RimWorld

RimWorld

Simple sidearms
2,716 Comments
U2mad 1 hour ago 
@PeteTimesSix So I don't know what changed, but I've tried to replicate the issue I was having on the save that I was using to test with, and it works fine now... Maybe one of the mods got updated? When I tested yesterday, I didn't have the time for a lot of testing, was just making sure stuff was working, so I didn't bother to take it down to just the two mods to see if it would break, but today it's working fine.
how does it work in 1.6? It seemed to me that the secondary weapon was added officially.
PeteTimesSix  [author] 10 hours ago 
@Drunken Eagle
It definitely helps in confirming that I'm not blind and there's more to the issue. :]
Drunken Eagle 11 hours ago 
Maybe I just playing wrong but I dont have any problems with drafting while having VEF with this mod list. No CE installed since Im waiting for official update, no 1.5 mods otherwise are loaded.

Started quick 5% world game with Gravship start, landed in modded Alpha Biome, ordered some stuff, drafted, shot some walls, nothing seems to be out of the ordinary. This is probably not what you are looking for, but I cant reproduce this bug too, maybe It still will be of help.

https://gist.github.com/HugsLibRecordKeeper/29d480d8734e10e5d5e3c838fd781266
PeteTimesSix  [author] 13 hours ago 
@GARRY @U2mad @Fallon @winggar
I get no issues with just VEF and those stack traces don't include mod lists, so I can't replicate. Would appreciate a full log. In the meantime I wrapped the VEF compat code that seems to be erroring out in a try-catch, but that's just a bandaid.
GARRY 20 hours ago 
Broken in 1.6. Cant draft pawns. Vanilla Expanded Framework is one of my installed mods too
U2mad 21 hours ago 
I think I tracked the bug down to some interaction between this and vanilla expanded framework.
Fallon 22 hours ago 
Same issue. Can't draft and they won't work. They just walk up to their task and remain 'Standing'. No issue without the mod loaded, but game just isn't the same without.

https://pastebin.com/1X9fHMLB
winggar 22 hours ago 
I don't appear to be able to draft colonists. Not sure if it's related to your mod, but I do get the following two exceptions when I click on a colonist: https://pastebin.com/aVr5b7Kr . I'm currently at the start of the gravship start if that helps. Modder-to-modder: best of luck with the 1.6 release horde.
PeteTimesSix  [author] 11 Jul @ 10:32am 
I guess it's about due for a reminder that a bug I can't replicate is a bug I can't fix. Need those error logs, mod lists, and repro steps if you want me to do anything about that.
Mr_Nerdly 11 Jul @ 10:18am 
I get the same error as @guy
When the mod is active, pawns stop pretty much all tasks. Am I the only one?
Autismus Maximus 11 Jul @ 6:33am 
I dont know if it's your mod, but ive noticed ghouls picking up any crap weapons they can find ( clubs knives and pieces of wood ), even tho their standart melee is much stronger.
I cant actually command them to drop those weapons tho
0。0 10 Jul @ 3:12am 
After installing the Achtung! mod, I found that right-clicking on the weapon icon in the Gizmo has no effect.
a1fzz 8 Jul @ 10:36pm 
i have a issues the pawn wont use automatic gun auto-aim for hostile, single fire gun is fine. i try to click single pawn to use gun still not work. sometimes the automatic gun, pawn only shot 1 time

