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RimWorld => Mods => Releases => Topic started by: PeteTimesSix on May 16, 2017, 04:21:35 PM

Title: [1.1] SimpleSidearms (1.4.0)
Post by: PeteTimesSix on May 16, 2017, 04:21:35 PM
(http://i.imgur.com/53MI2mF.png)

This description is currently somewhat outdated.
The features are all there but probably look different or have been expanded upon.

With the invention of pockets comes the idea of bringing EVEN MORE WEAPONS. Because your snipers are getting really tired of getting shanked.

Features include:

(http://i.imgur.com/9L4f8u7.png) (https://ludeon.com/forums/index.php?topic=28066) is required.

Can be found at:
GitHub (https://github.com/PeteTimesSix/SimpleSidearms/releases) (source (https://github.com/PeteTimesSix/SimpleSidearms/tree/master/Source/SimpleSidearms))
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=927155256)

Would be basically impossible without the amazing work of pardeike (https://ludeon.com/forums/index.php?action=profile;u=50744) on the Harmony library (https://ludeon.com/forums/index.php?topic=29517).

Should install/uninstall into/from existing games without issue. Will leave the sidearms in pawn's inventories, much like caravans.

Keep in mind it's still bit a jury-rigged mess. Performance issues should be expected.
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 16, 2017, 04:25:02 PM
So basically, recently there was a thread on backup weapons. In it, a certain important someone explains why it's not in the game:
Micromanagement, mostly.

Both managing inventory, and the fact that now when you order an attack you need to specify what kind of attack.

Then there's the AI side.

It's just a lot of work and player burden for a pretty prosaic little feature.

I respectfully disagree.
Title: Re: [A17] SimpleSidearms
Post by: Rimrue on May 16, 2017, 04:48:54 PM
Wow. Good job. :)

It seems a bit OP however. Could you make a Lite version with just two slots? Say one ranged and one melee?

Title: Re: [A17] SimpleSidearms
Post by: ChaosChronicler on May 16, 2017, 04:55:23 PM
The only micro-managing that I want when it comes to side arms is just choosing which this does. what my pawns do with it is up to the A.I
Title: Re: [A17] SimpleSidearms
Post by: Dragoon on May 16, 2017, 05:23:24 PM
Wow. Good job. :)

It seems a bit OP however. Could you make a Lite version with just two slots? Say one ranged and one melee?

Why limit it to 1 ranged and 1 melee? Why not just 2 slots. (certain characters are so bad that if they have a melee it will be worthless.)
Title: Re: [A17] SimpleSidearms
Post by: Dragoon on May 16, 2017, 05:24:55 PM
Also thanks for making this!! I have been waiting for a bit more of combat depth like this. And yes is has depth no more shield and shiv strike, your enemy might have a longsword, after that sniper.
Title: Re: [A17] SimpleSidearms
Post by: Rimrue on May 16, 2017, 05:44:46 PM
Wow. Good job. :)

It seems a bit OP however. Could you make a Lite version with just two slots? Say one ranged and one melee?

Why limit it to 1 ranged and 1 melee? Why not just 2 slots. (certain characters are so bad that if they have a melee it will be worthless.)

I suppose 2 slots wouldn't be too OP. I personally would still use them for ranged/melee, though, as I get tired of mad squirrels scratching out eyeballs because the pawn only has his fists to beat it down. A hunting knife at least gives them a chance to kill the squirrel before it does too much damage!
Title: Re: [A17] SimpleSidearms
Post by: DariusWolfe on May 16, 2017, 05:55:37 PM
This is excellent, and I will be installing it on my next playthrough.

While I'm perfectly okay with you leaving it as is (because it leaves it free for people to use it as brokenly or as "fairly" as they choose) it makes sense to me that sidearms should only be pistols or melee weapons, maybe grenades.
Title: Re: [A17] SimpleSidearms
Post by: Rimrue on May 16, 2017, 06:00:46 PM
This is excellent, and I will be installing it on my next playthrough.

While I'm perfectly okay with you leaving it as is (because it leaves it free for people to use it as brokenly or as "fairly" as they choose) it makes sense to me that sidearms should only be pistols or melee weapons, maybe grenades.

I definitely wasn't recommending he change the original mod. I was just requesting a Lite version in addition to it. I would definitely use a Lite version. :)
Title: Re: [A17] SimpleSidearms
Post by: BlueTressym on May 16, 2017, 09:30:48 PM
Finally!  I was wondering if I was the only person who thought it was silly that if a colonist had a gun, they couldn't also carry a knife - or sword - or spare gun!  Even with a fairly substantial gun, you could still have a knife on your belt.  Not to mention that dual-wielding is, in fact, a thing. 
Title: Re: [A17] SimpleSidearms
Post by: Viritos on May 16, 2017, 11:00:57 PM
Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 17, 2017, 01:22:40 AM
Wow. Good job. :)

It seems a bit OP however. Could you make a Lite version with just two slots? Say one ranged and one melee?
I've considered adding numerical limits in addition to the weight ones, but I didn't want to further clutter the settings menu. I'll give it some more thought, maybe see if I can have folding categories in the settings or something. You can get similar results by setting the weight limits to low percentages for now.

This is excellent, and I will be installing it on my next playthrough.

While I'm perfectly okay with you leaving it as is (because it leaves it free for people to use it as brokenly or as "fairly" as they choose) it makes sense to me that sidearms should only be pistols or melee weapons, maybe grenades.
Unfortunately the game doesnt have a concept of a "handgun" (far as the definition files are concerned, the pistol is just an unusually light gun) and I didn't want to restrict the mod to only working with vanilla weapons. I am considering adding a static maximum weapon weight, but some of the gun weights in Rimworld are a bit wonky: you have the pistol at 1.2, followed by the machine pistol at 2.5, followed by the pump shotgun, assault rifle, and the incendiary launcher of all things at 3.4... and then the heavy smg (which is what I'd personally liked the cutoff point to be at) at 3.5. I think HugsLib supports adding custom UI for settings, if so I might do something fancy with that.

Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)

I'm glad everyone seems to like it so far. I am equally glad that apparently I havent broken any save files yet :)
Title: Re: [A17] SimpleSidearms
Post by: O Negative on May 17, 2017, 02:24:36 AM
I would like to suggest that you suggest this to be integrated into the core game. A LOT of people would be grateful for it's implementation, and you've already worked your way around Tynan's argument of micromanagement :)

Awesome work!
Title: Re: [A17] SimpleSidearms
Post by: Razzoriel on May 17, 2017, 09:29:30 AM
This mod looks awesome, but I couldn't for the life of me understand what the customization options do.
Title: Re: [A17] SimpleSidearms
Post by: sma342 on May 17, 2017, 11:01:47 AM
Well finally someone made that. Great Job
Title: Re: [A17] SimpleSidearms
Post by: faltonico on May 17, 2017, 11:09:15 AM
Wow. Good job. :)

It seems a bit OP however. Could you make a Lite version with just two slots? Say one ranged and one melee?


The only proper way to balance this would be with weight and carrying capacity, not random number of what you think it is enough to carry.
Title: Re: [A17] SimpleSidearms
Post by: DepOpt on May 17, 2017, 11:58:25 AM
Nice mod. Not updated to A17 myself yet, but this is going on the mod list when I do. I think a LOT of people have been waiting for something along these lines.
Title: Re: [A17] SimpleSidearms
Post by: Goldenpotatoes on May 17, 2017, 12:13:14 PM
Good stuff.

As a bug report, pawns seem to sometimes use the wrong visual for a weapon when hunting. Had a few situations where a colonist equipped with a survival rifle and a pistol as a side-arm would go hunt and would technically be using the pistol (same projectile) but have the rifle equipped.
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 17, 2017, 02:01:29 PM
This mod looks awesome, but I couldn't for the life of me understand what the customization options do.
The settings menu is very much a first pass thing. I'm in fact working on improving it right now. Have a little sneak peek:
(http://i.imgur.com/4rzfdKz.png)
I'm probably also going to add a few presets so people dont have to mess with these at all.

Good stuff.

As a bug report, pawns seem to sometimes use the wrong visual for a weapon when hunting. Had a few situations where a colonist equipped with a survival rifle and a pistol as a side-arm would go hunt and would technically be using the pistol (same projectile) but have the rifle equipped.

Noted. Ill look into it.
Title: Re: [A17] SimpleSidearms
Post by: vampiresoap on May 17, 2017, 02:10:21 PM
Hey man!! This is awesome!! Good job!
Title: Re: [A17] SimpleSidearms
Post by: DariusWolfe on May 17, 2017, 02:55:15 PM
Holy crap, that is a serious configuration menu. I like it; It looks like it'll address my personal preferences/concerns nicely.

This is a truly excellent self-introduction to the Rimworld modding scene, and I look forward to your future contributions.
Title: Re: [A17] SimpleSidearms
Post by: Simstu on May 17, 2017, 05:04:43 PM
Seems good... I like that option of carrying a secondary weapon and knife... Is it compatible with other weapon mods (https://ludeon.com/forums/index.php?topic=22370.msg241547#msg241547) this one for example? Could you do it for A16? Thanks for answers.
Title: Re: [A17] SimpleSidearms
Post by: DigitalCore on May 18, 2017, 04:40:38 AM
This should be in the base game. Granted, with a couple of restrictions such as two slots only for balance purposes but this should be in the base game.
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 18, 2017, 12:06:58 PM
Okay, take two on the settings menu.

(http://i.imgur.com/RWn3nFL.gif)

Presets are still WIP, but otherwise it should be much more usable.
Title: Re: [A17] SimpleSidearms
Post by: Draconicrose on May 18, 2017, 12:12:05 PM
I'll definitely add this to my future A17 mod loadout! Might get featured in a let's play series. ;)
Title: Re: [A17] SimpleSidearms
Post by: Love on May 18, 2017, 01:22:03 PM
I think my big gripe with this mod is it really weakens pawns that are good at melee but not shooting, or vice versa.

A brawler is gonna get torn apart if, after his trek, he has to deal with all the ranged guys he was rushing pulling out knives.
Title: Re: [A17] SimpleSidearms
Post by: Goldenpotatoes on May 18, 2017, 01:27:23 PM
I think my big gripe with this mod is it really weakens pawns that are good at melee but not shooting, or vice versa.

A brawler is gonna get torn apart if, after his trek, he has to deal with all the ranged guys he was rushing pulling out knives.

Yeah, but A17 introduces dodging melee hits and odds are your brawler is probably using something more dangerous than a knife in that situation. If you're giving them adequate armor, then their bruises won't be much worse than normal.
Title: Re: [A17] SimpleSidearms
Post by: Love on May 18, 2017, 01:40:44 PM
I think my big gripe with this mod is it really weakens pawns that are good at melee but not shooting, or vice versa.

A brawler is gonna get torn apart if, after his trek, he has to deal with all the ranged guys he was rushing pulling out knives.

Yeah, but A17 introduces dodging melee hits and odds are your brawler is probably using something more dangerous than a knife in that situation. If you're giving them adequate armor, then their bruises won't be much worse than normal.
Hm, I was not aware of a new dodging mechanic... I'll give it a spin, then.
Title: Re: [A17] SimpleSidearms
Post by: DariusWolfe on May 18, 2017, 02:02:57 PM
Yeah, my melee specialist (no brawler trait, but like 11-12 melee) went toe-to-toe with an injured bear, and managed to make it out with only a few light scrapes. Mind you, he didn't do most of the damage that downed it (it was the gunners right behind him) so if he'd have been facing it alone he probably wouldn't have fared as well.
Title: Re: [A17] SimpleSidearms
Post by: sanya02 on May 18, 2017, 06:07:09 PM
Please create one for A16.
Title: Re: [A17] SimpleSidearms
Post by: Love on May 19, 2017, 08:34:52 PM
A couple warnings being thrown on startup from HugsLib, probably no big deal.

Code: [Select]
[HugsLib][warn] Missing enum setting labels for enum SimpleSidearms.Globals+Preset
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
HugsLib.Utils.ModLogger:Warning(String, Object[])
HugsLib.Settings.ModSettingsPack:GetHandle(String, String, String, Preset, ValueIsValid, String)
SimpleSidearms.SimpleSidearms:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)


[HugsLib][warn] Missing enum setting labels for enum SimpleSidearms.hugsLibSettings.SettingsUIs+WeaponListKind
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
HugsLib.Utils.ModLogger:Warning(String, Object[])
HugsLib.Settings.ModSettingsPack:GetHandle(String, String, String, WeaponListKind, ValueIsValid, String)
SimpleSidearms.SimpleSidearms:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)
Title: Re: [A17] SimpleSidearms
Post by: 47a on May 20, 2017, 03:44:33 AM
quick question on this mod, will colonists automatically seek out and equip sidearms (or primaries for that matter?) or does it need to be manually equipped
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 20, 2017, 04:37:43 AM
quick question on this mod, will colonists automatically seek out and equip sidearms (or primaries for that matter?) or does it need to be manually equipped
Same as vanilla, they need to be explicitly told to touch those scary murder devices.

A couple warnings being thrown on startup from HugsLib, probably no big deal.

Yeah, its fine. Ill add them to the language XML anyway, just to get rid of the warnings.

Please create one for A16.
I get why this keeps coming up, but Id rather not write and maintain a soon-to-be obsolete separate version. Maybe when Im done with what Im working on right now.
Title: Re: [A17] SimpleSidearms
Post by: Orpheus on May 20, 2017, 06:34:01 AM
Any chance you could make Mechanoids not spawn with sidearms?  Or at least limit them to sensible choices, or make them not do stupid things with them.  I just opened an Ancient Danger, and three Centipedes rushed me with...wait for it...plasteel shivs.  Even though all three of them had Inferno Cannons, they came slithering over at half a mile an hour, trying to shank me with their space toothpicks.  I was able to kill all three before they reached me, using two really bad shooters with bolt-action rifles.  Even when their mobility dropped to near-zero, they still refused to shoot at me.
Title: Re: [A17] SimpleSidearms
Post by: Canute on May 20, 2017, 07:12:56 AM
Yep, thats stupid since all vanilia mechanoids got very strong unarmed attacks.

Same thing with pawn with strong unarmed enchantments like scyther blades,power arms.
Maybe you can made a check/compare what give more DPS a mellee weapon or pawn's unarmed attack.
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 20, 2017, 08:09:12 AM
Any chance you could make Mechanoids not spawn with sidearms?  Or at least limit them to sensible choices, or make them not do stupid things with them.  I just opened an Ancient Danger, and three Centipedes rushed me with...wait for it...plasteel shivs.  Even though all three of them had Inferno Cannons, they came slithering over at half a mile an hour, trying to shank me with their space toothpicks.  I was able to kill all three before they reached me, using two really bad shooters with bolt-action rifles.  Even when their mobility dropped to near-zero, they still refused to shoot at me.
Wot.

I thought I limited sidearm spawning to human-likes only. Fix coming soon.

Maybe you can made a check/compare what give more DPS a mellee weapon or pawn's unarmed attack.
Noted. Honestly, I tend to avoid prosthetics if I can help it so it didnt even occur to me that sometimes unarmed melee is better than armed.
Title: Re: [A17] SimpleSidearms
Post by: creeper857 on May 20, 2017, 12:57:43 PM
Would it be possible to make a version for alpha 16?
as long as mods im using arent updated i will probaly still be playing alpha 16 so it would be nice
Title: Re: [A17] SimpleSidearms
Post by: Razzoriel on May 20, 2017, 01:26:47 PM
Would it be possible to make a version for alpha 16?
as long as mods im using arent updated i will probaly still be playing alpha 16 so it would be nice
He just said he won't do it for a version that's about to become obsolete. Just wait a few weeks until it is updated to A17.
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 20, 2017, 05:16:17 PM
New release is out.

Code: [Select]

Added presets*! Choosing customization options is now just one click away.
Hunters have been re-educated and will no longer fire sniper bullets out of their knives.
Centipedes have finally run out of free shiv coupons and will as such return to using shoddy inferno launchers.
After an initial wave of hype, scyther blade users have returned to tearing things apart with their own bare claws. Bionic arm users are on the fence, one of which was quoted as saying "There's a lot of math involved, you know? Have to calculate DPS on the fly and everything!"

*(sort of, anyway. the implementation leaves a bad taste in my mouth. have to see about reworking it)

I mean that last bit, by the way. I'm pretty sure I'm not actually changing the right settings objects, even if it works. Might have to page UnlimitedHugs or something.
Title: Re: [A17] SimpleSidearms
Post by: Love on May 21, 2017, 11:52:21 PM
I feel like the Basic preset should have weapon dropping set to Never.
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 23, 2017, 10:35:53 AM
I feel like the Basic preset should have weapon dropping set to Never.
The basic preset is essentially what Ive set out to accomplish when I first started on this mod. Any changes to it would basically depend on subjective opinions, its not like I can please everyone. Thats why there's a settings menu that exposes basically everything in the first place - if you dont like it, you can change it yourself.

New release is out.
Code: [Select]
Added individual pawn weapon locks for ranged weapon switching
When switching from a used-up singleshot weapon, pawns will now prefer drawing spares over any other sidearm
Various bugfix attempts
The new locking mechanism:
(http://i.imgur.com/a170D78.png)
Title: Re: [A17] SimpleSidearms
Post by: asquirrel on May 23, 2017, 12:02:19 PM
Could you please make a version that is compatible with Alpha 16?  Thanks! :)
Title: Re: [A17] SimpleSidearms
Post by: Love on May 23, 2017, 12:07:58 PM
A17 is releasing any day now folks...
Title: Re: [A17] SimpleSidearms
Post by: Razzoriel on May 23, 2017, 12:36:09 PM
OP, if it's not much to ask, me and plenty of others are just looking for a code patch that automatically switches weapons from ranged to melee. The max mass mechanic you have, which restricts how much mass both weapons should have, IMO, is perfect to prevent abuse in the case of someone wielding a minigun and longsword, for instance.

So, if you can, could you make a SimpleSidearms Lite version, where you just set the maximum mass of one or the other, or both? Thanks in advance.
Title: Re: [A17] SimpleSidearms
Post by: WereCat88 on May 24, 2017, 02:51:25 PM
Does this mod work with other weapon mods? I imagine it should?
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 24, 2017, 04:16:26 PM
Does this mod work with other weapon mods? I imagine it should?

Worked with the two I tested. Should work in general, assuming the weapon mod in question doesnt bypass Rimworld's weapon system entirely.

Oh hey, A17 is out. Maybe now people will stop asking for a A16 version :)
Title: Re: [A17] SimpleSidearms
Post by: Pichu0102 on May 25, 2017, 05:27:53 AM
Minor issue, if I have weapons returned to inventory, after combat is over, they don't switch back to their main or ranged weapon, which leads back to hunter does not have ranged weapon.
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 25, 2017, 05:33:46 AM
Minor issue, if I have weapons returned to inventory, after combat is over, they don't switch back to their main or ranged weapon, which leads back to hunter does not have ranged weapon.
Hm, true. Changing that would require giving pawns less goldfish-like memory, but I think I know how to do that now... Ill add it on the list.
Title: Re: [A17] SimpleSidearms
Post by: Razzoriel on May 25, 2017, 08:05:12 AM
OP, if it's not much to ask, me and plenty of others are just looking for a code patch that automatically switches weapons from ranged to melee. The max mass mechanic you have, which restricts how much mass both weapons should have, IMO, is perfect to prevent abuse in the case of someone wielding a minigun and longsword, for instance.

So, if you can, could you make a SimpleSidearms Lite version, where you just set the maximum mass of one or the other, or both? Thanks in advance.
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 25, 2017, 08:11:50 AM
OP, if it's not much to ask, me and plenty of others are just looking for a code patch that automatically switches weapons from ranged to melee. The max mass mechanic you have, which restricts how much mass both weapons should have, IMO, is perfect to prevent abuse in the case of someone wielding a minigun and longsword, for instance.

