c)