RimWorld

RimWorld

AutoArm
82 Comments
Snues  [author] 15 hours ago 
@Dorothy Haze Last patch I reworked how the mod saves data to a better system, causing all forced weapons to be reset. Colonists with high melee should auto-equip thrumbo horns if it's the best available, if not you have to force right-equip them
Snues  [author] 17 hours ago 
@Jiur Haven’t tested those, it looks like my mod has less clutter. You choose what you upgrade in the settings. The upgrading follows a specific scoring aiming at the meta assault rifle as default, also considers traits and skills, but you easily fine tune it with the outfit filter and with the force equip feature.
Dorothy Haze 23 hours ago 
Everyone ditched their thrumbo horns...
Jiur 23 hours ago 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1984694952 / https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2790435986 how does this differ to equipment/outfit manager? can you choose to upgrade main weapons as well as sidearms? can you choose the specific parameters to consider for upgrades - i know you said "better weapons" in the description but is that something you can define yourself?
Snues  [author] 22 Jul @ 1:49pm 
Should now properly respect sidearm limits and settings, but still experimental with room for improvement.
Dragonissa 22 Jul @ 12:49pm 
@Snues what exactly got changed?
Snues  [author] 22 Jul @ 12:40pm 
@Dragonissa This should be working as designed now. Sorry for the delay, got home from vacation.
Dragonissa 21 Jul @ 3:07am 
Now my pawn decided to equip every single melee and ranged sidearm. They also ignore any tool they have and rather have 3 ranged weapons.

https://gist.github.com/HugsLibRecordKeeper/c0b7719e7c70048c91c5d7ac49b0704a
Dragonissa 21 Jul @ 2:42am 
Seems like the paws ignore the range sidearm limit. Its set to 1 and one of them has 3 ranged sidearms.

https://imgur.com/a/ROI5oCO

https://gist.github.com/HugsLibRecordKeeper/df5118e99b78d17ef0cdc43fa154d8e5
Snues  [author] 19 Jul @ 3:23pm 
That’s really odd. If you add me om discord (.snues) I can send you the version you used before the update
Otoya 19 Jul @ 3:06pm 
Updating this effed up my save, get a black screen and the colours are all effed up.
Michiko 19 Jul @ 2:44pm 
Yup I'm happy to report that this reversion patch seems to have solved the issue. Soon after reloading my save, my archer picked a new bow. :o
Michiko 19 Jul @ 2:35pm 
Oh haha. I've just finished doing the discussion topic too. Good thing you seem to have found the solution already then? I'm unsubscribing+resubscribing and I'll let you know if it plays out well this time.
Snues  [author] 19 Jul @ 2:31pm 
I reverted to the previous patch after going over the files again after what you said I discovered a mod breaking bug causing permanent long delays between weapon search checks, effectively stopping upgrades.​​​​​​​​​​​​​​​​ Unsubscribe and resubscribe/restart steam to push the update. Thank you for letting me know
Michiko 19 Jul @ 1:30pm 
For some reason my colonists aren't upgrading their weapons anymore. They used to for the first few days, but now even after I've crafted higher quality weapons they just refuse to switch from their current weapon.