So, if you can, could you make a SimpleSidearms Lite version, where you just set the maximum mass of one or the other, or both? Thanks in advance.

You're basically asking me to strip out ninety percent of the mod and then release it as a separate version (and then have to maintain it), when you can archieve exactly what you want already using the settings menu. I'd really rather not do that.

What I can do is add a preset that does that. At that point you literally only have to press a single button. List, added, etc.
Title: Re: [A17] SimpleSidearms
Post by: Razzoriel on May 25, 2017, 08:16:30 AM
OP, if it's not much to ask, me and plenty of others are just looking for a code patch that automatically switches weapons from ranged to melee. The max mass mechanic you have, which restricts how much mass both weapons should have, IMO, is perfect to prevent abuse in the case of someone wielding a minigun and longsword, for instance.

So, if you can, could you make a SimpleSidearms Lite version, where you just set the maximum mass of one or the other, or both? Thanks in advance.

You're basically asking me to strip out ninety percent of the mod and then release it as a separate version (and then have to maintain it), when you can archieve exactly what you want already using the settings menu. I'd really rather not do that.

What I can do is add a preset that does that. At that point you literally only have to press a single button. List, added, etc.

And it was exactly why my first words were "if it's not much to ask". That's perfectly understandable, thanks.
Title: Re: [A17] SimpleSidearms
Post by: A Friend on May 26, 2017, 08:13:26 AM
Definitely should be in the base game. OP doing god's work.
Title: Re: [A17] SimpleSidearms
Post by: NemesisN on May 26, 2017, 10:30:31 AM
I noticed a problem (don't know if I screwed something in options or just mod issue) (alpha 17)

When my colony gets back from caravan Raid (attacking other colony) they place back in stockpile everything they raided + the side arms equipped they had from the start and I need to equip sidearms again which is annoying

Also I noticed when my colony member switches to knife for melee combat he does not switch back to primary weapon (rifle) he had before once melee combat is over so I need to manually click and switch and if I don't notice this then my colony member brings a knife to a gun fight
Title: Re: [A17] SimpleSidearms
Post by: Dragoon on May 26, 2017, 12:12:17 PM
Just thought I'd let you and the other author know. This mod has an incompatibility with star wars. I cannot draft my colonist with both this and Star Wars on.
Title: Re: [A17] SimpleSidearms
Post by: M00nStalker on May 26, 2017, 01:28:27 PM
Awesome mod! Just what's needed for my survival rifle-toting colonists. Especially once there's a few more weapons added by mods.

Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)
Barbaric possibly, but would it be possible to implement such a feature? I realize it might be outside the scope of the mod, but we could benefit greatly from this. Especially when playing with mods that adds limited ammo, it makes no sense for a hunter in a survival scenario to waste several bullets to kill a downed squirrel or deer. One might argue that it is safer to do so, but then again we could micromanage our hunters to switch to a sword/axe/club/knife with no drawbacks (downed animals doesn't fight back, unlike in real life).

Once again, great job. This will be an obvious mod for my future playthroughs.
Title: Re: [A17] SimpleSidearms
Post by: Razzoriel on May 26, 2017, 02:50:29 PM
Awesome mod! Just what's needed for my survival rifle-toting colonists. Especially once there's a few more weapons added by mods.

Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)
Barbaric possibly, but would it be possible to implement such a feature? I realize it might be outside the scope of the mod, but we could benefit greatly from this. Especially when playing with mods that adds limited ammo, it makes no sense for a hunter in a survival scenario to waste several bullets to kill a downed squirrel or deer. One might argue that it is safer to do so, but then again we could micromanage our hunters to switch to a sword/axe/club/knife with no drawbacks (downed animals doesn't fight back, unlike in real life).

Once again, great job. This will be an obvious mod for my future playthroughs.

Your premise takes into account limited ammunition, of which Rimworld has no mechanic. Obviously, mods that do should appreciate this feature.
Title: Re: [A17] SimpleSidearms
Post by: M00nStalker on May 26, 2017, 03:07:00 PM
Awesome mod! Just what's needed for my survival rifle-toting colonists. Especially once there's a few more weapons added by mods.

Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)
Barbaric possibly, but would it be possible to implement such a feature? I realize it might be outside the scope of the mod, but we could benefit greatly from this. Especially when playing with mods that adds limited ammo, it makes no sense for a hunter in a survival scenario to waste several bullets to kill a downed squirrel or deer. One might argue that it is safer to do so, but then again we could micromanage our hunters to switch to a sword/axe/club/knife with no drawbacks (downed animals doesn't fight back, unlike in real life).

Once again, great job. This will be an obvious mod for my future playthroughs.

Your premise takes into account limited ammunition, of which Rimworld has no mechanic. Obviously, mods that do should appreciate this feature.
To an extent. However even in vanilla it makes sense to go up and finish a downed animal than standing at a distance and fire at it, its usually faster and less risk of shooting a fellow colonist or another animal.
Title: Re: [A17] SimpleSidearms
Post by: Razzoriel on May 26, 2017, 03:13:01 PM
Awesome mod! Just what's needed for my survival rifle-toting colonists. Especially once there's a few more weapons added by mods.

Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)
Barbaric possibly, but would it be possible to implement such a feature? I realize it might be outside the scope of the mod, but we could benefit greatly from this. Especially when playing with mods that adds limited ammo, it makes no sense for a hunter in a survival scenario to waste several bullets to kill a downed squirrel or deer. One might argue that it is safer to do so, but then again we could micromanage our hunters to switch to a sword/axe/club/knife with no drawbacks (downed animals doesn't fight back, unlike in real life).

Once again, great job. This will be an obvious mod for my future playthroughs.

Your premise takes into account limited ammunition, of which Rimworld has no mechanic. Obviously, mods that do should appreciate this feature.
To an extent. However even in vanilla it makes sense to go up and finish a downed animal than standing at a distance and fire at it, its usually faster and less risk of shooting a fellow colonist or another animal.

It does not make sense, because it accounts one single occasion of which you would do it; you are out in the wilds hunting.

What if you're attacked by manhunting packs? Your shooters will switch to their melee weapons to finish the downed animals they shot? What if you finish the animal and in this last hit, the rest of the pack decides to attack the shooter? What if by switching the weapons, you instead walk into a forbidden area, like someplace without a roof during a toxic fallout?

I like the background of the idea, because it makes sense, but it ignores so many variables that i'd be happy if it simply could be a manual thing; switch weapons, walk to downed animal, deliver the killing blow and save the ammunition.
Title: Re: [A17] SimpleSidearms
Post by: M00nStalker on May 26, 2017, 03:20:33 PM
Awesome mod! Just what's needed for my survival rifle-toting colonists. Especially once there's a few more weapons added by mods.

Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)
Barbaric possibly, but would it be possible to implement such a feature? I realize it might be outside the scope of the mod, but we could benefit greatly from this. Especially when playing with mods that adds limited ammo, it makes no sense for a hunter in a survival scenario to waste several bullets to kill a downed squirrel or deer. One might argue that it is safer to do so, but then again we could micromanage our hunters to switch to a sword/axe/club/knife with no drawbacks (downed animals doesn't fight back, unlike in real life).

Once again, great job. This will be an obvious mod for my future playthroughs.

Your premise takes into account limited ammunition, of which Rimworld has no mechanic. Obviously, mods that do should appreciate this feature.
To an extent. However even in vanilla it makes sense to go up and finish a downed animal than standing at a distance and fire at it, its usually faster and less risk of shooting a fellow colonist or another animal.

It does not make sense, because it accounts one single occasion of which you would do it; you are out in the wilds hunting.

What if you're attacked by manhunting packs? Your shooters will switch to their melee weapons to finish the downed animals they shot? What if you finish the animal and in this last hit, the rest of the pack decides to attack the shooter? What if by switching the weapons, you instead walk into a forbidden area, like someplace without a roof during a toxic fallout?

I like the background of the idea, because it makes sense, but it ignores so many variables that i'd be happy if it simply could be a manual thing; switch weapons, walk to downed animal, deliver the killing blow and save the ammunition.
You bring up good points. Especially the part about your colonist being closer to the herd if something happens. The manhunter argument and the toxic fallout one wouldn't be a problem, or rather nothing would change. In the manhunter scenario you would draft the colonists, so regular mod rules would apply. In the toxic fallout case your colonist would be exposed when your colonist goes out to get the carcass.

As a toggleable feature I don't see much problem with it, although it might be outside the scope of the mod.
Title: Re: [A17] SimpleSidearms
Post by: Canute on May 26, 2017, 03:34:05 PM
Quote
What if you're attacked by manhunting packs? Your shooters will switch to their melee weapons to finish the downed animals they shot?

Hunting should be different then be drafted.
On hunting the pawn behavior is allready different, he goes closer on a downed animal to finish it. You just need to change that that he use a melee weapon to finish it.
But didn't prevent that the vanilia behavior, since they don't allow hunting with mellee weapon ?
Title: Re: [A17] SimpleSidearms
Post by: Cabdono on May 26, 2017, 11:18:32 PM
I noticed a problem (don't know if I screwed something in options or just mod issue) (alpha 17)

When my colony gets back from caravan Raid (attacking other colony) they place back in stockpile everything they raided + the side arms equipped they had from the start and I need to equip sidearms again which is annoying

Not just raiding, whenever you return from a caravan they unload everything as usual, but that also includes the sidearms.
Other than that, this mod is pretty amazing  :)
Title: Re: [A17] SimpleSidearms
Post by: DariusWolfe on May 26, 2017, 11:58:32 PM
I would rather you didn't make switching to melee to finish off a downed animal/foe a default. Unless a coup de grace mechanic is introduced, it may take many hits to kill, especially if the hunter isn't good with melee; each hit is a potential chance to dismember the animal, each reducing the amount of meat on the animal. Guns (at least the ones I usually use for hunting, bolt-actions and pistols; shotguns may not be the same in this regard) are less likely to dismember the animal.
Title: Re: [A17] SimpleSidearms
Post by: NemesisN on May 27, 2017, 08:17:48 AM
I noticed a problem (don't know if I screwed something in options or just mod issue) (alpha 17)

When my colony gets back from caravan Raid (attacking other colony) they place back in stockpile everything they raided + the side arms equipped they had from the start and I need to equip sidearms again which is annoying

Not just raiding, whenever you return from a caravan they unload everything as usual, but that also includes the sidearms.
Other than that, this mod is pretty amazing  :)

it is but what about the other problem I mentioned when they switch to secondary melee to do melee combat, after the combat they don't switch back to primary so when I get attacked again my colonist bring a knife to a gun fight unless I notice in time and switch manually
Title: Re: [A17] SimpleSidearms
Post by: DariusWolfe on May 28, 2017, 02:56:17 PM
Oi, small 'bug'; The mod doesn't appear to recognize elephant tusks or logs (or thrumbo horns, I suspect; cannot confirm, tho') as available sidearms. I currently have some dudes with tusks, and I can't set these as sidearms.
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 31, 2017, 02:54:44 PM
Oi, small 'bug'; The mod doesn't appear to recognize elephant tusks or logs (or thrumbo horns, I suspect; cannot confirm, tho') as available sidearms. I currently have some dudes with tusks, and I can't set these as sidearms.
You technically can in that when setting the weight restrictions high enough they will allow for using thrumbo horns, wood, elephant tusks and beer bottles. They just dont show up in the lists, since as is the mod only loads weapons from the actual weapon defs. Ill fix it at some point.

Anyway. Update!


(http://i.imgur.com/tgbzxNw.png)
(http://i.imgur.com/bxNyd6b.png)
Pawns will now remember which weapon is their primary and will switch back to it once undrafted. They will also remember which weapons they are missing when forced to drop them. This includes dropping their primary weapon due to being downed. Once undrafted or done recovering in the hospital, they will automatically go retrieve them.

Oh, and you can switch to unarmed now. That's also a thing.
Title: Re: [A17] SimpleSidearms
Post by: DariusWolfe on May 31, 2017, 03:11:22 PM
Good to know. I'll probably just cope with it for now, as I prefer to manually select what is and what is not a sidearm, rather than using weight.
Title: Re: [A17] SimpleSidearms
Post by: jackarbiter on May 31, 2017, 03:28:04 PM
On latest version, when starting a new colony:

(https://image.ibb.co/bBjvDF/bug.png)

I figure maybe this didn't come up because you tested on an existing colony or summat. Or maybe I've done something wrong.
Title: Re: [A17] SimpleSidearms
Post by: Sniper Pilot on May 31, 2017, 03:51:20 PM
Yeah im getting the "Bounce Back" to map generation screen bug, oh well im running heavily modded- shame.
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 31, 2017, 04:24:17 PM
On latest version, when starting a new colony:

(https://image.ibb.co/bBjvDF/bug.png)

I figure maybe this didn't come up because you tested on an existing colony or summat. Or maybe I've done something wrong.
Whoops. On it.

EDIT: Okay, should be fixed.
Title: Re: [A17] SimpleSidearms
Post by: kchou94 on May 31, 2017, 06:52:37 PM
Nice updates!  The unarmed feature will come in handy.  Now I can get my pawns to knock out animals for medical training without having to manually unarm them.

Could you please explain what the different autoswitch locks do?
Title: Re: [A17] SimpleSidearms
Post by: PeteTimesSix on May 31, 2017, 07:21:18 PM
Nice updates!  The unarmed feature will come in handy.  Now I can get my pawns to knock out animals for medical training without having to manually unarm them.

Could you please explain what the different autoswitch locks do?
There's an image I posted a few pages back... here it is:
(http://i.imgur.com/a170D78.png)
(I've added it to the OP)

Basically, the point is that if you want a pawn with a bunch of ranged sidearms to use a specific weapon (like, say, molotovs), you can lock it so the pawn doesnt autoswitch off it.
Title: Re: [A17] SimpleSidearms
Post by: Pichu0102 on June 01, 2017, 06:41:42 AM
On latest version, when starting a new colony:

(https://image.ibb.co/bBjvDF/bug.png)

I figure maybe this didn't come up because you tested on an existing colony or summat. Or maybe I've done something wrong.
Whoops. On it.

EDIT: Okay, should be fixed.
Hehe, I like the "Goldfish" name there.
Title: Re: [A17] SimpleSidearms
Post by: Dr_Zhivago on June 01, 2017, 07:29:01 AM
Looking forward to using this mod!
Title: Re: [A17] SimpleSidearms
Post by: nedlee on June 01, 2017, 08:20:04 AM
I've always wanted to have something like this in the rimworld. Thanks for the work!
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Traditionology on June 01, 2017, 06:43:30 PM
FYI the two links you posted in the Mod Announcements thread are wonky, both link here but only if I delete the %22 from the front and add a : after https

That said, love the work <3
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: PeteTimesSix on June 01, 2017, 11:05:14 PM
FYI the two links you posted in the Mod Announcements thread are wonky, both link here but only if I delete the %22 from the front and add a : after https

That said, love the work <3
I AM GOOD AT YOUR INTERNET TUBES NO REALLY *flails incompetently*

Thanks! Fixed it.
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Umbreon117 on June 01, 2017, 11:14:55 PM
First time I tried it with the Fog of War mod: Laggy mess. Restart the save: Fixed lag.

literally the only problem I have had with this mod...And in fairness, it may not even be the mods fault: I play with a fair few mods active. All problems afterwards are just due to my own incompetence.

Thank you for making this mod. I play with a gun mod installed, and this served to scratch that itch so I can properly plan attacks, and properly equip my little suicide soldi-*cough*-I mean colonists.
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: klun on June 02, 2017, 01:10:09 AM
Good Mod Thanks!!

Any plan to add some support for melee weapons that require activation: like Lightsabers or something similar ??
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Pupun2542 on June 03, 2017, 12:59:20 AM
I sent some colonist to settle new colony but when they arrive sidearm all weapon disappeared
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Canute on June 03, 2017, 02:55:57 AM
Disappeared completly or did they just unload them and they are on the ground like all the other caravan carried items ?
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Pupun2542 on June 03, 2017, 02:58:56 AM
Disappeared completly or did they just unload them and they are on the ground like all the other caravan carried items ?

they disappear completely
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Pichu0102 on June 03, 2017, 06:58:31 AM
I've noticed pawns won't swap to longer range weapons in their inventory if their target goes out of range of their current weapon.
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: WalkingProblem on June 04, 2017, 12:21:27 PM
Hiyo~

I think this mod causes pawns (including centipedes) to drop their weapon upon getting hit....

Or is this done on purpose in the mod? =x
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Canute on June 04, 2017, 12:54:21 PM
On hit ? This mean everytime a bullet or weapon hit, they drop a weapon.
Or on downed, when they are unable to fight anymore. Thats the normal behavior for all pawns. But when Mechanoids drop their weapons too, that is a bug.

Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Fregrant on June 04, 2017, 01:52:12 PM
Mechanoids do not drop weapon on my current mod configuration, including this one.
But back on previous versions, they dropped weapons, so it should be some another mod.
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: WalkingProblem on June 04, 2017, 02:40:46 PM
Mechanoids do not drop weapon on my current mod configuration, including this one.
But back on previous versions, they dropped weapons, so it should be some another mod.

Because once I disabled the mod, this immediately stopped.

Or could it be the mod arrangement? What is the recommended load sequence for this mod?
Title: [Bug] Sidearm cheesing - Re: [A17] SimpleSidearms (1.1.1)
Post by: kchou94 on June 04, 2017, 07:17:47 PM
Hello,

Still loving this mod.  Here's a bug I've noticed that ignores the sidearm limits:

1. Set melee and ranged sidearm limits to specific weapons.
2. Fully equip a pawn with a main weapon (larger than sidearm limit, e.g. rifle), ranged sidearm, and melee sidearm.
3. Switch to a sidearm.  The pawn now has their main weapon put in pockets.
4. Order pawn to pick up another weapon as main.
5. Pawn picks up new main weapon and retains prior main weapon (rifle) as a "sidearm.'

Question, how does the mod decide which weapons to auto-switch to?  For example, choosing between two different ranged weapons. 
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: PeteTimesSix on June 04, 2017, 08:39:52 PM
I've noticed pawns won't swap to longer range weapons in their inventory if their target goes out of range of their current weapon.

Yeah, that'd require digging a bit deeper into combat AI than I wanted to when I started. I might still do it, but Ill do so carefully to avoid breaking (more) things...

Hiyo~

I think this mod causes pawns (including centipedes) to drop their weapon upon getting hit....

Or is this done on purpose in the mod? =x

Dropping weapons is on purpose, and can be disabled in the mod settings menu.

Centipedes though, are not supposed to be affected. Ive actually fixed that issue before, but apparently reintroduced it when I made pawns consider unarmed attacks as an option. Ill fix it with next release.

Hello,

Still loving this mod.  Here's a bug I've noticed that ignores the sidearm limits:

1. Set melee and ranged sidearm limits to specific weapons.
2. Fully equip a pawn with a main weapon (larger than sidearm limit, e.g. rifle), ranged sidearm, and melee sidearm.
3. Switch to a sidearm.  The pawn now has their main weapon put in pockets.
4. Order pawn to pick up another weapon as main.
5. Pawn picks up new main weapon and retains prior main weapon (rifle) as a "sidearm.'

Question, how does the mod decide which weapons to auto-switch to?  For example, choosing between two different ranged weapons.

True. I was aware of this, but decided not to try to prevent it since itd be a headache to deal with, and in any case its an exploit that you only have yourself to blame for if you use it (and if that's what you want to do you can do it with the customization options instead anyway).

Pawns decide on weapons depending on their DPS (accounting for range), modified by the weapon attack speed bias set in the settings.

Good Mod Thanks!!

Any plan to add some support for melee weapons that require activation: like Lightsabers or something similar ??
Not at the moment, since there is no such functionality in vanilla Rimworld, so every mod will do it using its own implementation (I'd probably have to write special case handlers for every mod like that out there).

