RimWorld

RimWorld

Simple sidearms
2,731 Comments
Xarian 18 Jul @ 5:28pm 
Bug: Can't equip (un-bonded) Persona Amplifying Rod as a tool or as a sidearm, says "bonded to someone else"

Other relevant information:
Rod is not bonded to anyone
Pawn #1 is incapable of violence and cannot equip the rod as a tool
Pawn #2 is capable of violence and cannot attempt to equip it as a sidearm (this pawn can equip it as a weapon as per normal however)
UrsineViator 17 Jul @ 4:45pm 
problem exists between keyboard and chair
Q 17 Jul @ 2:44pm 
whats PEBKAC. I think the first three is "People Endlessly Bitching" but couldnt figure out the last 3))
rainy-star 16 Jul @ 6:03pm 
i found what cause the problem,not your mod,it's modular weapon2....
PeteTimesSix  [author] 16 Jul @ 1:30pm 
I will reiterate, I cant fix a bug I cant replicate.
Yorke Hunt 16 Jul @ 12:16pm 
Had to unsubscribe 'cos it was causing an issue that my pawns wouldn't do anything. Wouldn't sew crops, wouldn't build construction projects, nothing.
rainy-star 15 Jul @ 9:35pm 
same with a1fzz and it dont cause any red log.....:
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
Dromarius 13 Jul @ 8:07pm 
@Kait => Second Screen, You have the upper choice on the rifle, so they prefer equip the range instead of the melee. Should work like this far i can remember i used it ;)
Kait 13 Jul @ 4:45pm 
work for me, but how to setup the mod so they reequip automatically their ranger weapon after winning their melee fight ?
Gryn 13 Jul @ 3:36pm 
to be fair, by some reason is not create log, i just click at weapon and nothing happening, even in logs, no errors no warnings
PeteTimesSix  [author] 13 Jul @ 2:01pm 
Three posts and no log. I'm filing this one under PEBKAC.
MountSwolmore 13 Jul @ 1:28pm 
Had to abandon colony because it's either constant breakdowns or no UI. This should not be marked as 1.6 ready.
MountSwolmore 13 Jul @ 1:13pm 
Tried to remove the mod to stop pawns going berserk weapon swapping endlessly and it breaks the entire UI until it's returned.
Gryn 13 Jul @ 11:11am 
same issue, pawn cant drop and forget weapon
MountSwolmore 13 Jul @ 8:05am 
I had work issues but I think it was addressed by actually setting the schedule explicitly to work. However now I'm stuck with colonists constantly picking up things I can't make them forget.

Right clicking to forget weapons doesn't work anymore. I can left click to change a preferred weapon and the hovertext shows right click to forget but right click interacts with whatever is under the button.

I don't know if this is an issue with SS specifically because I've noticed if I have a colonist selected and try to right click dismiss notifications it'll issue move orders. If I have an object selected or no selection, right click clears the notification.
U2mad 12 Jul @ 12:32pm 
@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.
тетеря, блин 12 Jul @ 11:29am 
how does it work in 1.6? It seemed to me that the secondary weapon was added officially.
PeteTimesSix  [author] 12 Jul @ 3:58am 
@Drunken Eagle
It definitely helps in confirming that I'm not blind and there's more to the issue. :]
Drunken Eagle 12 Jul @ 2:34am 
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] 12 Jul @ 12:58am 
@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 11 Jul @ 5:38pm 
Broken in 1.6. Cant draft pawns. Vanilla Expanded Framework is one of my installed mods too
U2mad 11 Jul @ 4:34pm 
I think I tracked the bug down to some interaction between this and vanilla expanded framework.
Fallon 11 Jul @ 4:10pm 
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 11 Jul @ 3:49pm 
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