For example, I have a marksman equipment policy that uses snipers, single-shot rifles, etc., focusing on range and accuracy rather than fast shooting. Bolt-action rifles, makeshift AMR, etc., are all allowed in it. But for some reason my pawns don't switch from the bolt-action rifles to the AMR. The AMR has by far more single-shot damage, DPS, armor penetration and all that. They just never switch to it. D: Same thing goes for other weapons, like my archer not switching from a good recurve bow to an excellent great bow.
Snues  [author] 19 Jul @ 4:12am 
Hehe this is my favorite hobby
The Trans Girl Anarchists 19 Jul @ 3:54am 
That's alright. It's annoying, but I can live with it until you get back. Also, thank you for taking time out of your vacation to help me, you're an absolute saint
Snues  [author] 19 Jul @ 3:50am 
What I might have mistakenly done in my hunt for better Simple Sidearms compatibility is limit the Harmony patch that handles forcing logic to only run if SS is installed. And now I’m on vacation. I think the other improvements are too good to revert to the previous version just to get forcing working again. Anyways, my bad.
The Trans Girl Anarchists 19 Jul @ 3:38am 
That is correct. And I'm not using Simple Sidearms.
Snues  [author] 19 Jul @ 3:29am 
Oh I’m sorry. Glad you got it to work though. So right click equip doesn’t stop them from upgrading? Are you using Simple Sidearms?
The Trans Girl Anarchists 19 Jul @ 1:38am 
I can't seem to get forcing weapons to work. Hence why I had to forbid everything to get my colonists to keep the shotguns equipped.
Snues  [author] 19 Jul @ 1:19am 
That is the backside of having a complex scoring system to determine what weapons they choose instead of just going for DPS, but it’s necessary. I suspect your colonist has higher melee than shooting and this mod greatly favor skill difference and range, as such the shotgun in that case will be ignored. To work around these special cases use the outfit filter or force equip shotguns
The Trans Girl Anarchists 19 Jul @ 12:45am 
After forbidding the bolt-action rifle, I have learned that my colonists think every weapon is better than a shotgun. Even a poor quality steel ikwa that's a single stiff breeze away from turning to dust.
The Trans Girl Anarchists 19 Jul @ 12:02am 
What do they use to determine upgrades? Because my colonists keep equipping their starting bolt -action rifle instead of my pump shotguns even though the shotguns have a higher DPS.
Snues  [author] 18 Jul @ 11:17am 
@Shadowwake Happy you like it. Working hard on the compatibility right now. Should also be 60%+ better performance in the next update.

@zzzdragon25 I'll see what I can do
Shadowwake 18 Jul @ 10:47am 
Probably already been mentioned somewhere, and i know the compatibility is sort of in "beta" phase by your own description, but i find that with simple sidearms and the toggles on the pawns will consider every POTENTIAL sidearm slot separately and will hoard weapons for themselves, keeping 4+ weapons equipped with the default SS settings. Seems somewhat less problematic if you cut SS limits to one melee one ranged. They also consider some EMP weapons superior and will drop regular weapons in favor of them.

Thanks for this mod though man, seriously, massive QOL for those of us who dont like to micromanage every new pawn.
zzzdragon25 18 Jul @ 9:03am 
Found a incompatibility with Kiiro race, will cause CTD while generate colony map. No matter load before or after.
Snues  [author] 17 Jul @ 2:55am 
@TakCamRay I will definitely look into this, nice catch
TakCamRay[JP] 17 Jul @ 2:38am 
ally "draft and controllable" soldiers. I forgot mention this.
TakCamRay[JP] 17 Jul @ 2:35am 
Found another issue. Not critical, but exploitable.
Quest related pawn like empire soldiers immediately drop their guns, if default preset is forbidden most of guns.
Snues  [author] 17 Jul @ 2:33am 
Yes this is a valid test. Try to tweak Simple Sidearm’s own settings, put it on default, Excessive, etc. Also drop all guns. Are you using hauling mods?
Otoya 17 Jul @ 2:13am 
Maybe you can tell me what I am doing wrong or if this is an improper test. Everything is enabled and set in the settings, and that's the default stuff.

Pawn A and Pawn B.
Neither of them have any traits preferring or disliking melee/ranged.
Both have skills in shooting and melee.
A has a gun and B has a knife
I put a gun and a knife in the world, I make them haul to a stockpile thats also near food and the bed.

They never equip them. Pawn A should pick up the knife as a side arm, and Pawn B should pick up the gun as a primary arm.
Neither have any forced toggle for one or the other in Simple Sidearm.

Would you say this is a valid test?
Deggial 17 Jul @ 12:34am 
Working for me, too.
Snues  [author] 17 Jul @ 12:07am 
@Otoya in my testing it works. I will try to repeat the issue on my end. I would love some more info from you. Are you on 1.6? The sidearm settings are enabled in the AutoArm settings?
Otoya 16 Jul @ 7:21pm 
Had a knife and a rifle on the map. Two pans, one who had a knife and one who had a rifle. Neither of them picked up any for primary arm and side arm. The knife guy should have picked up the rifle as a primary for ranged, and the melee with the knife guy should have picked up the rifle for ranged. But they just ignored while walking around. I removed most of the work order so they would have time but they never did. Feels like this mod doesn't do anything with Simple Sidearm which defeats the primary purpose.
Snues  [author] 16 Jul @ 9:03am 
@横冲直撞小影子 Fixed, appreciate the notice
横冲直撞小影子 16 Jul @ 7:36am 
children still pick and equip weapons......
tzezt 16 Jul @ 5:47am 
+1 to Deggial
i need my pawn equit emp launcher
but he keep swaping weapon
Snues  [author] 15 Jul @ 12:21pm 
@Deggial Thank you, I must have broke something. Let me debug this and come back with a fix.
Deggial 15 Jul @ 11:47am 
Hi @Snues,
In your description, you write:
"Remembers your choices - forced weapons stay equipped".