I sent some colonist to settle new colony but when they arrive sidearm all weapon disappeared
I'm afraid I can't do much about it without something to work with. Ideally, a save file right before it happens.
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Pupun2542 on June 05, 2017, 12:24:59 AM
So I need to send my save file to you right?
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: kchou94 on June 07, 2017, 06:19:55 PM
Still loving this mod!

Is there a way to prevent sidearms from showing up in the caravan trade window?  I've accidentally traded away their sidearms a couple times because their sidearms are counted as inventory.
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: There is no Vic on June 12, 2017, 06:31:27 AM
I noticed a possible bug. A visiting caravan was attacked by maneater rats. A few of the caravan guards dropped their rifles when engaged in melee and left them when the caravan left the map.
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Pupun2542 on June 12, 2017, 09:23:00 AM
I noticed a possible bug. A visiting caravan was attacked by maneater rats. A few of the caravan guards dropped their rifles when engaged in melee and left them when the caravan left the map.

it can disable in mod option
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Mercain on June 12, 2017, 10:12:18 AM
Is the mod compatible with Combat Extended?
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Fregrant on June 13, 2017, 03:42:17 AM
Is the mod compatible with Combat Extended?
Did a quick test once, I think SS functionality is broken in this case.
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Mercain on June 13, 2017, 10:46:10 AM
Is the mod compatible with Combat Extended?
Did a quick test once, I think SS functionality is broken in this case.

Indeed, it's broken. But you can still manually switch. Throwing grenades was never easier!
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: SpaceDorf on June 13, 2017, 12:56:24 PM
Is the mod compatible with Combat Extended?
Did a quick test once, I think SS functionality is broken in this case.

Indeed, it's broken. But you can still manually switch. Throwing grenades was never easier!

So true .. also Rocketeers are no longer helpless after just one shot ..
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: toric on June 13, 2017, 10:02:53 PM
found an exploit. the mod does not check any sidearms rules when equipping a weapon into the main slot. this means that you can equip a weapon, switch to unarmed combat (putting the weapon you just equipped into your sidarm inventory), and repeat, filling up a pawns inventory beyond thier max carry limit. the worst part is that it is suprisingly easy to do accidentally. not sure how hard a fix may be, as you may have to overwrite the games ewuip weapon logic...
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: SpaceDorf on June 14, 2017, 02:47:26 AM
found an exploit. the mod does not check any sidearms rules when equipping a weapon into the main slot. this means that you can equip a weapon, switch to unarmed combat (putting the weapon you just equipped into your sidarm inventory), and repeat, filling up a pawns inventory beyond thier max carry limit. the worst part is that it is suprisingly easy to do accidentally. not sure how hard a fix may be, as you may have to overwrite the games ewuip weapon logic...

Shut up ! Shut up ! ...
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Dragoon on June 14, 2017, 10:35:39 AM
found an exploit. the mod does not check any sidearms rules when equipping a weapon into the main slot. this means that you can equip a weapon, switch to unarmed combat (putting the weapon you just equipped into your sidarm inventory), and repeat, filling up a pawns inventory beyond thier max carry limit. the worst part is that it is suprisingly easy to do accidentally. not sure how hard a fix may be, as you may have to overwrite the games ewuip weapon logic...

Don't tell the secrets!!!
Title: Re: [A17] SimpleSidearms
Post by: zarathustra_bezbozhnik on June 15, 2017, 12:48:52 PM
I would like to suggest that you suggest this to be integrated into the core game. A LOT of people would be grateful for it's implementation, and you've already worked your way around Tynan's argument of micromanagement :)

Awesome work!

I second this proposition. It's a great mechanic and it definitely makes much more sense to have a second weapon. And btw, it's not OP, cause having a weapon and having a skill to use it are two different things.

Please, when you're ready, suggest this to be integrated into the core game (https://ludeon.com/forums/index.php?topic=29505.0).
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: RxSniper007 on June 18, 2017, 12:34:15 PM
Hello, i came across your cool mod and Would just like to ask if there is any chance of you making an A16 version of this?

anyway, if its not possible(due to it being optimized for A17 hehe and code shenanigans) then ill just have to sulk in a corner and cry hahaha  XD XD XD :D
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Draconicrose on June 18, 2017, 12:54:46 PM
I'm here to second a request to make it so pawns will automatically switch back to ranged. I read the post saying it requires careful digging into combat AI and it would be much appreciated. <3
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: DariusWolfe on June 18, 2017, 03:23:23 PM
My experience is that it's already doing that. My pawns have all switched back to their primary weapon after the melee range attacks have stopped.

I did learn from experience that if you leave a weapon forbidden after a colonist is down, they will *not* reclaim it; There will be a subtle difference in indicator color to show that they *want* to have the weapon, but that it's not equipped, and you won't be able to switch to it. I learned this when my sniper got into a social fight while hunting, got knocked out, and his weapons got left out in the field. I was lucky I recalled the general direction I'd seen them coming from after the fight.
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: GoldenChimango on June 19, 2017, 04:04:51 AM
Maybe someone asked this already, but how does this work with shield belts? I presume you would be unable to use them if you are switching from meele to range
Or does this deactivate the shield to be able to shoot somehow?

Even if the mod doesn't work with the shields, it is still a must have
Thanks for the amazing work! :D
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Canute on June 19, 2017, 06:13:36 AM
The mod just affect handheld items not appearal.
If you hold a mellee weapon by default, the pawn might wear a shielded belt, and when he switch to a ranged weapon he can't use it anymore because of the belt.
Maybe a flickable shieldbelt would be a solution. But that part of further updates.
Title: Re: [A17] SimpleSidearms (1.1.1)
Post by: Lerin on June 20, 2017, 12:22:26 PM
How to set auto switch to ranged weapon when any hostile pawns are in range ?
This is possible ?
Title: Re: [A17] SimpleSidearms (1.2.0)
Post by: PeteTimesSix on June 21, 2017, 04:13:22 PM
New version is out.

Code: [Select]
Added learning helper popups!

-fixed mechonoids again
-investigated in-combat sidearm recovery (not this way)
-added in-combat switching back to primary weapon

EDIT: Oh yeah, and one I forgot: enemies will now also retrieve weapons (in a small radius, to prevent visitors nicking your masterwork pistols or whatever).
Title: Re: [A17] SimpleSidearms (1.2.0)
Post by: Draconicrose on June 22, 2017, 04:46:33 PM
In-combat primary weapon switch back is amazing and just made this mod awesome. Thank you!
Title: Re: [A17] SimpleSidearms (1.2.0)
Post by: tobi1449 on June 23, 2017, 01:01:28 PM
Is there any way to prevent pawns switching away from their main weapon when they don't have a sidearm?
Title: Re: [A17] SimpleSidearms (1.2.0)
Post by: metal_fish on June 25, 2017, 10:36:01 PM
Created an account here just to say i've been looking for a mod like this for ages! This needs more exposure!
Title: Re: [A17] SimpleSidearms (1.2.0)
Post by: lorebot on June 26, 2017, 10:50:06 AM
Is there any way to prevent pawns switching away from their main weapon when they don't have a sidearm?

I would also like to know if this is possible or request the option if it isn't currently available.

A good number of the ranged weapons have their best accuracy at Touch range, but the vanilla behavior is to make them switch to fists once in melee range even if that puts them at a disadvantage. There's the option of manually instructing the pawn to fire their ranged weapon once they're in melee range, but that can be a lot more micromanagement than I enjoy. And I'm not sure if it's a bug or not but when automatically switching weapons via this mod they're dropping the weapon they currently have equipped to pull out the next one, which means they have to waste time picking their original weapon back up before being able to use it again and they're not doing that automatically while Drafted. So if my snipers gets into melee with a single target they'll drop their rifles, melee the target down, and then stand there doing nothing because they won't pick their rifles back up unless I tell them to...again, more micromanagement than I enjoy...and it's gotten a fair number of my pawns killed trying to pick back up a SMG or Pistol while being hit in melee after they've automatically dropped their gun in favor of their pigsticker even tho they've got 10 ranged and 0 melee.

I like to give my pawns a melee weapon as a sidearm so they're not using their fists when trying to put down a prison escape or some other thing I want a greater chance of target survival with. But it's causing me a lot of grief and I'm probably gonna start turning off the autoswitching and just use the mod for the extra weapon slot.
Title: Re: [A17] SimpleSidearms (1.2.0)
Post by: Antaios on June 26, 2017, 12:02:15 PM
I'm not sure if it's a bug or not but when automatically switching weapons via this mod they're dropping the weapon they currently have equipped to pull out the next one

You can turn that off in the mod options:
(http://i.imgur.com/uYuOUOs.jpg)
Title: Re: [A17] SimpleSidearms (1.2.0)
Post by: lorebot on June 26, 2017, 01:53:58 PM

You can turn that off in the mod options:
(http://i.imgur.com/uYuOUOs.jpg)

Found that about an hour ago, thanks :)

Title: Re: [A17] SimpleSidearms (1.2.0)
Post by: PeteTimesSix on June 26, 2017, 02:03:14 PM
On the subject of in-combat weapon retrieval

I've implemented that about three different ways by now, and nothing quite worked right (a fun one was a pawn infinitely cycling between two miniguns). I might eventually figure out a way of doing it that doesn't break, but ultimately the combat AI is just not designed to allow for automatic jobs (such as picking up items).

As for the whole "dropping ranged weapons in favor of melee" thing, well, I'll admit this is personal bias but I much preferred the older versions of Rimworld where melee attacks reset ranged warmup. I'll probably add a toggle for it in the next release.

Created an account here just to say i've been looking for a mod like this for ages! This needs more exposure!
Posts like these keep me going :D
Title: Re: [A17] SimpleSidearms (1.2.0)
Post by: lorebot on June 26, 2017, 02:14:45 PM

As for the whole "dropping ranged weapons in favor of melee" thing, well, I'll admit this is personal bias but I much preferred the older versions of Rimworld where melee attacks reset ranged warmup. I'll probably add a toggle for it in the next release.


If you mean that being attacked in melee would interrupt a pawn trying to shoot a ranged weapon...that makes a lot of sense and I would be much more okay with the function if that's how combat still worked. Sadly it's not and that Heavy SMG with the 70% hit rate at Touch range is way more effective in melee on my gunner pawns with 10+ Ranged skill than that same pawn with 0 melee skill using a plasteel longsword...
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: PeteTimesSix on July 03, 2017, 11:10:52 PM
Added basic CE compatibility. When CE is loaded, SimpleSidearms disables its own inventory management and postfixes CE's alternative weapon verbs. It's pretty simplistic so I expect some issues to crop up, but there you go.

Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: NinetyNineTails on July 10, 2017, 01:09:24 PM
Added basic CE compatibility. When CE is loaded, SimpleSidearms disables its own inventory management and postfixes CE's alternative weapon verbs. It's pretty simplistic so I expect some issues to crop up, but there you go.

I'm trying SimpleSidearms together with CE for this playthrough.  I'd already noticed one raider get punched into submission instead of stabbed, so I was wondering.  I'll see if I can get a better report than 'It didn't work this one time', though.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: lorebot on July 12, 2017, 12:51:27 PM
I'm wondering if there's a way to make this mod change weapon based on the pawn's current job.

I play with 'Right tool for the job' which adds some tools that increase job speed for certain tasks, but don't really perform well as melee weapons. I've been using Simple Sidearms to allow my colonists to carry their tools along with a weapon which makes drafting them in an emergency much easier since I can just have them switch to their ranged weapons and holster their tools for combat.

I always have some colonists that excel at jobs that require different tools (pickaxe for mining, hammer for construction, etc...) and I'm usually picking just 1 tool for them to carry all the time while not drafted because it's too difficult to manual switch their tools when they decide to change jobs. I'm hoping there could be a way to make a compatibility patch of some kind with Right Tool for the Job that would allow Simple Sidearms to dynamically change their weapon based on what job they're doing. So when Mining they would swap to a pickaxe if they have one, or when Constructing swap to a hammer, then back to a ranged weapon when they're not mining so they could do hunting jobs without me having to manually swap all the time. It'd be great if you could flag a specific weapon to be equipped when the colonist is Drafted too so I wouldn't have to go through them all holstering their tools manually.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: SpaceDorf on July 12, 2017, 01:08:46 PM
I'm wondering if there's a way to make this mod change weapon based on the pawn's current job.

I play with 'Right tool for the job' which adds some tools that increase job speed for certain tasks, but don't really perform well as melee weapons. I've been using Simple Sidearms to allow my colonists to carry their tools along with a weapon which makes drafting them in an emergency much easier since I can just have them switch to their ranged weapons and holster their tools for combat.

I always have some colonists that excel at jobs that require different tools (pickaxe for mining, hammer for construction, etc...) and I'm usually picking just 1 tool for them to carry all the time while not drafted because it's too difficult to manual switch their tools when they decide to change jobs. I'm hoping there could be a way to make a compatibility patch of some kind with Right Tool for the Job that would allow Simple Sidearms to dynamically change their weapon based on what job they're doing. So when Mining they would swap to a pickaxe if they have one, or when Constructing swap to a hammer, then back to a ranged weapon when they're not mining so they could do hunting jobs without me having to manually swap all the time. It'd be great if you could flag a specific weapon to be equipped when the colonist is Drafted too so I wouldn't have to go through them all holstering their tools manually.

I think that is what the toolbelt is for :)
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: lorebot on July 12, 2017, 01:27:11 PM
I think that is what the toolbelt is for :)

You can use the tools with the toolbelt and the bonuses stack (I remember checking at some point but I could be wrong or it could have changed). Also, the toolbelt requires hands to use. If a colonist is missing both hands, either through wounds or from having bionic arms, they won't be able to equip it but they'll still be able to hold the tool and get a bonus from that. :)
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: wwWraith on July 12, 2017, 02:08:11 PM
I made my settings thinking about allowing pawns to have no more than 1 melee and/or 1 ranged "light" weapons (2 total) as sidearms, with only shivs allowed for tribals. But I never saw any pawns generated with sidearms other than shiv. What's wrong here?

Code: [Select]
<SimpleSidearms>
    <ActivePreset>Custom</ActivePreset>
    <CQCAutoSwitch>True</CQCAutoSwitch>
    <RangedCombatAutoSwitch>True</RangedCombatAutoSwitch>
    <RangedCombatAutoSwitchMaxWarmup>0.5</RangedCombatAutoSwitchMaxWarmup>
    <SingleshotAutoSwitch>True</SingleshotAutoSwitch>
    <SpeedSelectionBiasMelee>1.25</SpeedSelectionBiasMelee>
    <SpeedSelectionBiasRanged>1.25</SpeedSelectionBiasRanged>
    <SeparateModes>True</SeparateModes>
    <LimitModeSingle>Selection</LimitModeSingle>
    <LimitModeSingle_Absolute>3.35</LimitModeSingle_Absolute>
    <LimitModeSingle_Selection>MeleeWeapon_Shiv|MeleeWeapon_Knife|MeleeWeapon_Gladius|Gun_Pistol|MeleeWeapon_Mace|Gun_MachinePistol|Weapon_GrenadeEMP|GunRevolver|Gun_FireExtinguisher|Weapon_FoamGrenade</LimitModeSingle_Selection>
    <LimitModeAmount>Slots</LimitModeAmount>
    <LimitModeAmount_Selection>2</LimitModeAmount_Selection>
    <LimitModeSingleMelee>Selection</LimitModeSingleMelee>
    <LimitModeSingleMelee_Selection>MeleeWeapon_Shiv|MeleeWeapon_Knife|MeleeWeapon_Gladius|MeleeWeapon_Mace</LimitModeSingleMelee_Selection>
    <LimitModeAmountMelee>Slots</LimitModeAmountMelee>
    <LimitModeAmountMelee_Selection>1</LimitModeAmountMelee_Selection>
    <LimitModeSingleRanged>Selection</LimitModeSingleRanged>
    <LimitModeSingleRanged_Selection>Gun_Pistol|GunRevolver|Gun_MachinePistol|Weapon_GrenadeEMP|Weapon_FoamGrenade|Gun_FireExtinguisher|Laser_Pistol|ROM_Gun_Revolver|ROM_Gun_Flaregun|Weapon_GrenadeFrag</LimitModeSingleRanged_Selection>
    <LimitModeAmountRanged>Slots</LimitModeAmountRanged>
    <LimitModeAmountRanged_Selection>1</LimitModeAmountRanged_Selection>
    <LimitModeAmountTotal>Slots</LimitModeAmountTotal>
    <LimitModeAmountTotal_Selection>2</LimitModeAmountTotal_Selection>
    <SidearmSpawnChance>0.5</SidearmSpawnChance>
    <SidearmsNeolithicExtension>MeleeWeapon_Shiv</SidearmsNeolithicExtension>
  </SimpleSidearms>
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: KappaccinoNation on August 12, 2017, 08:48:39 PM
Why do one of my pawn always spawn with a heavy weapon (doomsday launcher, rifles, etc) when starting a new colony? I tried putting the spawn chance to 0% but it still happens. Always the same pawn, too.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Chaos17 on August 17, 2017, 03:36:23 AM
Hi,

Thank you for this mod, it's really useful and should've been in vanilla game.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: SpaceDorf on August 17, 2017, 05:04:33 AM
@PeteTimeSix, creator of one of the most usefull mods here :)

I have a wish concerning the collecting of dropped weapons by their users.
Either a radius setting like bills or a health status setting.

At the moment a pawn that got downed crawls bleeding across the map as soon as he can walk again and tries to collect his stuff. While complaining all the way about it,
instead of waiting till he can walk again or is at least completely treated.

Right .. another possible fix : make the "collect weapons" job lower in priority than bedrest
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: BeoTea on August 17, 2017, 10:13:46 AM
Is there anything that this mod doesn't work with? Such as a mod that includes different bodys, such as the Elder Things from Call of Cthulhu - Elder Things?
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: SpaceDorf on August 17, 2017, 10:35:02 AM
I have not found one .. yet.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Oblitus on August 17, 2017, 11:07:42 AM
Is there anything that this mod doesn't work with? Such as a mod that includes different bodys, such as the Elder Things from Call of Cthulhu - Elder Things?
Lightsabers. It technically works, but since pawns are too stupid to flick the switch without a command, it only really works with autoswitch disabled.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: SpaceDorf on August 17, 2017, 11:16:14 AM
Is there anything that this mod doesn't work with? Such as a mod that includes different bodys, such as the Elder Things from Call of Cthulhu - Elder Things?
Lightsabers. It technically works, but since pawns are too stupid to flick the switch without a command, it only really works with autoswitch disabled.

A recent post also says that the upcomming werewolf mod has some problems
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: BeoTea on August 17, 2017, 08:53:47 PM
Thanks, now I've gotta find a reason why SS wont work for me. When I turn it on, the debug menu pops up and there's lots of red. Time to learn what red means.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: [email protected] on August 19, 2017, 11:56:09 PM
Don't use this mod with zombieland. My pawns keep going back to collect their weapons = dead pawn. :(
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Canute on August 20, 2017, 03:34:58 AM
Just don't let the weapons drop on switch, you can disable it at the mod-option.