(only use the vanilla pack)
M1ki3L 8 Jul @ 2:14pm 
Can I add this after I've started a save?
Crimson 6 Jul @ 5:14pm 
I will try that out. I use medpod mod and my pawns primary weapon always gets dropped and forbidden when they use it
PeteTimesSix  [author] 6 Jul @ 4:26am 
@Crimson there are mods that take care of that specifically, Non uno Pinata for example.
Crimson 6 Jul @ 1:18am 
could you add an option for when a colonist is down they dont drop their weapon or the weapon dosnt get forbidden?
Psycho Dad 4 Jul @ 8:08am 
is this mod broken? will it become obsolete when new DLC comes out?
stunnedby_thegay 3 Jul @ 12:22pm 
how would i alter the code (for my use) so enemies can use sidearms? i'd like to have it a little more balanced but only be a 50% for an enemy to have a ranged and melee.
vol. 2 Jul @ 4:32am 
Mod is like, totally breaking my UI any time I recruit a prisoner or gestate a mech. No idea why, there's no errors or anything. According to the comments other people have had this issue.
illcat 30 Jun @ 1:57pm 
Does this mod make weapons disappear when they're "allowed" before a pawn can reequip them in 1.6?
Quilava 30 Jun @ 10:26am 
Such shame it not compatible, guess i have to cycle between for each story to fit the style then
PeteTimesSix  [author] 30 Jun @ 6:54am 
@Quilava it's not in compatible. But theres specific interoperability with Owlchemist's Tacticowl version of Dual Wielding.
Quilava 29 Jun @ 10:31pm 
May i ask, does this mod compatible with "dual wielding"?
OhHoop 25 Jun @ 10:46am 
Thanks Pete <3
Kylo 24 Jun @ 12:22pm 
That was quick with the VEF update damn Pete. <3
The Moustache 24 Jun @ 12:12pm 
thanks everyone for commenting about the VEF incompatibility! I was lost lol
PeteTimesSix  [author] 24 Jun @ 12:11pm 
VEF issue should be fixed.
OhHoop 24 Jun @ 11:38am 
For those with the incompatibility issue. you can use pocket sand instead until either this or VEF is update to fix the issue. It's not ideal, but close enough.
OhHoop 24 Jun @ 11:29am 
Indeed -> Incompatible with Vanilla Expanded Framework update
Ribera 24 Jun @ 10:37am 
Yep, colonists just standing
VEdgar 24 Jun @ 10:01am 
Incompatible with Vanilla Expanded Framework update
iyuha 24 Jun @ 9:34am 
This appears to be incompatible with the latest update for Vanilla Expanded Framework for 1.6
StockSounds 21 Jun @ 9:06am 
I'm not really sure how this is supposed to work, because my pawns will randomly switch from guns to grenades when we're fighting in our own base next to allied pawns. Cue the metalfreak incapacitating the genie with a frag even though he has a shotgun to use instead.
Iron Tiki 19 Jun @ 10:37am 
The tab for the sidearms isn't showing up on 1.6 for me. ideas?
Gamesense0 19 Jun @ 12:58am 
This mod has always worked fine for me, but just now my tickrate imploded as my console got flooded with an absurd amount of error messages saying "melee from out of melee position" for every pawn involved immediately after I dealt with an infestation. After a minimal amount of research online and seeing things point to this mod conflicting with some other mod I am also using (like Vanilla Skills Expansion), it confused the hell out of me, because throughout all my 300-400 hrs playing these mods had worked just fine for me, until today, that is. Much appreciation if anyone here could point me to the issue...
PeteTimesSix  [author] 18 Jun @ 12:07pm 
I did a short playthrough to test this and my other mods, and it works as well as it always has, that is to say, with minor issues it's accumulated over the decade of its existence.
Omnicide 17 Jun @ 10:17pm 
This working for 1.6? Comments below make me suspect otherwise.
2941026574 15 Jun @ 11:08pm 
1.6老
AzoorFox 15 Jun @ 2:12pm 
UPDATE WHEN???????????
Bärtierchen 14 Jun @ 3:32pm 
Could not resolve cross-reference: No Verse.SoundDef named SimpleSidearms_DrawSound found
submeg 13 Jun @ 8:13pm 
Hmm, is there an alternative?
Kaarlo 13 Jun @ 2:48am 
Has lots of bugs
Trump 12 Jun @ 10:21am 
The name of this module will be wrong in Chinese environment
Moger 11 Jun @ 9:16pm 
WOW my favorite mod updates so fast
bbuswell 11 Jun @ 7:36pm 
already updated to 1.6
Calamity Bill 7 Jun @ 11:14pm 
I have an issue where the UI for sidearms and drafting will disappear permanently if I burn an effigy for Ideoligion. Had to reload an older save and remove this mod to fix it.
punk 5 Jun @ 6:16am 
@SFH Same here.