Unfortunately, this is not true in my game.
I built a stun baton and want to equip that instead of a silver battle axe. (Don't judge me - I have my reasons!)
However, my pawn doesn't keep the baton; he immediately re-equips the battle axe.
The notification "upgraded from stun baton to battle axe" is displayed.

Is a mod conflict known to cause this?
Snues  [author] 15 Jul @ 10:05am 
@MedievalSailboatAgent Should be all good now! I can't repeat the issues you described with the new changes. Thanks for letting me know about this.
MedievalSailboatAgent 15 Jul @ 7:51am 
@snues I disabled pick up and haul and it hasn't caused any errors to my save so I am going to wait until it gets fixed to reenable it, when I loaded up the game with both enabled your mod flagged pick up and haul as potentially having conflicts with weapon switching which it definitely does haha. I do not have logs for in game however, if needed I can put it back and try to cause it to happen again.
Snues  [author] 15 Jul @ 7:22am 
@Wolfbane 1. Sounds interesting. For gear, I’m sure there are other mods for this. For weapons it’s very possible and could complement this mod, lets say a weapons tab or settings that prioritize the best weapons for pawns over 15 shooting.

Automatic guns have higher DPS than e bolt rifle so that’s why they swap. Feel free to add me on discord (.snues) if you would like to talk further about your ideas
Snues  [author] 15 Jul @ 7:10am 
@Stellar Harbour Anyone with higher melee than shooting will prefer melee, you can work around this by force-equipping a gun and level up shooting, or use the outfit filter. I could make a setting for this, to always prefer shooting over melee. Simple Sidearms has its own thing, I only work the auto-equip part.
@Michiko Choosing preference might come. I will look at ways to implement this, for now you can use the outfit filter
Stellar Harbour 15 Jul @ 5:55am 
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
Wolfbane 15 Jul @ 4:23am 
2 requests....

*1*
Any chance there can be a list of each character in each group.
And then drag and drop the names in the list, above below, to have a hierarchy of priority order.
So the guy on top, always gets the best gear first.
And if I change order and add a new guy, that I think should have a higher priority, then even people lower in the list would drop their gear so the one above could get the better gear, and so on.
Does not have to be super high priority, but do this check once per 5min or whatever, to make sure its not a performance issue.

*2* Give me option to rate my weapons in same way.
Because atm, my paws are dropping Bolt Action rifle, to pick up Automatic Gun...
Im not sure why it does that, but I prefer it people preferred ranged weapons over pistols.
But a list of "hierarchy of priority weapons" to make everyone customize their own preferences.
Michiko 15 Jul @ 2:22am 
The mod works great for me so far! I've tried other mods like Weapons Tab Reborn before, but I like the way AutoArm works a little better, since it works with Simple Sidearms. Nice to see my builders pick up weapons that help with building and stuff.

This might be a tough one, but is it possible to make AutoArm play nicely with this new mod Weapon Proficiency ? It makes training with individual weapon types possible, so you could be good with machine pistols but bad with assault rifles or something. So if a pawn has a preference, they should try to pick up that weapon instead of others, if any are available anyway.
Snues  [author] 15 Jul @ 12:13am 
@MedievalSailboatAgent thank you for the feedback, I will try to cook up better compatibility with Pick up and haul today. Do you have any errors in your log?
Deankiller Turnupseed 14 Jul @ 7:01pm 
this is all i ever wanted
MedievalSailboatAgent 14 Jul @ 1:40pm 
Love the mod, I am having issues with it since 1.6 however. On startup it says that it is incompatible with Pick Up and Haul which it never said before, and when in game after picking something up it auto equips stuff from their inventory that they are carrying that is classed as a weapon. It will say "blank not permitted" and then start dropping whatever it is (for instance wood) in instances of one every few steps. It also will auto equip weapons that they pick up until they are at max carrying capacity, I had one guy with like 10 swords equipped at once.