Btw. some suggestion.
Weapon switch, when they drop their weapon to switch, keep it like it is.
But when you disable the drop and they need to put it back to the inventory, some animation/delay would be nice as little drawback.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Oblitus on August 20, 2017, 05:15:12 AM
Just don't let the weapons drop on switch, you can disable it at the mod-option.
You can't disable drop when downed.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Canute on August 20, 2017, 06:03:48 AM
I don't think, in this case, that pawn was downed, because the zombies would ate them before he even think to get his weapon back ! :-)

Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: SpaceDorf on August 20, 2017, 09:01:51 AM
I don't think, in this case, that pawn was downed, because the zombies would ate them before he even think to get his weapon back ! :-)

Not when somebody saved the pawn.
I reported this too.
Rescued Pawns jump out of bed as soon as they are able to walk and try to get their weapons back.
The only ways to prevent this is either :
Keep the Weapons forbidden .. letting them rot outside in the rain .. the hell I will do that ..
Or remove the weapons from the pawns memory .. which sucks, because now I have to collect the correct loadout again ..
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Oblitus on August 20, 2017, 09:47:44 AM
I don't think, in this case, that pawn was downed, because the zombies would ate them before he even think to get his weapon back ! :-)

Not when somebody saved the pawn.
I reported this too.
Rescued Pawns jump out of bed as soon as they are able to walk and try to get their weapons back.
The only ways to prevent this is either :
Keep the Weapons forbidden .. letting them rot outside in the rain .. the hell I will do that ..
Or remove the weapons from the pawns memory .. which sucks, because now I have to collect the correct loadout again ..
Or:
- Use mod to make your animals actually haul
- Unforbid it
- Your pawn will pick it up from safe warehouse instead of walking into zombie horde
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: SpaceDorf on August 20, 2017, 11:56:16 AM

- Use mod to make your animals actually haul
- Unforbid it
- Your pawn will pick it up from safe warehouse instead of walking into zombie horde

- I have heard somebody made something like that ..
- Animals were busy rescuing pawns
- Animals got blocked from hauling because asshat pawn reserved the weapon for pickup ..
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: DukeAl on August 20, 2017, 03:33:36 PM
Hi,
I get an error in the debug log when using your mod. I have uploaded the output_log.txt here: https://gist.github.com/4defbd44a3af9276382747b69f86aa67 (https://gist.github.com/4defbd44a3af9276382747b69f86aa67)
I'm using your latest version (1.2.1) together with CE (0.17.1.4c) and a bunch of other mods.
And of course thank you for this great mod :)
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: PeteTimesSix on August 21, 2017, 07:25:04 AM
Thanks, now I've gotta find a reason why SS wont work for me. When I turn it on, the debug menu pops up and there's lots of red. Time to learn what red means.
It means you're getting exceptions and should press that little copy button in the corner and let me see it, ideally along with a modlist and a savegame  :D
Hi,
I get an error in the debug log when using your mod. I have uploaded the output_log.txt here: https://gist.github.com/4defbd44a3af9276382747b69f86aa67 (https://gist.github.com/4defbd44a3af9276382747b69f86aa67)
I'm using your latest version (1.2.1) together with CE (0.17.1.4c) and a bunch of other mods.
And of course thank you for this great mod :)
See, this guy gets it. Fix'd.

Don't use this mod with zombieland. My pawns keep going back to collect their weapons = dead pawn. :(
Unfortunately given how the AI works I can only make recovering sidearms more or less important than ALL the work assignments (including bed rest).
Unless invisible work tabs are a thing, which they may very well be. I'll check at some point (but not soon; I've got other (https://ludeon.com/forums/index.php?topic=35187.0) things to attend to, not the mention I really should get around to being a Responsible Adult soon).
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: sirgzu on August 21, 2017, 07:59:11 AM
Hi great mod! Just wondering, could it work for tools?

There are a bunch of mods that add tools (i.e melee weapons) that increase certain task efficiency. Would be great if the pawns were smart enough to switch to the right tool when carrying out a specific task.

Currently I have to leave them with the tool selected and manually change when I draft them but this is dangerous since pawns set to autocombat threats will rush to fight with their underpowered tools instead of automatically switching to ranged (dunno if they'd switch to stronger melee if available).

Alternatively giving the option to autoswitch from melee to ranged when not drafter would alleviate this, albeit reducing pawns to using a single tool instead of carrying a choice of different tools.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: SpaceDorf on August 21, 2017, 08:47:21 AM

Alternatively giving the option to autoswitch from melee to ranged when not drafter would alleviate this, albeit reducing pawns to using a single tool instead of carrying a choice of different tools.

The Mod has a Hugslib Menu, you can set a autoswitch option for ranged weapons.
Works fine for my pawns.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: sirgzu on August 21, 2017, 09:32:53 AM

Alternatively giving the option to autoswitch from melee to ranged when not drafter would alleviate this, albeit reducing pawns to using a single tool instead of carrying a choice of different tools.

The Mod has a Hugslib Menu, you can set a autoswitch option for ranged weapons.
Works fine for my pawns.
I might have gotten that wrong but for me they switch *between* ranged weapons.
if they have a melee weapon as main, they will attack with that and won't switch to ranged.
Could be a bug idk.. I definitely had a look in the options. I'll check again tonight.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: The13thRonin on August 21, 2017, 09:48:37 AM
Anyone know if this works with Skyangels Hardcore Modpack HCSK?
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: sirgzu on August 21, 2017, 02:38:13 PM
I can confirm there is a bug with the ranged weapon selection logic.

pawns will only switch ranged weapons when they detect a threat in their currently equipped weapon range area instead of considering their side weapons range.
This also explains why when you have a melee weapon equipped you'll never switch to ranged.

Also idk what's the formula for computing weapon preference but I'm not sure it's taking burst shot count into consideration.
I attached two weapons for comparison, with default settings the game favours the mosin-nagant over the ppsh up to 8 tiles close.
according to my calculations, the ppsh is the winner at any range, here it goes:
ppsh: 8(dmg)*10(burst)/(1.9(warmup)+2.2(cooldown))*0.3(accuracy,long) = 5.85(dmg/s) worst case scenario
mosin: 17(dmg)/(1(warmup)+1.7(cooldown))*0.86(accuracy,medium) = 5.41(dmg/s) best case scenario
the pawn should keep using ppsh until max(19)range and switch to mosin beyond that. am I missing something?

[attachment deleted by admin: too old]
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: PeteTimesSix on August 21, 2017, 06:27:13 PM
I can confirm there is a bug with the ranged weapon selection logic.

pawns will only switch ranged weapons when they detect a threat in their currently equipped weapon range area instead of considering their side weapons range.
This also explains why when you have a melee weapon equipped you'll never switch to ranged.

Thats not a bug, its a lack of a feature. At one point I spent like two weeks trying to get it to work - it was just too much of a buggy mess and never worked quite right.

Also idk what's the formula for computing weapon preference but I'm not sure it's taking burst shot count into consideration.
I attached two weapons for comparison, with default settings the game favours the mosin-nagant over the ppsh up to 8 tiles close.
according to my calculations, the ppsh is the winner at any range, here it goes:
ppsh: 8(dmg)*10(burst)/(1.9(warmup)+2.2(cooldown))*0.3(accuracy,long) = 5.85(dmg/s) worst case scenario
mosin: 17(dmg)/(1(warmup)+1.7(cooldown))*0.86(accuracy,medium) = 5.41(dmg/s) best case scenario
the pawn should keep using ppsh until max(19)range and switch to mosin beyond that. am I missing something?

One thing to know is the DPS calculation takes into account the current distance to the target. Burst shot should be accounted for (though I might be wrong, its been a while since I wrote that function). Lets see...

Code: [Select]
VerbProperties atkProps = atkVerb.verbProps;
           
            if (atkProps.range * atkProps.range < range || atkProps.minRange * atkProps.minRange > range)
                return -1;

            float damage = (atkProps.projectileDef == null) ? 0 : atkProps.projectileDef.projectile.damageAmountBase;
            float warmup = atkProps.warmupTime;
            float cooldown = weapon.def.GetStatValueAbstract(StatDefOf.RangedWeapon_Cooldown, null);
            int burstShot = atkProps.burstShotCount;
            int ticksBetweenShots = atkProps.ticksBetweenBurstShots;
            float rawDps = (damage * burstShot) / (((warmup + cooldown)) + warmup * (speedBias - 1f) + (burstShot - 1) * (ticksBetweenShots / 60f));
            float Dps = rawDps * GetHitChanceFactor(atkProps, weapon, range);

            return Dps;
Right. There's the speed bias (to favor faster weapons so you actually get shots off at close range before getting interrupted by melee attacks) and after a point in the warmup is reached the shot wont be interrupted anymore (there's config options for both). The rest of it? I think I nicked it from the vanilla's game DPS stat calculator...
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: sirgzu on August 22, 2017, 04:23:57 AM
Right. There's the speed bias (to favor faster weapons so you actually get shots off at close range before getting interrupted by melee attacks) and after a point in the warmup is reached the shot wont be interrupted anymore (there's config options for both). The rest of it? I think I nicked it from the vanilla's game DPS stat calculator...
Ok it makes sense I guess. It is not clear in the options how the speed bias impacts the decision...
A few questions about the formula, I hope you don't mind ;)
 - why speedBias - 1f ? Default value is 1.25 which I would interpret as 125% but that's just me...
 - why + warmup * (speedBias - 1f) + (burstShot - 1) * (ticksBetweenShots / 60f)) I can't make sense of this at all
The formula to me would look more like:
float rawDps = (damage * burstShot) / (((warmup * (1/speedBias)  + cooldown));
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: PeteTimesSix on August 22, 2017, 05:43:10 AM
Well, like I said, the formula is based on Rimworld's own DPS formula, which I think is this (its been a while, I didnt remember where it was and I found this by searching the code for " dps", so...)

Code: [Select]
int num = burstShotsGetter(d);
float num2 = warmupGetter(d) + cooldownGetter(d);
num2 += (float)(num - 1) * ((float)d.Verbs[0].ticksBetweenBurstShots / 60f);
return (float)(damageGetter(d) * num) / num2;
Yeah. Given the helpful variable names (Im sorry decompiler, I know you tried your best), I didn't want to make too many changes to the formula if I could help it, especially while I was writing it (I think I rewrote this function like three times before it started working?). That's why the speed bias is in its own little addition (warmup + 0.25 * warmup comes out at 1.25 warmup just like it should). Everything after the division sign is time between firing cycles (The warmup time, cooldown, bursting time). There's one less burst shot at the end because that part of the formula is counting the time between burst shots (with a five round burst you have four gaps) and the time between shots is divided by sixty because I dont know ask Tynan.

Like I said, it took me a few tries to get this right (and like fifteen minutes to figure out again just now). Its not the most intuitive formula.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: sirgzu on August 22, 2017, 07:37:22 AM
Ok I had another look and it makes sense actually... I'll try again with all weights set to 1 and it should favour the ppsh hopefully. There is another aspect you're not taking into account, it is whether the target is rushing to melee or not.

If the target is going to melee, the actual distance until the weapon has warmed up and is ready to fire will be a few tiles shorter, that might be why there seems to be a bias towards the mosin.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: DukeAl on August 23, 2017, 01:24:53 AM
Hi,
I get an error in the debug log when using your mod. I have uploaded the output_log.txt here: https://gist.github.com/4defbd44a3af9276382747b69f86aa67 (https://gist.github.com/4defbd44a3af9276382747b69f86aa67)
I'm using your latest version (1.2.1) together with CE (0.17.1.4c) and a bunch of other mods.
And of course thank you for this great mod :)
See, this guy gets it. Fix'd.
Thank you for the quick fix
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: sirgzu on August 30, 2017, 09:08:27 AM
I keep getting problems with pawns not switching weapons when they should. I checked the options are checked correctly. This could be due to some mod conflict... If you have any idea what other mod could clash with this one that would help me investigate. I'm not using CE at the moment.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Luckspeare on September 04, 2017, 12:54:59 PM
Reporting a bug that seems like it's related to your mod.  Accidentally loaded some stone chunks onto a caravan pack animal, and when I try to unload it from him, it fails and produces this error just once.  Afterward, attempting again doesn't produce the error/log entry again, but it just silently fails.

Code: [Select]
Exception filling tab RimWorld.ITab_Pawn_Gear: System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.intercepts.ITab_Pawn_Gear_InterfaceDrop_Prefix.InterfaceDrop (RimWorld.ITab_Pawn_Gear,Verse.Thing) <0x00041>
at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.InterfaceDrop_Patch3 (object,Verse.Thing) <0x00037>
at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.DrawThingRow_Patch1 (object,single&,single,Verse.Thing,bool) <0x0037a>
at RimWorld.ITab_Pawn_Gear.FillTab () <0x00ace>
at Verse.InspectTabBase/<DoTabGUI>c__AnonStorey450.<>m__65A () <0x000e3>

Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey450:<>m__65A()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: BlueTressym on October 10, 2017, 07:03:07 PM
Hi.  I'm getting this error reporting in my debug log: 

Quote
JobDriver threw exception in initAction. Pawn=Joslyn, Job=WaitMaintainPosture, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.utilities.WeaponAssingment.doCQC (Verse.Pawn,Verse.Pawn) <0x001f8>
at SimpleSidearms.intercepts.Verb_MeleeAttack_TryCastShot_PostFix.TryCastShot (RimWorld.Verb_MeleeAttack) <0x00229>
at (wrapper dynamic-method) RimWorld.Verb_MeleeAttack.TryCastShot_Patch1 (object) <0x00722>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x00040>
at Verse.Verb.WarmupComplete () <0x00028>
at (wrapper dynamic-method) Verse.Verb.TryStartCastOn_Patch0 (object,Verse.LocalTargetInfo,bool,bool) <0x00564>
at RimWorld.Pawn_MeleeVerbs.TryMeleeAttack (Verse.Thing,Verse.Verb,bool) <0x001dc>
at Verse.AI.JobDriver_Wait.CheckForAutoAttack () <0x0032b>
at Verse.AI.JobDriver_Wait/<MakeNewToils>c__Iterator1B4.<>m__76E () <0x0008e>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002d9>
 lastJobGiver=, curJob.def=WaitMaintainPosture, curDriver=Verse.AI.JobDriver_WaitMaintainPosture
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Please let me know if you need more info.  Also, someone suggested there might be an issue with this and mods that add more weaponry, such as XeoNovaDan's Vanilla-Friendly Weapon Expansion.  Is this the case?  If so, is there any way to overcome it? 
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: paulvin on October 11, 2017, 06:09:06 PM
when i select multiple units to melee attack an enemy they will only auto-switch to melee when they are the enemy's target. basically they will only auto-switch when they get melee'd by the enemy and the other units will still use their guns to melee because they havent been targeted yet.

is this intended or am i missing a setting?
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: SpaceDorf on October 12, 2017, 04:42:17 AM
I have to admit that I micromanage those occasions.
When I send my pawns into melee, I switch the weapons myself and rely on autoswitch only as a backup, if I miss something in combat.

There is the Trigger Option : switch only on attacks from target
which might be what you are looking for.

But if an actual option exists that forces a weapon switch when ordered into melee I don't know.
If it does not .. I declare it a feature request.
And I have to take a deeper look in how to make my pawns use firearms in close combat.

[attachment deleted by admin: too old]
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: sirgzu on October 12, 2017, 05:44:02 AM
Ye this mod is nifty as a mean to carry a bunch of weapons but the switching logic is just unreliable.

It would work find if pawns actually considered their sidearm ranges to switch weapons, including when melee is equipped. A lot of the times you want your pawns to use some tool for their day job but you don't want to run into a pack of zombies with only a trowel or a hammer...
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: kixiye on October 18, 2017, 09:46:07 PM
I love this mod, would it be possible to make a version for it for apparel? It would be amazingly practical to swiftly switch from work gear to combat gear, or high/low temperature clothing. Can't go for too long without a hat on the tundra, but getting bullet'd in the skull is not  too great either.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Canute on October 19, 2017, 03:55:56 AM
kixiye,
what do you think about change dresser ?
https://ludeon.com/forums/index.php?topic=35632.0
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: kixiye on October 19, 2017, 10:32:54 PM
I had totally missed that one, started a game with it now and so far it seems like I'm getting the hang of it. Thanks Canute!
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Roolo on October 30, 2017, 08:39:37 AM
Amazing mod PeteTimesSix. I have a question. I was impressed with how you implemented the section in the mod's options in which players can configure what weapons can be used as a simple sidearm. I want to implement something similar for my RunAndGun mod. My mod allows players to gun while running, with a certain movement penalty. I want to allow users to make this movement penalty dependent on what weapons are being used, and players should be able to configure this (in a similar way like how players can configure allowed simple side arms weapons). Now my question is: Is it ok if I use some of your code to implement my mod's options?

Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: faltonico on October 30, 2017, 10:05:32 AM
@Roolo
He released the source without stating the license, so it is basically public domain, aka, you can do whatever you want with the code.
Unless i am mistaken and PeteTimesSix corrects me.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Bergil on November 10, 2017, 11:38:50 PM
This was by far the most useful mod for me! Any chance of it being updated when A18 comes out?
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Vane on November 20, 2017, 07:07:38 AM
This was by far the most useful mod for me! Any chance of it being updated when A18 comes out?

+1 to this! Really can't wait for it to be B18
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: WereCat88 on November 20, 2017, 11:17:54 AM
I found kind of an exploit, a caravan visited and a caravan member got melee attacked by a
maddened bunny and dropped his weapon but didn't take it back, leaving it to the colony.(Or he intended to but we stole it)
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: FrodoOf9Fingers on November 20, 2017, 09:57:01 PM
Created a temporary patch for B18, and sent a pull request to the author. If you want an unofficial version, download the zip here:
https://github.com/FrodoOf9Fingers/SimpleSidearms
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: fallout2077 on November 20, 2017, 10:46:38 PM
Created a temporary patch for B18, and sent a pull request to the author. If you want an unofficial version, download the zip here:
https://github.com/FrodoOf9Fingers/SimpleSidearms

Thank you very, very much for this patch! I tried to build a B18 version based on the source code for this and the B18 version of HugsLib, but I received several errors.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: Sixdd on November 20, 2017, 11:15:54 PM
Awesome! Can't wait to try the update in the morning.
Title: Re: [A17] SimpleSidearms (1.2.1)
Post by: PeteTimesSix on November 25, 2017, 11:30:40 AM
Now my question is: Is it ok if I use some of your code to implement my mod's options?

By all means, go right ahead.

Created a temporary patch for B18, and sent a pull request to the author. If you want an unofficial version, download the zip here:
https://github.com/FrodoOf9Fingers/SimpleSidearms
Now less unofficial than ever. Thanks!
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: cbuie1 on November 25, 2017, 05:07:28 PM
[B18] Issues

When I opened the Non steam version, the zip didn't include the folder it belongs in, it was just the subfolders and it creates errors in the startup, for anyone else with this problem I hope it is fixed soon, I've tried making and renaming the folder it's supposed to be in but it didn't work.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Nightinggale on November 25, 2017, 05:45:33 PM
[B18] Issues

When I opened the Non steam version, the zip didn't include the folder it belongs in, it was just the subfolders and it creates errors in the startup, for anyone else with this problem I hope it is fixed soon, I've tried making and renaming the folder it's supposed to be in but it didn't work.
Create Mods/SimpleSidearms and drop the files in there. It's supposed to go Mods/SimpleSidearms/About/About.xml.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: frenchiveruti on November 25, 2017, 06:51:17 PM
Hello Pete, is your mod compatible with the Weapon storage Mod (https://ludeon.com/forums/index.php?topic=35503.msg363876#msg363876)?
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: PeteTimesSix on November 26, 2017, 05:30:11 AM
Hello Pete, is your mod compatible with the Weapon storage Mod (https://ludeon.com/forums/index.php?topic=35503.msg363876#msg363876)?

Looking at it, that mod seems to be a different approach to the same problem. You can install both and they should maybe sort of work in tandem (nothing should straight up break on my side, anyway), but I dont really know why you would want to.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Canute on November 26, 2017, 09:15:47 AM
Basicly when you use the Weapon storage Mod you don't need Simplesidearms beside the range switch feature.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: frenchiveruti on November 26, 2017, 01:21:51 PM
Basicly when you use the Weapon storage Mod you don't need Simplesidearms beside the range switch feature.
Yeah mostly because of the automatic range switch.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Goldenpotatoes on November 29, 2017, 07:33:45 AM
The weapon dropping criteria should probably take into account a pawn's bodysize for whether or not they'll drop the weapon. It's a neat idea but things like squirrels and hares shouldn't be knocking shit out of your hands so easily.

