RimWorld

RimWorld

Forced Rearmament
45 kommentarer
seeki  [ophavsmand] 27. maj kl. 2:10 
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. maj kl. 1:13 
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  [ophavsmand] 20. aug. 2024 kl. 7:34 
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 kl. 4:02 
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 kl. 10:06 
That was fast! Thank you. :)
seeki  [ophavsmand] 8. aug. 2024 kl. 9:25 
@Sotetsu
I done.
seeki  [ophavsmand] 7. aug. 2024 kl. 18:19 
@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 kl. 13:48 
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. juli 2024 kl. 16:08 
that doesnt really answer question you know
seeki  [ophavsmand] 20. juni 2024 kl. 7:18 
With or without this mod, increasing the number of colonists will have a significant negative impact on performance.
Samuel_Bucher 20. juni 2024 kl. 5:11 
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. juni 2024 kl. 8:19 
I thought I was going insane when people said this was vanilla now and my pawns basically never go fetch their weapons.
Ralathar44 14. juni 2024 kl. 21:04 
@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  [ophavsmand] 14. juni 2024 kl. 20:50 
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. juni 2024 kl. 19:44 
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. maj 2024 kl. 14:27 
nice cock
kwiki 9. maj 2024 kl. 16:36 
great man! respect!
Nathan Cazzaro 8. maj 2024 kl. 12:10 
Muito bom, obrigado
seeki  [ophavsmand] 6. maj 2024 kl. 23:24 
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. maj 2024 kl. 22:36 
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  [ophavsmand] 6. maj 2024 kl. 20:42 
@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. maj 2024 kl. 17:56 
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. maj 2024 kl. 12:06 
Thank you! :happycrank:
seeki  [ophavsmand] 5. maj 2024 kl. 11:39 
@PEE ASS
I done.
PEE ASS 5. maj 2024 kl. 8:33 
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. maj 2024 kl. 20:38 
thanks,my problem solved.now that the pawn will rearm himself right after he can walk:steamthumbsup:
seeki  [ophavsmand] 1. maj 2024 kl. 9:34 
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 kl. 20:39 
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 kl. 13:45 
great mod
seeki  [ophavsmand] 30. apr. 2024 kl. 10:26 
I'm testing a new feature of this mod that will increase the priority of jobs that pick up my weapons.
30. apr. 2024 kl. 10:21 
@seeki Thank you, I understand. It turns out that my colonist is too busy at work
FM102.4 30. apr. 2024 kl. 2:17 
yes,you are right.i tried a new save only with this mod and it functioned well:steamthumbsup:
seeki  [ophavsmand] 30. apr. 2024 kl. 1:26 
@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 kl. 0:30 
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 kl. 23:31 
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  [ophavsmand] 29. apr. 2024 kl. 23:17 
@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  [ophavsmand] 29. apr. 2024 kl. 22:48 
@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 kl. 19:12 
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 kl. 17:15 
For clarification, does this apply to all humans or just your own colonists?
Puppydoll 28. apr. 2024 kl. 14:37 
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 kl. 22:49 
Thank you! One step away from playing the new DLC! :tabbycat:
seeki  [ophavsmand] 27. apr. 2024 kl. 6:50 
@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 kl. 18:12 
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 kl. 16:55 
Interesting, thank you very much :steamhappy:
MkVF 26. apr. 2024 kl. 7:34 
(っ'ヮ'c)