I would suggest either a simple check to disable force-dropping if below a certain bodysize or have it be a percentage chance that goes up with the pawn's bodysize, so stuff like a single squirrel probably won't force-drop but a swarm of them will.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Morrigi on November 30, 2017, 02:42:13 AM
No A17 version available anywhere? Really?
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: SpaceDorf on November 30, 2017, 02:52:21 AM
No A17 version available anywhere? Really?

It's on GitHub, just scroll down ..  :o

The Version below the A18 release is the last A17 Version.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Morrigi on November 30, 2017, 03:58:29 AM
No A17 version available anywhere? Really?

It's on GitHub, just scroll down ..  :o
Ah, my browser wasn't loading the page properly. Thanks.
The Version below the A18 release is the last A17 Version.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Call me Arty on December 01, 2017, 12:20:56 AM
 Hey, I've been loving the mod since A17, but I have a very specific issue.
   Do you know the Rimsenal - Ferals mod? It adds some ranged weapons that have bonuses to melee attack (Pistols with Knuckledusters, Rifle with spearhead, etc), and I can't find a way to keep colonists from equipping their fists when in hand-to-hand rather than keeping their axe-shotgun hybrid out.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: SpaceDorf on December 01, 2017, 05:33:35 AM
The problem is when Hand to Hand does more melee dps than the weapon.

You have to lower the change priority or disallow using Hand to Hand at all.

One guy of mine kept switching to Hand to Hand all the time, even with a sword in his inventory .. until I remembered he had a Scyther Blade installed ..
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: AzharNoordin on December 01, 2017, 06:11:21 AM
You have to lower the change priority or disallow using Hand to Hand at all.

How do you do that? mine keep punching even though he had a sword....
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: SpaceDorf on December 01, 2017, 06:13:27 AM
In the mod settings.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: AzharNoordin on December 01, 2017, 06:17:07 AM
In the mod settings.

Can you teach me how?? i just use the preset and don't know shit about this stuff  ;D
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: SpaceDorf on December 01, 2017, 06:27:26 AM
Not this weekend, since I don't get home.

But you could watch the animated gif in the first post, which shows the mod menu quite well.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Zookes on December 01, 2017, 11:14:35 AM
This is very sad and strange, but after installing SimpleSidearms and getting some of my colonists outfitted with extra weapons, I'm noticing some very significant CPU overhead for every haul and stockpile task my colonist pawns do - enough that the game stutters and sometimes hangs for a few seconds any time a colonist hauls something.

I can't pin-point where the conflict lies with one of the many mods I have installed (because I don't know how! I can post a mod list if anyone wants to investigate), but animals performing hauling tasks don't cause these peaks and uninstalling SimpleSidearms definitely relieves the issue.

I had traded out Weapon Storage - after safely removing the necessary Things before-hand, of course - but I hate to revert as I'm in love with the automatic switching feature! Maybe it just wasn't meant to be?

Perhaps my joyous hodge-podge of mods, lazily arranged into a ramshackle tower of no-doubt incomprehensible pain and sadness for the game executable might finally have achieved the threshold of "NO MORE PLEASE".
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: kamuii on December 02, 2017, 12:33:42 AM
This mod is nice but I really dislike how every time something gets into melee my pawns drop all their ranged weapons on the ground. Is there any way to stop it from doing this?
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Canute on December 02, 2017, 02:52:23 AM
Take a look at the mod option, you can disable the drop on ground.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: sevrun on December 02, 2017, 02:56:31 AM
ok, got a quick question.  My pawns aren't swapping to melee weapons in melee, they're dropping their rifles fine but not drawing their swords.  Using default settings and this is the only mod I have that touches pawn inventory.  My guys are good at melee, but shouldn't be doing more damage with their bare hands than a plasteel gladius... right?
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: kamuii on December 02, 2017, 07:05:14 AM
Take a look at the mod option, you can disable the drop on ground.
Ah I must have scrolled past the option. Thanks for letting me know. :)
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Modo44 on December 10, 2017, 02:51:21 AM
I am using a mod that adds tools equipped as weapons (Right Tool Rebalanced). Because of it, some pawns are carrying tools while also having ranged weapons in their inventory. This messes with hunting-related mechanics, and is ignored when drafting pawns.

I'm looking for some automation/QoL here:
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: AzharNoordin on December 11, 2017, 03:55:32 AM
Anybody figure out how to made them attack with sword instead of their range weapons? i try messing with the speed bias option but no luck
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: asquirrel on December 12, 2017, 11:45:44 AM
My guys don't switch to their melee weapons when attacked.  The enemy knocks their ranged weapons out of their hands.  Then they just punch the enemy instead of using their melee weapon.  Both boxes are green. 
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: MasterBabble on December 14, 2017, 11:53:24 AM
I too am having the pawns not switching to their melee weapons problem, they just switch to unarmed melee.
I have tried changing the melee weapon speed bias from 0.1 to 100, and many values in between. I haven't thoroughly tested the slider in dev mode or anything, just pushing it up and down when I remember in game.
Also this slider input is a little weird as I can not input values less then one directly without first copy pasting from the ranged slider's value number that includes the decimal, then selectively adding and deleting digits, being careful to keep a value > 0 after the decimal or else the decimal disappears. This isn't a huge problem, however I fear that there may be some problem in the mod actually reading the value in the box that stems from some faulty code surrounding the box input or something. I'm not a coder or anything, so I don't really know, just a huge fan of you modders!
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: RimDog on December 17, 2017, 10:12:02 AM
Same issue with pawns switching to unarmed instead of melee weapon. :( I mean... I guess I can always switch manually.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: BTAxis on December 19, 2017, 11:11:45 AM
Yep, same here. Hoping for a fix in the near future.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: props on December 29, 2017, 01:22:49 PM
Ive noticed that if their melee sidearm is very high tier they will switch to it instead of fists. Things like uranium swords and betapoly shivs (glittlerworld mod material?) But they will ALWAYS choose fists over simple steel/jade shivs or wooden clubs. I wish this wasn't the case and have spent a lot of time messing with the options to resolve this I think its a DPS calculation thing.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Edixo on December 31, 2017, 12:18:06 AM
Just came here to report the same issue with pawns not drawing their weapons.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Sarge on January 08, 2018, 03:56:07 AM
How do I get pawns with no melee weapons (because they have no melee skill) not switch to melee or UA when they get hit at melee range?

It feels like I've tried every setting and I can't find it. I need my guy to keep trying to shoot, it's all he has else he's just dead in any case.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: SpaceDorf on January 08, 2018, 04:07:18 AM
I think you can only forbid the auto-switch to melee in general, not set it up for individuals.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Sarge on January 09, 2018, 08:41:48 AM
Cut from Combat Extended (https://ludeon.com/forums/index.php?topic=33461.585) thread for relevance:

I'm also noticing Simple Sidearms weapon switching doesn't seem to be working properly with CE B18. When someone with a ranged weapon gets into melee, they switch to fists, instead of a knife/shiv/whatever. Not sure if this is SS's fault, CE's fault, or my fault, but figured it was worth mentioning.

Yeah I get this too though I can't quite figure out why. I don't recall there being an update for this mod between the times that it worked and now doesn't.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: DepOpt on January 21, 2018, 11:06:21 AM
How on earth did I miss the fact that this mod exists. I micromanage doing pretty much this with caravans and raids, and this makes it so much easier.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Nozza on January 21, 2018, 05:43:17 PM
Dumb question, but if my colonist only has a gun, how do i stop them from switching to unarmed when enemies get close? My colonists keep dying because they try to punch enemies rather than shoot them.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: docssy on January 21, 2018, 10:03:34 PM
Not to echo the number of comments about switching to unarmed vs sidearm melee weapon, but it would be nice to have clarification on if it is a bug, or if there is a setting we can manipulate?


Edit:  ACTUALLY, looking at your source (StatCalculator.cs) I see that speedBias is entirely commented out of the calculation for melee weapons.

Quote
internal static float MeleeDPS(Pawn pawn, ThingWithComps weapon, float speedBias) {
            if (pawn == null)
                return 0;
            float dps = GetMeleeDamage(pawn, weapon) * GetMeleeHitChance(pawn, weapon) / GetMeleeCooldown(pawn, weapon);
            return dps;
            /*if (weapon == null)
                return 0;

            Verb atkVerb = (weapon.GetComp<CompEquippable>()).PrimaryVerb;
            VerbProperties atkProps = atkVerb.verbProps;

            ThingDef wepDef = weapon.def;

            float damage = atkProps.AdjustedMeleeDamageAmount(atkVerb, atkVerb.CasterPawn, weapon);
            float warmup = atkProps.warmupTime;
            float cooldown = atkProps.AdjustedCooldownTicks(weapon);
            float dps = damage / ((warmup * speedBias + cooldown));
            return dps;*/
        }

The GetterFilters.cs file (one function up) sets unarmedisbest as true. So what seems to be in line with the previous comments, pawns will use unarmed unless they have an ungodly powerful melee sidearm that puts out more dps then unarmed
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: doge316 on January 27, 2018, 01:33:56 PM
Has anyone fixed the sidearm not being drawn?
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Sarge on January 27, 2018, 02:23:23 PM
Nope
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Mehni on January 30, 2018, 01:29:58 PM
Hi. I'm running into an error with Simple Sidearms when combined with Pick Up And Haul. When pawns put a rock chunk in their inventory, players can't manually order pawns to drop the picked up chunk as a result of a null ref exception caused by a prefix in Simple Sidearms.

Code: [Select]
Exception filling tab RimWorld.ITab_Pawn_Gear: System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.intercepts.ITab_Pawn_Gear_InterfaceDrop_Prefix.InterfaceDrop (RimWorld.ITab_Pawn_Gear,Verse.Thing) <0x00041>
at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.InterfaceDrop_Patch1 (object,Verse.Thing) <0x00022>
at RimWorld.ITab_Pawn_Gear.DrawThingRow (single&,single,Verse.Thing,bool) <0x0039e>
at RimWorld.ITab_Pawn_Gear.FillTab () <0x00b3e>
at Verse.InspectTabBase/<DoTabGUI>c__AnonStorey0.<>m__0 () <0x000e3>

Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey0:<>m__0()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Tenshi~Akari on January 31, 2018, 10:08:00 AM
I came across a minor issue when playing with this & Miscellaneous MAI: The Mobile AIs don't switch over to their melee side arms like they should, but unfortunately there aren't any error logs that are being produced to help out with this one. Haplo mentioned when I had brought up the gizmo/UI issue with MAI & Run&Gun before that the Moble AI pawns were still supposed to be based off of the vanilla pawns to a certain extent, so it's a little unclear as to why it clashes somewhat with the two mods... :-\

(And it's kind of hard to choose between them all, because I find all 3 very essential to my Rim World experience...)
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Ruisuki on February 14, 2018, 04:57:15 AM
youre a hero.

So is the biggest limiter to prevent OP shooter the weight or slots?
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Harry_Dicks on February 14, 2018, 09:47:02 AM
I came across a minor issue when playing with this & Miscellaneous MAI: The Mobile AIs don't switch over to their melee side arms like they should, but unfortunately there aren't any error logs that are being produced to help out with this one. Haplo mentioned when I had brought up the gizmo/UI issue with MAI & Run&Gun before that the Moble AI pawns were still supposed to be based off of the vanilla pawns to a certain extent, so it's a little unclear as to why it clashes somewhat with the two mods... :-\

(And it's kind of hard to choose between them all, because I find all 3 very essential to my Rim World experience...)
Don't quote me on this, but I think this is somewhat how it works: any pawns added by any mods that are not based off of basePawn will not get certain benefits from certain mods. An example is MAI. So since she is not based on basePawn, she will not be able to work with certain mods like Pick Up and Haul, and/or she might have issues with Simple Sidearms and Run & Gun. I do believe I saw the author (of R&G) say they were going to fix the issue with Run & Gun and swapping weapons while firing was causing a crash if you tried it with MAI.

Anyway, unless these mods that change how these pawns (pawn doesn't always mean human necessarily) are handled in the defs, then I think we will need to expect some issues if we play a game with them. Maybe things like SS and PU&H could change how they apply their inventory changes to pawns, so that they could include other pawns added by mods. But then these authors will have to update their mods to work with new races added by other mods every single time. I think what should happen for it to happen properly, would be that these mods that are creating pawns will need to change how they create them, this way any other mods that require basePawn for them to work, will be future proofed against any other new mods that come along and add in new races.

I think the issue is, some mods need to add in new races that can't be based on basePawn for whatever reason. They have to have their own abstract, and the mods like SS and PU&H aren't configured for any pawns made with these custom abstracts.

So is the biggest limiter to prevent OP shooter the weight or slots?
This is completely customizable in the mod options. You can have the sidearm limits based on I think either mass or slots. These can be further split up into ranged/melee, and then further split up into tribal/not tribal. All of the options are completely customizable, so you can put some weapons in some categories, and different weapons in other categories, however you would like it. You can also change how pawns will drop weapons, and when they will auto-swap weapons, to ranged or melee, if even at all.
Title: Re: [A18] SimpleSidearms (1.2.2)
Post by: Ruisuki on February 14, 2018, 06:26:33 PM
Hmmm interesting. I'd be eager to hear the setup of the author to know what hes running because I want the most balanced option possible.
Title: Re: [A18] SimpleSidearms (1.2.3)
Post by: PeteTimesSix on February 21, 2018, 12:55:39 PM
Updated with melee fixes/additions provided by Alex TD (http://"https://github.com/alextd"). Many thanks!

Hmmm interesting. I'd be eager to hear the setup of the author to know what hes running because I want the most balanced option possible.

I havent actually played Rimworld in months, so... none. Back when I did though, I just used the basic preset.
Title: Re: [A18] SimpleSidearms (1.2.3)
Post by: Harry_Dicks on February 21, 2018, 01:08:43 PM
Nice! Thank you Pete! ;D

Curious, do you know if this will solve any issues that were popping up in the past with Pick Up and Haul?

Also, do you plan on doing an official update of your QOLTweaksPack?
Title: Re: [A18] SimpleSidearms (1.2.3)
Post by: Kori on February 21, 2018, 05:02:27 PM
Thanks for fixing this evil bug! :)

Also, do you plan on doing an official update of your QOLTweaksPack?

That would be great!
Title: Re: [A18] SimpleSidearms (1.2.3)
Post by: Ruisuki on February 21, 2018, 05:49:58 PM
Nice! Thank you Pete! ;D

Curious, do you know if this will solve any issues that were popping up in the past with Pick Up and Haul?

Also, do you plan on doing an official update of your QOLTweaksPack?
What was the problem with Pick up?
Title: Re: [A18] SimpleSidearms (1.2.3)
Post by: HighDerpLord on February 21, 2018, 06:12:08 PM
Hey there, anyone else has the bug that ur attackspeed is like 2million if u melee attack something. Same goes for my enemies i attack, like megaspiders...

it seems that actually Simple Sidearms causes the problem, i tested a reload without the mod, unfortunatly my interface doesnt work anymore if i delete SImple Sidearms
ty 4 ur help :)
Title: Re: [A18] SimpleSidearms (1.2.3)
Post by: Mehni on February 21, 2018, 06:53:54 PM
What was the problem with Pick up?

It's not an issue with Pick Up and Haul, it's an issue with Simple Sidearms. Pawns can't drop chunks from their inventory. You can replicate this by going on a caravan, picking up a chunk and trying to drop it. It errors, and doesn't drop the chunk.

Pick Up and Haul exposes the issue, but it's Simple Sidearms that causes it.
Title: Re: [A18] SimpleSidearms (1.2.3)
Post by: danthepianist on February 21, 2018, 07:43:27 PM
Hey there, anyone else has the bug that ur attackspeed is like 2million if u melee attack something. Same goes for my enemies i attack, like megaspiders...

it seems that actually Simple Sidearms causes the problem, i tested a reload without the mod, unfortunatly my interface doesnt work anymore if i delete SImple Sidearms
ty 4 ur help :)

I'm having this issue as well. It basically locks up the pawn forever as far as I can tell. They just keep attacking dozens of times per second even after the enemy is dead, which, due to the ridiculous amount of blows, happens almost instantly. I can order the pawn to move around, but they're unable to do anything but punch. Another interesting note is that they use their fists instead of an equipped melee weapon, which they also become unable to drop.

It didn't happen against raiders, only bugs. Megaspiders, more specifically. 
Title: Re: [A18] SimpleSidearms (1.2.3)
Post by: Kassidoo on February 22, 2018, 12:38:12 AM
It seems the update from alex broke a lot of things, both when doing melee attacks and console being constantly spammed with the game trying to find sidearms to animals around the maps
Title: Re: [A18] SimpleSidearms (1.2.3)
Post by: PeteTimesSix on February 22, 2018, 02:48:38 AM
Hmpf. I knew I should have tested it more thoroughly, but there was Skyrim to be played and, well...

The good news is, Ive ran into that kind of problem before, so I know exactly what to look for. The bad news is, Im currently at work, so even if I were to write a patch right now I couldnt actually compile and upload it until I get home. Gonna have to wait a bit longer, folks.

Until then, you can revert to the earlier version HERE (http://github.com/PeteTimesSix/SimpleSidearms/releases/tag/1.2.2). If someone could drop a link on the mod's steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=927155256") I'd appreciate it, I dont actually have access to my steam guard phone either, so I cant log in to my steam account to post it myself.
Title: Re: [A18] SimpleSidearms (1.2.3)
Post by: fsemprini on February 22, 2018, 09:52:37 AM
I already posted your reply along with the link there on Steam. Thanks!
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: PeteTimesSix on February 22, 2018, 11:18:47 AM
Should be fixed now.
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: Kori on February 22, 2018, 12:23:49 PM
Thank you! :)
Can they also drop chunks now?
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: HighDerpLord on February 22, 2018, 01:22:08 PM
Hi there, has anyone else a problem with melee weapon to switch to fists after first attack automatically?
 i tried some setting changes but didnt quite find the cause of it

https://gyazo.com/edeb14e179e40c126d584f1c89c55a82

got a link, so basically when especially my main pawn attacks with this melee weapon from medievel mod, the first attack triggers as intended but he instantly switches to fists and starts fisting the target. i dont want this behavior and cant cancel it with settings. i tried to at best of my knowledge.

(he has two Power Arms aswell -> Expanded Prosthetics amd Organ Engineering)
weird thing -> other pawns can use weapon without switching

ty for help
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: Canute on February 22, 2018, 04:33:26 PM
Why shouldn't your pawn his power arms ? They are designed for hugh mellee damage, better then most vanilla weapons.
Why you don't compare the DPS value unarmed and with his mellee weapon.
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: HighDerpLord on February 22, 2018, 05:03:23 PM
i think i understand the issue now. i kinda like to see him fight with this knife tho. he technically is the Cultlord/Mayor/preacher/sithlord of my community and refuses to fight with knife or lightsaber, i just think its way more accurate to have him fight with one of those even tho his dps might suffer.
is there a way to adjust those values or make him stop switching to the "better" weapon?
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: Canute on February 22, 2018, 05:21:35 PM
Currently i don't run rimworld, but there are button to lock the weapon switch. The small green/red things left of the weapons.

And there are mod option where you can adjust some things too.
You should take a look.
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: HighDerpLord on February 22, 2018, 06:38:47 PM
i think i tried every button switch nd option to chnge it, but i didnt find  proper solution unfortuntly
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: Harry_Dicks on February 22, 2018, 06:59:15 PM
i think i tried every button switch nd option to chnge it, but i didnt find  proper solution unfortuntly

Is this a new issue with the update for you, as in before everything was working properly, or did you just start using the mod?
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: HighDerpLord on February 22, 2018, 07:46:25 PM
when i started using the mod everything worked fine after trying some options, i basically use settings so i get any limits in using sidearms, i think its called "excessive" preset with "never dropping" weapons.

as far as i know i didnt know any issues with this uncontrollable weaponsswitching. i'd like to have my pawn with advanced power arms + lightsaber + knife from previous GIF, but i just dont manage it to work out. i went dev mode and basically gave him normal pawn hands back so at least he doesnt switch to fistfighting, but he still switches from knife to lightsaber automatically
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: Uuugggg on February 23, 2018, 03:53:08 AM
Hey I am the Alex TD of melee-swapping goodness.

It calculates dps based on torso armor, considering blunt/sharp weapon type, and equips the best on each attack, so simply attacking or changing targets will equip the preferred weapon.

So, if it changes to unarmed, that's because it calculated higher dps.

> I just think its way more accurate to have him fight with one of those even tho his dps might suffer.

Yeah, this could be an option - especially since SimpleSidearms has so many nice options.

Now, these super-attack megaspiders... Uh, I'll go test that.
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: Uuugggg on February 23, 2018, 04:29:54 AM
Looks like a fix is up on steam.

Did you know that Centipedes and Scythers have an apparel slot, but animals don't? That doesn't even make sense. Why can't animals wear clothes but robots could?

The good news is - this guy rapidly develops. I've contributed to a few other mods and they haven't got an update in a week. This one was developed, added, released and fixed in three days.
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: Harry_Dicks on February 23, 2018, 08:18:44 AM
The good news is - this guy rapidly develops. I've contributed to a few other mods and they haven't got an update in a week. This one was developed, added, released and fixed in three days.

Thanks, Alex! I'm always excited to see more of your kind around here, and your work is much appreciated. ;D
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: Drglord on February 23, 2018, 12:06:02 PM
Even when the option in the mod options is unchecked pawns with no melee weapons still switch to unarmed combat in melee and you can't even force them to shoot... anyone know how to fix that?
Title: Re: [A18] SimpleSidearms (1.2.4)
Post by: Kassidoo on February 25, 2018, 04:30:07 AM
Even when the option in the mod options is unchecked pawns with no melee weapons still switch to unarmed combat in melee and you can't even force them to shoot... anyone know how to fix that?

Thats a vanilla feature, heres a mod to prevent it (but it kinda deafeats this mod as pawns doesnt switch anymore in close range) https://ludeon.com/forums/index.php?topic=38152.0
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: PeteTimesSix on February 28, 2018, 01:30:24 PM
Heads up, small patch:

-fix to the chunks issue with PickUpAndHaul, courtesy of Mehni (https://github.com/Mehni)
-new setting and AI ability for selecting best melee weapon, courtesy of alextd (https://github.com/alextd)

At this rate I might have to add a credits section or something.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Canute on March 01, 2018, 03:56:14 AM
Dang, i realy should read the whole forum before i start Rimworld, now i need another restart to update Simplesidearms.

Btw. what do you think to add ModSync support ? So people would see faster if a new version is ready.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Tenshi~Akari on March 01, 2018, 06:59:29 AM
Hmm... I just recently updated & during the middle of a manhunter attack, a pawn of mine set to automatically attack on threats was literally "stuck" & invincible when he switched to his melee weapon. (The grizzly bears were indeed landing hits, but he wasn't taking damage on top of doing nothing but standing there. It wasn't until I drafted him that he started back to attacking as normal & got brutalized...)

I checked the error log, but nothing actually came up about anything going wrong while this was happening, red or yellow. Had to restart the save file anyways, but if this happens again, I will surely double-check and post a log to see if I missed anything myself...
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Heni on March 01, 2018, 09:08:00 AM
The mod dont work here, my colonist still take only one weapon
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Tenshi~Akari on March 01, 2018, 10:44:46 AM
Even when you right click & select "equip (x) as sidearm"?
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: wwWraith on March 01, 2018, 11:06:38 AM
As Pete is here again, I have an old problem. While my colonists are able to equip sidearms as expected, in A17 the raiders/visitors/whatever were spawned with only shivs as sidearms. In B18, they spawn with no sidearms at all. I've tried many settings including "enable all without any limits". I'm afraid there could be more than 1 mod conflicting so the other info could be useful.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Heni on March 01, 2018, 10:18:02 PM
Even when you right click & select "equip (x) as sidearm"?

Yes, i have change the position of the mod to see if is this, but dont work.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Ruisuki on March 02, 2018, 01:08:58 AM
Dang, i realy should read the whole forum before i start Rimworld, now i need another restart to update Simplesidearms.

Btw. what do you think to add ModSync support ? So people would see faster if a new version is ready.
You have to start another game to update the mod??
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Canute on March 02, 2018, 03:12:45 AM
Dang, i realy should read the whole forum before i start Rimworld, now i need another restart to update Simplesidearms.
You have to start another game to update the mod??
I have to restart Rimworld so the new def's are loaded after i update the mod.
But i don't need a new colony.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: henk on March 15, 2018, 02:37:21 AM
I love this mod, however, I am having issues with secondary weapon missing during caravan rides, making raids impossible.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Muffalo Wool on April 08, 2018, 01:21:12 PM
As Pete is here again, I have an old problem. While my colonists are able to equip sidearms as expected, in A17 the raiders/visitors/whatever were spawned with only shivs as sidearms. In B18, they spawn with no sidearms at all. I've tried many settings including "enable all without any limits". I'm afraid there could be more than 1 mod conflicting so the other info could be useful.
My problem as well. At least high level pirates should get proper guns/melee weapons for sidearms rather than crappy shivs. I would like to see a few elite raiders with longswords or snipers with pistols/smgs.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Vlad0mi3r on April 08, 2018, 08:20:44 PM
With caravans the side arms go into the caravan inventory. they don't disappear but they are no longer equipped as side arms in the event of say an ambush. You can still get them dropped from wherever they ended up but it is a bit of micro to get it sorted.

On another note this mod is the best for giving those important combat options. Lots of my pawns are now packing grenades to help take care of mechanoids super fast.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: zuaresoft on April 16, 2018, 07:36:34 PM
A BUG: You cant drop a chunk with [Pick and Haul] and [SimpleSideArms], pls somebody know how can i fix it?

Exception filling tab RimWorld.ITab_Pawn_Gear: System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.intercepts.ITab_Pawn_Gear_InterfaceDrop_Prefix.InterfaceDrop (RimWorld.ITab_Pawn_Gear,Verse.Thing) <0x00041>
at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.InterfaceDrop_Patch3 (object,Verse.Thing) <0x00022>
at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.DrawThingRow_Patch0 (object,single&,single,Verse.Thing,bool) <0x00394>
at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.FillTab_Patch0 (object) <0x00aae>
at Verse.InspectTabBase/<DoTabGUI>c__AnonStorey0.<>m__0 () <0x000e3>

Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey0:<>m__0()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Mehni on April 17, 2018, 01:36:46 PM
Turns out the GitHub release doesn't contain a recompiled version of the dll or something. Steam version works fine.

In the interim I've attached the Steam version of the dll to this post, for those having trouble.

[attachment deleted due to age]
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: zuaresoft on April 17, 2018, 02:09:17 PM
Turns out the GitHub release doesn't contain a recompiled version of the dll or something. Steam version works fine.

In the interim I've attached the Steam version of the dll to this post, for those having trouble.
SOLVED!! thanks Mehni!
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: HellFir3 on May 13, 2018, 12:15:17 PM
I have a problem with melee . When the character is attacked in melee, he removes the firearm and switches to hand combat, though cold weapon are in the inventory. I found a reason why my characters didn't change weapons . Did not work this mod because  colonists were created using mod EdB Prepare Carefully . Other characters that have been recruited normally change weapons. Can you fix this mistake, please? Mod is very necessary , but works for half  :'(
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Canute on May 13, 2018, 01:44:48 PM
HellFir3,
thats an old know problem.
But i don't think it will get fixed since the mod author is pretty inactive for modding.
Maybe it get fixed at the next release.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: orgre45 on June 08, 2018, 04:14:47 AM
Awesome mod! Many thanks :D
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: MZ on June 09, 2018, 06:44:24 PM
Im too lazy to read or even search back if this one has been reported before, but simple sidearms makes the insects of my caves have melee attack seemingly without any cooldown time, just shredding pawns in under a second.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Canute on June 10, 2018, 02:12:41 AM
I don't think that is just this mod, i use it too and i don't notice this so far.

It must be another mod, or a combination.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: MZ on June 11, 2018, 11:57:08 AM
well, its possible that its a combination. Im just posting it here because disabling this mod solved the problem.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: tobi1449 on June 23, 2018, 06:53:34 AM
As a suggestion for another cool feature:
There are mods with weapons (especially melee weapons) that give stat boosts. A feature to check if a pawn has a sidearm that boosts a newly started job and switch to it would be great.
Also, overriding the "hunter lacks ranged weapon" check and switch to a ranged sidearm would also be a nice idea if the hunter in question actually has a ranged weapon as sidearm.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Ruisuki on July 31, 2018, 08:50:14 PM
hello i have a question. the rimsenal mod adds weapons with special effects. a combat blade that improves harvest speed for instance. Am wondering whether this effect applies if its in my inventory as a sidearm instead of equipped as my primary? Because pawn in question is also my hunter and its a pain to deal with the alert 'hunter missing weapon' or switch the worktab each day
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Jake on August 06, 2018, 10:20:50 AM
For some reason, this mod appears to be making the game bug out and refuse to generate a world. I get the following errors:

Quote
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for CompVehicle.HarmonyCompVehicle ---> System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Harmony.AccessTools+<>c.<TypeByName>b__1_0 (System.Reflection.Assembly x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.FirstOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at Harmony.AccessTools.TypeByName (System.String name) [0x00000] in <filename unknown>:0
  at CompVehicle.HarmonyCompVehicle..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Quote
[HugsLib][ERR] SimpleSidearms caused an exception during OnDefsLoaded: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Harmony.AccessTools+<>c.<TypeByName>b__1_0 (System.Reflection.Assembly x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.FirstOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at Harmony.AccessTools.TypeByName (System.String name) [0x00000] in <filename unknown>:0
  at SimpleSidearms.CEPatcher.isCEPresent (Harmony.HarmonyInstance harmony) [0x00000] in <filename unknown>:0
  at SimpleSidearms.SimpleSidearms.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Extremely long list of mods attached.
Anyone got any idea what might be causing this, and how I can fix it?

[attachment deleted due to age]
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: harperers on August 30, 2018, 12:42:01 AM
Hope this gets a .19 update
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: pablo603 on August 30, 2018, 12:06:14 PM
Please update to B19, this mod it a must have especially after the gun nerf!
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: vampiresoap on August 30, 2018, 03:52:52 PM
Please update to B19, this mod it a must have especially after the gun nerf!

There was a gun nerf??
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: sidfu on August 30, 2018, 11:13:33 PM
guns werent nerfed. all that happened is base game now uses a armor system similar to combat extended but tylian was lazy and never boterhed to add a ammo system or change how the guns worked
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: pablo603 on August 31, 2018, 03:16:19 AM
guns werent nerfed. all that happened is base game now uses a armor system similar to combat extended but tylian was lazy and never boterhed to add a ammo system or change how the guns worked
Guns were nerfed. You can't shoot with them at point blank.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: PeteTimesSix on September 02, 2018, 10:26:29 AM
I'm currently subjecting hapless Steam users that dont know any better to testing a hotfix. Assuming nothing particularily important breaks I'll have an update up here in a few days.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: rawrfisher on September 02, 2018, 12:32:00 PM
I'm sure this has been asked alot but how does this mod play with weapon storage
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: pablo603 on September 02, 2018, 03:07:08 PM
I'm currently subjecting hapless Steam users that dont know any better to testing a hotfix. Assuming nothing particularily important breaks I'll have an update up here in a few days.
Thank you!
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Vane on September 05, 2018, 11:06:22 AM
Can't wait for this for B19! One of my all time favourite mods and one of the only ones I can't live without!
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Jake on September 05, 2018, 11:26:05 AM
I'm currently subjecting hapless Steam users that dont know any better to testing a hotfix. Assuming nothing particularily important breaks I'll have an update up here in a few days.
So far so good.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: ouyin2000 on September 09, 2018, 04:26:43 PM
So does the B19 update allow this one to work with Prepare Carefully?
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: thecookiemaker on September 10, 2018, 09:53:18 AM
The only issue I've encountered is when they return from a caravan they will drop their sidearm while they are unloading the caravan gear. It isn't a big issue. I just have to remember to have them reequip the sidearm after they are done unloading.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: stocknasty on September 11, 2018, 04:44:22 AM
I'm currently subjecting hapless Steam users that dont know any better to testing a hotfix. Assuming nothing particularily important breaks I'll have an update up here in a few days.
So far so good.

Does that mean I can go back to rage quitting valve? this mod being steam only is the only thing keeping me on steam. Literally... I tried making a colony without this mod in my local drive and failed so hard cuz I'm that used to it.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Canute on September 11, 2018, 05:56:27 AM
stocknasty,
until Pete is finish bughunting on steam and release is for DRM free people too.
You can use
Weapon Storage  https://ludeon.com/forums/index.php?topic=35503.0
it isn't the same but basicly you can assign 2 or more weapon's to a pawn he can freely switch on demand.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Azakan on September 18, 2018, 02:36:57 AM
Please?

I really want to try B19 soon. ;A;
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: PeteTimesSix on September 18, 2018, 03:34:05 PM
Have a bootleg version for now. (https://ufile.io/lg5q2)

I dont even know why I cant get myself to do this properly, its not like uploading to github is a time consuming or difficult process

Ill get it done by next monday. Self-imposed deadline, that ought to do it.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Azakan on September 19, 2018, 01:31:12 AM
Thank you so very much, I love you.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Gemeciusz on September 19, 2018, 01:11:40 PM
How do you guys manage shield belts?

Currently i just don't use them, but I think I do like them.

Has anyone seen a mod that adds a turn off button for the shields, so a pawn can shoot than change to mellee with simplesidearms and turn on his shieldbelt?
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Jake on September 19, 2018, 01:27:09 PM
I don't think so, no. Be really useful though.
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: ultra4 on September 19, 2018, 03:44:35 PM
I use Rah's mega OP shield-armor that lets you shoot  :o
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: rawrfisher on September 19, 2018, 03:50:59 PM
Pete Do you know how this mod plays with weapon storage?
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: Gemeciusz on September 20, 2018, 06:47:36 AM
I use Rah's mega OP shield-armor that lets you shoot  :o


But i don't want to shoot out from behind the shield... I have to start begging modders for an on/off switch to shieldbelts i guess :)
Title: Re: [A18] SimpleSidearms (1.2.5)
Post by: DariusWolfe on September 20, 2018, 10:36:17 AM
Glad to hear that this is getting an update. I fell off of playing back when the Unstable build was still cooking along, but I've been missing this mod a LOT, especially after the 1.0 Unstable/B19 changes with melee/ranged combat.
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: PeteTimesSix on September 24, 2018, 01:34:03 PM
Ha! Its still technically monday! Suck it, inexorable passage of time!

Yeah Ive made no further changes. I figure if there were any major bugs Id have a lot more steam messages clogging up my inbox by now.
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: Jake on September 24, 2018, 01:41:19 PM
The only bug I've noticed so far is that pawns have a tendency to spazz out and repeatedly switch back and forth between weapons if they both have roughly equal optimum range (specifically the Tesla Gun from Rimlaser and a pistol), and the workaround is simply "don't give them a handgun for a sidearm if that happens".
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: PeterR on October 03, 2018, 01:40:20 AM
Good idea, poor implementation.

So if my pawn uses ranged as main and melee if anyone comes in melee range, I cannot one click to attack anyone with ranged, because it says "out of range" or something. I have to walk up to shooting range manually and then select to shoot with gun manually from the UI.

The UI block this mod adds is also horrible and out of place looking and clutters the otherwise pretty neat default UI.

Customization is nice and it's obvious a lot of work went into this.

What in my mind would be a good implementation of this:

1. Make the UI block a) square not rectangular b) with only 1 large icon like the default UI blocks c) if you click it, it switches to another weapon, so it cycles weapon 1 -> weapon 2 -> weapon 3 -> weapon 1 d) Name it "Switch weapon" and not "Sidearms"

Less is more.

2. If pawn has ranged weapon equipped and you right click on an enemy in draft mode, pawn walks up to maximum range and shoots (same as hunting). So instead of doing 4 clicks and measuring distance or whatever I have to do 1 click.

This would make sense in my opinion.

Even a better implementation would be this: pawn can equip 2 weapons - 1 melee, 1 ranged. Pawn uses ranged by default. If someone engages pawn in melee range he auto switches to melee to defend. Remove all UI completely.
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: Canute on October 03, 2018, 10:45:50 AM
Quote
Even a better implementation would be this: pawn can equip 2 weapons - 1 melee, 1 ranged. Pawn uses ranged by default. If someone engages pawn in melee range he auto switches to melee to defend. Remove all UI completely.
Very curious, thats how it work's at my side.

Did you notice the mod got some option you can adjust ?
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: bigheadzach on October 19, 2018, 04:15:27 PM
Gonna go ahead and try the B19 version in 1.0, but would definitely appreciate this one getting the official tip of the hat.
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: sumghai on October 19, 2018, 04:36:27 PM
PeteTimesSix, just a heads-up that you may need to change some HugsLib / Harmony method calls and object references in order to update SS from B19 to 1.0:

Code: [Select]
[HugsLib][ERR] SimpleSidearms caused an exception during OnDefsLoaded: System.MissingMethodException: Method not found: 'HugsLib.ModBase.get_HarmonyInst'.
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Code: [Select]
[HugsLib][ERR] SimpleSidearms caused an exception during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSidearms.SimpleSidearms.Update () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnUpdate()
HugsLib.Patches.Root_Patch:UpdateHook()
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: Sam Gray on October 20, 2018, 11:39:04 AM
Non-Steam link for 1.0 please?
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: jom650 on October 21, 2018, 03:44:56 PM
Cmon man, GIVE US SOME NON-STEAM LINK
This is a must have mod, plz man  :'( :'( :'( :'(
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: harpo99999 on October 21, 2018, 04:46:32 PM
Cmon man, GIVE US SOME NON-STEAM LINK
This is a must have mod, plz man  :'( :'( :'( :'(
did you look at the GITHUB link?????
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: PeteTimesSix on October 21, 2018, 05:38:46 PM
Hey kid, you want some *holds coat open* bootleg versions (https://ufile.io/na9vp)?

Standard delay on a proper release. There's been some issues on the steam version that I suspect were caused by people (or Steam) either not updating their Hugslib or having it in the wrong place on the load order, but I'd like to be sure first.
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: Breakfastsquid on October 22, 2018, 04:24:36 AM
was wondering if this mod was going to be updated to 1.0  thanks
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: Modo44 on October 25, 2018, 02:09:42 AM
Even a better implementation would be this: pawn can equip 2 weapons - 1 melee, 1 ranged. Pawn uses ranged by default. If someone engages pawn in melee range he auto switches to melee to defend. Remove all UI completely.
No. This mod is very useful combined with mods that add non-combat tools. Without a way to manually switch "weapons", it would lose part of its appeal.
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: Shieldxx on October 25, 2018, 03:32:48 AM
This should be implemented in vanilla! Epic, big thanks
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: Griphaha on October 25, 2018, 04:44:00 AM
I agree, good mod.

Here is a set of alternative graphics for this MOD.

https://www.dropbox.com/s/59m0e6fr6j9wk9f/SimpleSidearmsTextures.7z?dl=0
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: Shieldxx on October 25, 2018, 08:13:31 AM
I thought of doing that because of the unarmed icon, so thanks for doing this aswell :D
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: Angelix on October 25, 2018, 10:05:58 AM
Pawns will remember which weapon is their primary and will switch back to it once undrafted.
Does it affect only auto-switch or manual switching also must be affected?
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: TheGooglator on October 26, 2018, 08:29:21 AM
I'm confused what is going on with this mod... Is it updated on steam workshop but not on github? I'm non-steam and would appreciate a link to this amazing mod. Great work and thank you for continuing to update :)
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: alexo on October 27, 2018, 06:03:42 PM
pls share link! v1
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: PixelBitZombie on October 28, 2018, 09:09:16 PM
Hey kid, you want some *holds coat open* bootleg versions (https://ufile.io/na9vp)?

Standard delay on a proper release. There's been some issues on the steam version that I suspect were caused by people (or Steam) either not updating their Hugslib or having it in the wrong place on the load order, but I'd like to be sure first.

Just an fyi ESET flagged this as a virus. Not to mention the download site is awful to begin with.
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: Canute on October 29, 2018, 03:28:45 AM
Thats why some clever people made download tools for.
Copy the link, the tool analyse the clipboard and detect a link and add it to the download list.
No annoying popups beside captcha's.
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: PeteTimesSix on October 29, 2018, 11:05:25 AM
Okay, here goes (https://github.com/PeteTimesSix/SimpleSidearms/releases). Still a few issues in there that I might or might not look into, but nothing game killing (to my knowledge).

Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: bigheadzach on October 29, 2018, 11:21:25 AM
Bless you, good sir. There really is nothing finer than to be able to come loaded for ranged, short, melee, and non-lethal options and have them all be a click away.
Title: Re: [A19] SimpleSidearms (1.3.0)
Post by: PixelBitZombie on October 29, 2018, 12:25:19 PM
Thats why some clever people made download tools for.
Copy the link, the tool analyse the clipboard and detect a link and add it to the download list.
No annoying popups beside captcha's.

Except the site wasn't flagged. The download was. Obviously doesn't matter now seeing we got 1.0 release. I just wanted to clarify.
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: Canute on October 29, 2018, 12:32:53 PM
Download tool for the annoying download site.
Multiple virus tools if your favoured one detect one. When 2 of 3 warn about the download, it is different thing.
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: alexo on October 29, 2018, 10:16:19 PM
LOVEEEEEEEEEEEEE
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: ultra4 on November 01, 2018, 07:54:25 AM
Don't know if it's a conflict, but when pawns are shooting and i order them to charge melee, they dont just switch, they drop the primary on the ground... this happens EVEN if this mean dropping a spear and using a pikaxe (or fist)
 (https://image.ibb.co/iLNFf0/sidearms.png)
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: coldcell on November 01, 2018, 12:38:18 PM
Does this mod conflict with Smart Medicine? That mod allows doctors to carry medicine, so I don't know how the inventory system from this mod will affect it.

Regardless, thanks for the 1.0 update!
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: Canute on November 01, 2018, 12:44:02 PM
Both work well together.
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: raydarken on November 07, 2018, 10:27:30 AM
I'm having an issue where tribal raiders are generating with pistols as sidearms (which I have enabled to be usable as sidearms). I have selected the option to expand neolithic weapons, but the pistols are not set as neolithic weapons.

Can you please let me know what I might be doing wrong with the settings? Thanks.
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: Canute on November 13, 2018, 05:38:33 PM

a user got problems with Simplesidearms.
Code: [Select]
[HugsLib][ERR] SimpleSidearms caused an exception during OnDefsLoaded: System.MissingMethodException: Method not found: 'HugsLib.ModBase.get_HarmonyInst'.
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0

[StackXXL] Loaded

[HugsLib][ERR] SimpleSidearms caused an exception during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSidearms.SimpleSidearms.Update () [0x00000] in <filename unknown>:0
at HugsLib.HugsLibController.OnUpdate () [0x00000] in <filename unknown>:0
https://gist.github.com/HugsLibRecordKeeper/782f23ccb41354e4eec0253c475eecaf

Since he use steam i think he got the right file structre.
Any idea ?
https://ludeon.com/forums/index.php?topic=46849.0
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: Heymom on December 14, 2018, 09:15:12 AM
I am getting this error.

Code: [Select]
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn pawn, Verse.Thing toSwapTo, Boolean intentionalEquip, Boolean fromInventory, Boolean dropCurrent, Boolean intentionalDrop) [0x00000] in <filename unknown>:0
  at SimpleSidearms.utilities.WeaponAssingment.reequipPrimaryIfNeededAndAvailable (Verse.Pawn pawn, SimpleSidearms.rimworld.GoldfishModule pawnMemory) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJobStatic (Verse.Pawn pawn, Boolean inCombat) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_SubtreesByTag.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch0(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: Nylux on December 25, 2018, 12:47:38 AM
Sent a Pull Request on github for the french translation if you're interested :)
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: Datura on December 25, 2018, 10:21:09 AM
Amazing concept, works (almost) flawlessly  ;D

I, however, encounter a small issue. More annoying than anything...

Whenever a pawn tries to reacquire their main weapon after having been downed, a NullReferenceException gets thrown as soon as they put it in their inventory :

Code: [Select]
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn pawn, Verse.Thing toSwapTo, Boolean intentionalEquip, Boolean fromInventory, Boolean dropCurrent, Boolean intentionalDrop) [0x00000] in <filename unknown>:0
  at SimpleSidearms.utilities.WeaponAssingment.reequipPrimaryIfNeededAndAvailable (Verse.Pawn pawn, SimpleSidearms.rimworld.GoldfishModule pawnMemory) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJobStatic (Verse.Pawn pawn, Boolean inCombat) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_SubtreesByTag.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Using the latest version of the mod on RimWorld 1.0.2096. It happens even with only HugsLib and SimpleSidearms.
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: Canute on December 25, 2018, 11:59:15 AM
Could you maybe explain how you did that ?
Since you said it happen with hugslib and SimpleSidearms only too, you prolly can reproduce it.
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: Datura on December 25, 2018, 12:58:40 PM
Could you maybe explain how you did that ?
Since you said it happen with hugslib and SimpleSidearms only too, you prolly can reproduce it.

Sure, here goes:

- Pawn is equipped with a bolt action rifle (main weapon) & knife and/or revolver (sidearm).
- Pawn gets downed, dropping their weapons.
- Once healed, pawn goes to get their weapons back, after I allowed them back.
- The instant they take their main weapon in their inventory, the aforementioned exception gets thrown.

The game doesn't crash, the sidearm switching still works perfectly afterwards, it's just irritating to have to close the debug log each time it happens.

No error when the pawn gets their sidearm(s) back, only happens with the main weapon.
Happens no matter which main weapon / sidearm(s) are equipped.
Number of sidearms doesn't matter (tested with 0, 1 and 2).

Here's my HugsLib log: https://git.io/fhUhH (https://git.io/fhUhH)

Hope this helps :)
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: YeojaChingu on January 01, 2019, 07:09:07 AM
Just basic question, why there is an option to drop weapon when switch ? Is there a benefit, combat wise to drop the weapon instead moving it to inventory ? 
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: Canute on January 01, 2019, 09:36:35 AM
Combat wise,
you see a fighter 2 steps ahead on the way to you.
Do you shoulter/holster your range weapon before and then draw your mellee weapon, you might use the range weapon after this.
Or do you just drop the range weapon draw the mellee weapon to parry the incoming attack.

Puting a weapon back should take time, but it doesn't.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: PeteTimesSix on January 01, 2019, 03:16:00 PM
-snip highly detailed, non-ambiguous, minimal-case error report-

Hope this helps :)

Why yes it does indeed. Pro-tip to any aspiring modders out there (and future me because apparently I have to re-learn this lesson literally every time): when a new bug crops up after you update your mod, odds are the bug is somewhere in the part of the code you updated, genius.

In this particular case, I can even leave you with a bit of homework, see if you can figure out what the issue is! Go on, I promise its an easy one:
Code: [Select]
            //avoid hunting stackoverflowexception
            if (pawn.jobs.curJob.def == JobDefOf.Hunt)
                pawn.jobs.EndCurrentJob(JobCondition.InterruptForced, true);

Anyway, this got prompted by rolling in a french translation by Nylux (https://github.com/Nylux), so direct any death treats regarding the butchery of your wonderful language in that direction, and an upgrade to sidearm reaquiring logic and less leaky caravan bags by alextd (https://github.com/alextd), the pull request for which was added in... march... oh dear.

Oh and just so that there's something that *I* have actually done in this update, I put in an extra icon for sidearms in a pawn's inventory that are not in their list of memorised sidearms.
(https://i.imgur.com/P8JY2Ki.png)

Found at the usual place (https://github.com/PeteTimesSix/SimpleSidearms/releases/tag/v1.3.2), and also on Steam if you have a time machine and go a few days into the future. Or if you are *from* the future.
Title: Re: [1.0] SimpleSidearms (1.3.1)
Post by: PeteTimesSix on January 01, 2019, 03:18:18 PM
Just basic question, why there is an option to drop weapon when switch ? Is there a benefit, combat wise to drop the weapon instead moving it to inventory ?
Combat wise,
you see a fighter 2 steps ahead on the way to you.
Do you shoulter/holster your range weapon before and then draw your mellee weapon, you might use the range weapon after this.
Or do you just drop the range weapon draw the mellee weapon to parry the incoming attack.

Puting a weapon back should take time, but it doesn't.
These two posts being able to exist back to back, by the way, is the impossibility of pleasing everyone incarnate.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Canute on January 01, 2019, 03:27:38 PM
I didn't wanted that you change anything. I keep it like it is.
Since you made the drop weapon optional, anyone can use it like he want.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: KusanagiKuro on January 04, 2019, 05:55:30 AM
I have a strange reaction from my pawns when being attacked in close range. They drop whatever weapon they are holding and instead fight with bare hand (even though I equip them with a melee weapon as sidearm). I tried to check the setting, but nothing help.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: TheBlackArrow on January 17, 2019, 04:52:01 AM
This mod is cool asf, kudos <3
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Sarge on January 23, 2019, 12:24:43 PM
The latest version v1.3.2 is 468kb but v1.3.1 is 6.08mb. This is confusing (me), which one am I supposed to use?
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Ra1612 on February 04, 2019, 05:26:56 PM
I think the weapon dropping issue comes from Pick Up And Haul. I don't really know how to test it, so maybe someone can test it? It is really annoying and it's stopping me from using the good mod.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Sixdd on February 05, 2019, 01:03:12 AM
I use this with Pick Up and Haul with weapon dropping disabled and I've had no issues whatsoever.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: hsn on February 12, 2019, 11:36:46 AM
use the lightsaber mod. put the lightsaber as side arms and some time they disappear. i put the lightsabers as sidearms in the option but still it happens
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Sixdd on February 14, 2019, 12:28:49 AM
In my own experience the lightsabers mod doesn't work well with other inventory type mods. Also the lightsabers require you to toggle them with a button press so they don't work well for autonomous defense/offense anyway.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Lex Silvas on February 16, 2019, 03:00:52 PM
Great mod, just love it!
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: SansMasterBudaa :3 on March 03, 2019, 02:06:33 AM
This mod dont leave me create a world, it appears a error red saying something about astrynoblablabla event and annoys me because this mod is one of my favorites
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Canute on March 03, 2019, 03:16:31 AM
SansMasterBudaa :3,
i don't think it is this mod, it is more one of your other mod at your modlist.
Or many other would report a similar problem too.
Check out if the problem happen if you use the hugslib quickstart function (need dev mode on).
Then you just could disable some mods, and try it again until you found that mod.


Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: SansMasterBudaa :3 on March 03, 2019, 06:12:48 PM
SansMasterBudaa :3,
i don't think it is this mod, it is more one of your other mod at your modlist.
Or many other would report a similar problem too.
Check out if the problem happen if you use the hugslib quickstart function (need dev mode on).
Then you just could disable some mods, and try it again until you found that mod.
I just cant understand how this mod makes appears 1 base faction per independent faction   ???

Error in WorldGenStep: System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.rimworld.PawnSidearmsGenerator.TryGenerateSidearmsFor (Verse.Pawn) <0x007bd>
at SimpleSidearms.intercepts.PawnGenerator_GenerateGearFor_Postfix.GenerateGearFor (Verse.Pawn,Verse.PawnGenerationRequest) <0x0001c>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateGearFor_Patch3 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00186>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00cbc>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
Planets_Code.Planets_CreateWorldParams:<CanDoNext>b__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Canute on March 04, 2019, 03:29:29 AM
Ok, seem's SimpleSideArms got problems with some custom faction/pawn at your modlist.
But it could be from some weapon mod too.

You can investigate self, what other mod made the problems.
But at last you could post a full hugslib logfile or modlist + normal logfile, so Pete the author can maybe take a look.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Pelador on March 06, 2019, 02:53:01 AM
(Copied comments as per steam page)

@PeteTimesSix

Great mod, should be part of vanilla imho.

Can I request a tweak to the process for weapon selection during combat? Simple sidearms can be used to help other mods allow players to more readily manually manipulate tools. I use it for the Fire Warden/Extinguisher mod I developed (https://steamcommunity.com/sharedfiles/filedetails/?id=1589401542) and recommend the use of Simple Sidearms with it.

The Fire Extinguisher, however when applied as a Sidearm, can then be recognised for use in combat. So pawns will swap to the FE when the range seems best to do so. Not ideal.

My request is can you ensure that Simple sidearms can continue to allow Fire Extinguishers to be used with it. But during combat can you check if the damage type is a type "Extinguish" as a weapon not to select for combat. However, in the mod I use I have a custom damage type def of "FExtExtinguish" so was hoping you could accommodate this in a similar way? Maybe as a cached [Def]?

---

(update)

@PeteTimesSix

Included in the following link are two files as a suggested fix for the Fire Extinguisher mod:

https://1drv.ms/f/s!Au3GsmKyQkDYg5QKRLSeUmIGUdBsmQ

I haven't tested it yet as thought best to seek your approval but also that you may have a better method in your coding of applying a fix, this very relevant due to your familiarity with the operations.

It includes potential changes to Simple Sidearms "GettersFilter.cs" and also includes a compatibility patch file for the FE mod if definitions are needed for the assembly by the installer but the Fire Extinguisher mod is not loaded/used by players.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Mehni on March 06, 2019, 03:39:24 AM
Your proposal is very specific to your mod. I recommend something more generic, like a Mod-Extension or something. That opens the door for a more global compatibility with other mods that can't/shouldn't be used as weapons. Mods such as [XND] Survival Tools.

Example here: https://github.com/jecrell/RimQuest/commit/54413b821233316c4057db87031aa6e528ab2db6
and other mods could use it like so: https://github.com/Mehni/MoreFactionInteraction/commit/a5b3d90d9809f36672b5801726496a0322e75a56#diff-9e8670c77a1c10b518ac6ba9432ceabaR76

Alternatively, the DamageDef has an "externalViolence" boolean. Maybe any weapon whose tools do damage that isn't externalViolence shouldn't be considered? Or the "harmsHealth" bool.

The mod extension gives *all* modders fine-grained control, the harmsHealth/externalViolence flags can be considered sanity checks.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Pelador on March 06, 2019, 04:52:28 AM
Actually, yes totally agree, the DamageDef harmsHealth flag of the tool/weapon would be a much easier/simpler way of doing it and much more encompassing.

This would also remove the need for DamageDef's needing to be present as a compatibility concern, where covered by these definitions.

(Though it would be sensible to remember that some ranged tools can still be used as a melee item, though usually not designed as a preference to other melee options. Though I think this is intrinsic to the verb use and how Simple sidearms applies weapon mode (Ranged or Melee)).

*ThumbsUp* Mehni.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Pelador on March 06, 2019, 05:17:07 AM
An exception to the above might be the use of EMP against mechanoids. Though the external violence flag against mechanoids would still be a valid check here.

This still being a desirable damage choice for use with these encounters.

Also, there is the consideration of the likes of smoke weapons being applied, which are not harmful or have an external flag. But in these cases they are most likely used as a tactical choice, so the simple sidearms lock weapon mode could be applied for these cases.

There may also be some mods that have more unique def cases, e.g. tranquilisers or hediff appliers that dont do harm (or significantly less than other choices SS might evaluate against), but might still want to be applied. Though these again might be more the edge cases that would need specific recognition in some cases where not applied as a tactical weapon more micro-controlled by the player?
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Mehni on March 06, 2019, 06:56:51 AM
Edge cases like smoke could make use of a mod extension.

- The value in the mod extension (if present) should take priority over other flags (since they're hand-picked by mod authors).
- After that the harmsHealth/externalViolence, because there's no point in equipping a side-arm if it does no/less damage than the pair of fists a pawn has strapped to its back.
- After that, regular rules apply.

I recommend you submit a pull request ;)
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: neltnerb on March 08, 2019, 07:38:57 PM
I just reopened a save game from a few months back, and thing seemed okay at first.

But after a battle when some weapons were dropped, I could not direct a pawn to "equip" the weapon, even after dropping all other weapons. It just allowed me to pick up the item (that is from another mod that lets my pawns carry things).

Seems the weapons are now somehow no longer marked as weapons? Anyone else see this?
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Canute on March 09, 2019, 02:51:57 AM
Yes, SimpleSideArms got trouble with shields from Lord of the Rims at example.
Can't remove the shield with the mod's button and need to drop them over the inventory window.
And when a pawn want to requip them, it can happen that this pawn get and equip all shield he can find.

Basicly i works, but you need to watch it a bit closer.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: PeteTimesSix on March 09, 2019, 11:21:33 AM
I havent ever messed with mod extensions (and still dont play Rimworld), but if you wanna submit a pull request (https://github.com/PeteTimesSix/SimpleSidearms/pulls) I'm now paying enough attention to notice it, test it, and accept it in less than the six months it took me last time.

It just allowed me to pick up the item (that is from another mod that lets my pawns carry things).
Are you running combat extended by any chance? Simple Sidearms disables most inventory handling in favor of CE's when its installed.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Heymom on April 19, 2019, 02:41:38 PM
Started getting errors, and i think its this mod.. not sure tho. And could be other issues ofc :)

error:
Code: [Select]
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn pawn, Verse.Thing toSwapTo, Boolean intentionalEquip, Boolean fromInventory, Boolean dropCurrent, Boolean intentionalDrop) [0x00000] in <filename unknown>:0
  at SimpleSidearms.utilities.WeaponAssingment.reequipPrimaryIfNeededAndAvailable (Verse.Pawn pawn, SimpleSidearms.rimworld.GoldfishModule pawnMemory) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJobStatic (Verse.Pawn pawn, Boolean inCombat) [0x00000] in <filename unknown>:0
  at SimpleSidearms.rimworld.JobGiver_RetrieveWeapon.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_SubtreesByTag.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch0(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

i wouldnt mind if it wasnt for the fact that the game freezes/pauses each time :D

anyone know how to fix it, or what the culprit might be? cheers.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Xaviien on May 17, 2019, 03:41:24 AM
Language warning!
https://www.twitch.tv/videos/425895077?t=00h15m19s

Didn't think to grab the log, but I couldn't find a solution other than forbidding the beer.
Not expecting much, just thought I'd share. It's likely due to another mod. I seem to have a fair bit of weird behaviour due to soft incompatibilities, such as pawns with rifles preferring to run in and attack zombies with their fists...
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: account13123 on May 30, 2019, 12:23:45 PM
Toggles (https://ludeon.com/forums/index.php?topic=48120.0) seems to terribly break SS's settings menu, causing an infinite error loop(pasted below). But there didn't really seem to be evidence of it ingame- basically the game seems *playable* with both mods installed but in the background stuff is going very wrong and who knows what might happen.

The errors:
Code: [Select]
Exception filling window for HugsLib.Settings.Dialog_ModSettings: System.NullReferenceException: Object reference not set to an instance of an object
at Toggles.Patches.Widgets_Patch.Prefix (string&) <0x00056>
at (wrapper dynamic-method) Verse.Widgets.Label_Patch1 (UnityEngine.Rect,string) <0x00023>
at HugsLib.Settings.Dialog_ModSettings.DrawHandleEntry (HugsLib.Settings.SettingHandle,UnityEngine.Rect,single&,single) <0x00a36>
at HugsLib.Settings.Dialog_ModSettings.DoWindowContents (UnityEngine.Rect) <0x00b95>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00882>

Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Code: [Select]
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
Verse.Log:Error(String, Boolean)
Verse.Widgets:EnsureMousePositionStackEmpty()
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
repeated in that order forever.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: daemonjax on June 17, 2019, 02:43:26 PM
I really love this mod, but the restriction settings have problems:

Tested with this as the only mod loaded...

You can bypass any kind of restriction that you set for what is allowed as a sidearm or even the number of slots allowed by switching to unarmed combat and then equipping a new weapon off the ground.

So, the only restriction setting(s) that works as intended is:
Limits: [No Limit]
Total Sidearm Limit Mode: [No Limit]

It's a shame, because I wanted to limit sidearms to be specific weapons and the number of slots to 1.

The mod would be way cooler if the restriction settings worked.

One way to fix it would be:  Everytime a pawn picks up a weapon, have the mod loop through the sidearms to verify the player is sticking to the rules defined in the mod settings.  If not, then it drops that sidearm on the ground and all other sidearms in the loop it hasn't gotten to yet.  So, the player could still pick up the weapon he just told the pawn to pick up, but he might end dropping his sidearms if not sticking to the rules.

btw: the problem isn't specifically with the "switch to unarmed combat" button, but it's just the most straightforward way to break the mod restrictions.   The other way involves filling up your sidearm slots normally, then switch to them before picking up something that couldn't be a sidearm -- granted, you couldn't bypass the slot number restriction this way.
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Simstu on February 01, 2020, 05:48:43 PM
Howdy! Found a problem. Even tried to replicate it a few times... When my pawn gets downed they lose all pistols (equipped as sidearm) but not melee weapons... Anything that might help?
Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Canute on February 02, 2020, 02:55:44 AM
Try to swith the load order, Don't drop weapon <> Simple side arms.
Try it without the other mod.

Title: Re: [1.0] SimpleSidearms (1.3.2)
Post by: Simstu on February 02, 2020, 06:58:04 AM
Tried everything, nothing.
EDIT: SOLVED! Note: Never instal change dresser or weapons storage, it's not worth the trouble.
Title: Re: [1.0] SimpleSidearms (1.4.0)
Post by: PeteTimesSix on February 24, 2020, 01:54:27 PM
A first shot at a v1.1 version is up. (https://github.com/PeteTimesSix/SimpleSidearms/releases)

Also on steam. (https://steamcommunity.com/sharedfiles/filedetails/?id=927155256)
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: SpaceDorf on February 25, 2020, 12:00:12 PM
Took me a while to figure out the weight slider for sidearms, but it worked fine yesterday.
My computer did in fact not explode.

I like the preference switch which is pretty intuitive.
It might be easier though to start with a predefined weight for sidearms instead of zero.

Can you detect if a Pawn has enhanced bodyparts that change melee damage and change the unarmad symbol accordingly ?
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Pelador on February 26, 2020, 05:31:09 AM
@PX6

With the changes for V1.1 there are the following foibles in the new behaviour.

1) When a pawn is downed they re-equip their primary weapon, but it is not prepared in the ready state for use. So you can then see on selection of the pawn that the primary weapon gizmo doesn't appear. Thus if they are a hunter the alert then appears, and it principal there isnt a continuity with hunter work activities and needs manual intervention to resolve.

2) With the changes to no longer recognising a Fire extinguisher for combat purposes, as I understand as also now been implemented, which is a welcome addition. It doesn't appear as a sidearm option to still switch to for manual use. The principal of the fix was to enable the FEs to be able to still be recognised as a sidearm so that you could switch to them, but not be selected in combat as a ranged weapon. (This was as per the temp fix I applied for use.)
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Mlie on February 27, 2020, 01:31:08 PM
Is there a way to block the creation of sidearms per faction/race in another mod?
I'm having trouble with my mod (Warframe) that throws an error at:
SimpleSidearms.rimworld.PawnSidearmsGenerator.TryGenerateSidearmFor

I believe since the Warframe-shells arent really pawns they cannot use sidearms.
It would be nice if I could mark the Warframe-race/faction as off limits for the SimpleSidearms mod.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: CEPMatos on March 08, 2020, 12:55:03 PM
Just updated, awesome!
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: RicRider on March 09, 2020, 12:23:35 PM
Awesome mod! Just gets better and better with the new features. I have a bug to report and I think it's with your mod, although it could be with the other one interacting with it so I dunno (Glitter Tech). Here's a log of the error:

Code: [Select]
Pawn Ant, Gatherer got primaryInt equipment Gun_MRGPistol289727 while already having primaryInt equipment MeleeWeapon_Knife113370
Verse.Log:Error(String, Boolean)
Verse.Pawn_EquipmentTracker:DMD<DMD<AddEquipment_Patch2>?468877312::AddEquipment_Patch2>(Pawn_EquipmentTracker, ThingWithComps)
SimpleSidearms.utilities.WeaponAssingment:equipSpecificWeapon(Pawn, ThingWithComps, Boolean, Boolean)
SimpleSidearms.utilities.WeaponAssingment:equipSpecificWeaponFromInventory(Pawn, ThingWithComps, Boolean, Boolean)
SimpleSidearms.utilities.WeaponAssingment:equipSpecificWeaponTypeFromInventory(Pawn, ThingDefStuffDefPair, Boolean, Boolean)
SimpleSidearms.rimworld.Gizmo_SidearmsList:handleInteraction(SidearmsListInteraction, Event)
SimpleSidearms.rimworld.Gizmo_SidearmsList:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DMD<DMD<DrawInspectGizmoGridFor_Patch0>?-1592953600::DrawInspectGizmoGridFor_Patch0>(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Basically when I click to switch away from the melee weapon to the MRG5 pistol it 'eats' the pistol, as in it just disappears from the game. It doesn't go to the inventory slot.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Azdimi on April 23, 2020, 12:21:07 PM
Hello,

It's a great mod and I especialy register on the forum to tell it to you XD... and to ask you if we could hope an update of your mod in order to be fully compatible with Zetrith's Multiplayer mod? Peraps it has already asked?
Your mod miss us a lot in our game with my brother :'(

Thank you
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: zenn on April 26, 2020, 06:23:48 PM
Code: [Select]
[Simple sidearms] Patch operation Verse.PatchOperationInsert(/Defs/ThinkTreeDef[defName="Humanlike"]/thinkRoot[@Class="ThinkNode_Priority"]/subNodes/li[@Class="ThinkNode_ConditionalColonist"]/subNodes/li[@Class="JobGiver_Work" and emergency="true"]) failed
file: D:\Game\Steam\steamapps\workshop\content\294100\927155256\v1.1\Patches\thinkTreePatches.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: wwWraith on May 01, 2020, 10:10:24 AM
Is it possible to make pawns periodically (once a day, maybe) check if there are better weapons stockpiled than they use (I mean in terms of quality and % hitpoints) and change them if necessary? This way we could use automated "upgrading" and repairing (with something like MendAndRecycle (https://ludeon.com/forums/index.php?topic=22894.0)) service avoiding micromanagement.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Rulin on May 03, 2020, 10:35:46 PM
In my game the colonists loose their sidearm once they enter a caravan. Sidearms are then stored in the caravan inventory, and when they are back in the colony, they will store the sidearm in the stockpile. Is there a workaround for this to avoid rearming them every time?
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: akiceabear on May 10, 2020, 06:58:12 PM
This mod seems to be causing odd pawn hauling behavior in 1.1. If a pawn sees extra knives (for example) they will then equip multiple in their melee slot, and then eventually get in a loop of dropping and picking up that weapon over and over.

I'm also using Combat Extended with weapon loadouts, not sure if that will impact things.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Canute on May 11, 2020, 02:48:30 AM
Manual or workshop mod ?
When manual did you use latest version of all mods ?
Any error's show up at the log ?
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: akiceabear on May 11, 2020, 02:18:30 PM
I'm using the latest version of all mods from GitHub - I just did a fresh install a few days ago so nothing should be more out of date than that.

I'll check the error log next time the problem arises, although note it disappeared entirely once I disabled SimpleSidearms.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Canute on May 11, 2020, 03:57:55 PM
And maybe you should ask the CE team too, since they change alot of the gamemechanic and they maybe know why it isn't working.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: akiceabear on May 12, 2020, 03:07:16 AM
Fair point!
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: darklaguna on May 16, 2020, 04:45:17 PM
Small bug that I haven't seen posted here; Grenades sometimes disappear as a sidearm (completely disappear, not dropped or put in inventory). This seems to happen with any kind of grenade (EMP, Molotov, et cetera). I'm not sure what's causing it; possibly a mod compatibility problem (I know Dual Wielding has some issues with this mod).

Pawns don't seem to be too smart with grenades as a sidearm anyway (they tend to switch to it in close range, hitting themselves and allies), so I rarely put it on as a sidearm, but it's useful in some situations.

Just thought I'd mention it. Thanks for this awesome mod!
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: itachixhate on May 21, 2020, 11:39:46 AM
i seem to be having issues with the float menus, i cant equip sidearms at all and the logs seem to be pointing to the bio coded weapons. any help would be great thanks

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Exception during pawn gear generation intercept. Cancelling intercept. Exception: System.TypeLoadException: Could not resolve type with token 010000b0 (from typeref, class/assembly RimWorld.CompBiocodable, Assembly-CSharp, Version=1.1.7429.26553, Culture=neutral, PublicKeyToken=null)
  at SimpleSidearms.intercepts.PawnGenerator_GenerateGearFor_Postfix.GenerateGearFor (Verse.Pawn pawn, Verse.PawnGenerationRequest request) [0x00023] in <2ce6f0d51a1a4cadaf852c6cbfda610e>:0
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Exception during SimpleSidearms floatmenumaker intercept. Cancelling intercept. Exception: System.TypeLoadException: Could not resolve type with token 010000b0 (from typeref, class/assembly RimWorld.CompBiocodable, Assembly-CSharp, Version=1.1.7429.26553, Culture=neutral, PublicKeyToken=null)
  at SimpleSidearms.intercepts.FloatMenuMakerMap_AddHumanLikeOrders_Postfix.AddHumanlikeOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts) [0x0015b] in <2ce6f0d51a1a4cadaf852c6cbfda610e>:0
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)


both of these errors repeat 20-30ish times in the log
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Ruisuki on May 21, 2020, 01:45:28 PM
are ranged weapons disappearing from the game when sidearms are auto equipped for melee?
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Canute on May 21, 2020, 01:51:37 PM
Normaly not, if they do there is a mod conflict with another one.
But at the default setting the pawn drop the range weapon when they do an emergency mellee weapon equip, but they reequip them later.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Ruisuki on May 21, 2020, 02:08:57 PM
Yeah i thought it would be dropped but this is not the case since im using a search mod and dont see the weapon in the map anymore. It was at full health, and the colonist who lost it switched to a melee weapon when another colonist attacked an animal inside our home now doesnt have the weapon in his inventory either. No errors pertain to this. Given that Im going to disable melee autoswitch for now, but I also have a couple questions:

1. Where should i place this mod in the load order? Near the top? I will note im using the kijin alien race, and the race mod is near the top of my modlist so maybe SS above them?

2. is it possible to use devmode to spawn a weapon of higher/lower quality than normal? It typically defaults to this when I do

3. Are tools (survival tools mod) supposed to autoswitch when in use? For example pickaxe when mining, or butchers knife when cooking? I have the mod option ticked on but i dont recall them actually swapping like they would when attacked in melee
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Canute on May 21, 2020, 02:16:48 PM
1. I don't think it is a race mod that cause your issue, but can't verify it since i disable the drop all the time.

2. Mehni's 4M mod, at the option when you enable "I am a modder" you can set the spawning quality.

Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Ruisuki on May 21, 2020, 02:25:29 PM
ill try moving SS above pick up and haul fan 1.1 update just in case then. And yes, I will also disable the drop now too. 4m mod, got it will look into that. Cheers
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Monzer on June 01, 2020, 11:32:56 PM
my game broke mid game right click mouse stopped working . I disabled all mods and starting enabling them one by one and load the game until I found its from simple side arms mod .
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: ThePerroZX on June 02, 2020, 04:23:00 AM
I have a little problem with SS, it doesnt auto-switch from meele-range or range-meele
It constantly ends with my hunter running towards a Muffalo with an Club
What should i do? i had seen and touched any setting of the mod, idk what to do
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Canute on June 02, 2020, 05:28:51 AM
ThePerroZX,
do you use maybe the mod "Mellee hunting" or why does start your hunter the hunt with a mellee weapon ? Normaly he wouldn't do that.
Then you should switch the default weapon of your hunter to a range weapon instead of a mellee weapon.

Maybe you disable at the setting that he don't switch at all, or don't switch to a mellee weapon.
At the mod setting left of the Open button is hidden a button to reset all settings, maybe that helps too.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: ThePerroZX on June 02, 2020, 06:31:52 PM
Hi, i dont use any Meele Hunting mod i did even install a tweak mod to disable meele hunting... Im sure it does happen by SS or CE. It happen when my pawns hunt automatically so when i force them to.

ThePerroZX,
do you use maybe the mod "Mellee hunting" or why does start your hunter the hunt with a mellee weapon ? Normaly he wouldn't do that.
Then you should switch the default weapon of your hunter to a range weapon instead of a mellee weapon.

I did it already, i had reset it several times and i chose the advanced preset, but, SS doesnt switches weapons automatically, my pawns only switch weapons if i manually right click to "Use weapon till end of the fight"...
that´s why my pawns hunts meele even if they have a sniper rifle...
Pls help

Maybe you disable at the setting that he don't switch at all, or don't switch to a mellee weapon.
At the mod setting left of the Open button is hidden a button to reset all settings, maybe that helps too.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Passenger009 on July 26, 2020, 03:52:13 PM
When drafted colonist is forced to shoot someone with sniper rifle (SR) within assault rifle (AR) range, he switch to AR then switch back to (SR) and do nothing (not shooting), is this normal ?
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Canute on July 28, 2020, 03:13:59 AM
Depend on the weapons and settings of the mod.
I only can assume that he switch to the AR because of their DPS, but then the target isn't longer at range and the pawn switch back to his default weapons (SR), and while he didn't engage the target yet he stoped shooting because i think the target isn't hostile.

Try to disable auto. range weapon switch, maybe that give you better results.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: JaJe on August 15, 2020, 10:15:50 AM
When will you update this mod on github?
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: kidneykiller on November 12, 2020, 06:54:49 PM
Does this mod work for RM 1.2.2753?
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Sabby on November 13, 2020, 03:44:38 PM
Does this mod work for RM 1.2.2753?

I installed this last night and started a new save with it and, as far as I can tell, it still functions correctly.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: kidneykiller on November 13, 2020, 05:38:48 PM
Thx dude! I got it working, it was order problem.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: agentbad on February 01, 2021, 10:50:31 PM
Mod is currently broken with latest update. Pawns don't remember their weapons after being downed.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Sarelth on February 28, 2021, 04:21:31 AM
Is there any mods that might conflict with this to the point of it still working fine, but just suddenly having no UI? Trying to put together a modpack for some friends and I can equip a sidearm, but I can not see anything from the UI when I select the pawn.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Canute on February 28, 2021, 05:25:00 AM
Even when you don't have a steam account, you still can look at the mod discussion there.
Much more people read/write there then here at the forum.

You should look first if the mods works/looks fine just alone (i prefer to keep harmony/hugslib to create fast test colonies with the hugslib autostart).
Then add 50% of the mods, check again, until you find a possible issue.

And don't forget not to use mod's that throw out error's after activation.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Sarelth on February 28, 2021, 06:37:45 AM
I know the forums are much slower than the steam pages, but it's nice to come here sometimes and get a response from people who are not always as toxic as some people on steam. Also was not a super time-sensitive question.

I did figure it out though, it seems that the Simple sidearms UI vanishes when you are trying to use it and 'LTO Colony Groups' together and then include the 'Multiplayer' mod. Kind of a strange interaction, but I used the tried and true take things out of the modlist till you find the problem method. It usually works, but takes more time than asking if anyone else has seen that issue.

Sadly I don't think Colony Groups is usable in Multiplayer at all, but I was testing so it's all good.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Senacharim on July 31, 2021, 05:18:42 PM
(Apologies if this is necro-thread, but I didn't find a more recent Simple Sidearms thread)

Does anybody have good details on what the settings do?

I'm trying to set my colonists each with a rifle and a pistol--but no matter what they end up using the rifle at all ranges of ranged combat. 

The colonists *do* correctly swap for grenades, just not for pistols.

Pretty sure this is something in the "Mod Settings" for *Simple Sidearms* which I can affect, but kinda clueless as to what knob/switch/slider effects what.

Thanks in advance!
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Xaviien on August 08, 2021, 04:00:11 AM
You could check/adjust the settings shown in the screenshot.
Depending on the stats of the weapon, your pawn may very well be best off keeping the rifle equipped.
If it's going to take along time to warm up the new weapon, and the speed/accuracy change is limited, it would be a waste of time. Try equipping a sniper rifle and a machine pistol or some other combos.
A revolver only has better accuracy than a bolt action rifle within a very small number of cells, and by that point you should probably be getting ready for melee instead.

Maximum warmup percentage means it won't change weapon once you are already close to firing the next shot/volley.
Speed bias makes it more likely to favour a faster weapon as opposed to higher accuracy or damage (my own assumption).

I'm not 100% certain on all of the above, just interpreting the mod menu as best I can. Hope this helps!
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Draconomial on August 28, 2021, 07:43:06 AM
https://gist.github.com/0d47eada136d60977c5917548f83bcc2
Simple Sidearms is logging errors when it's the only mod loaded.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Canute on August 28, 2021, 07:58:40 AM
Draconomial,
at first the mod author abandon the forum, just check his last login.

When you look at the error's they are all weapons from other mods.
It could be that you just deactivate all the mods, then it happen sometimes that RW made error's about these missing things. But at the next start they shouldn't be there anymore.

Or it could be that there is something at the mod config of that mod.
Check the saved data folder at your case
C:\Users\CocoaJazz\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
the Config folder, and delete inside anything beside ModConfig and Prefs (or just the complete folder) to get right of all mod settings.

Or something is wrong with the mod itself, just delete the mod folder and reinstal it.

Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: aazard on September 21, 2021, 07:53:07 PM
(Apologies if this is necro-thread, but I didn't find a more recent Simple Sidearms thread)

Does anybody have good details on what the settings do?

I'm trying to set my colonists each with a rifle and a pistol--but no matter what they end up using the rifle at all ranges of ranged combat. 

The colonists *do* correctly swap for grenades, just not for pistols.

Pretty sure this is something in the "Mod Settings" for *Simple Sidearms* which I can affect, but kinda clueless as to what knob/switch/slider effects what.

Thanks in advance!

I would suggest you set side arm mass (both melee/ranged) at 1.25kg (so gladus, mace, auto-pistol, and/or eltex staff are viable as "side arms").
1.25kg is not alot, most pistols in "real life" are around this weight, many heavier (same goes for "belt knifes"). Realistic to wear "hands free, without penalty"
Then dig for the setting for the weapons in question (sniper rifle & auto pistol I assume?)
I do this for my melee "specialists", to ensure they "break the line and charge" if an enemy closes within a set distance

edit: added mass suggestion, and "why"
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: mcduff on October 19, 2021, 06:01:45 AM
Does anyone have any good workarounds for dealing with sidearms when caravanning? I'm relying on memory not to sell my caravanners sidearms, and when I'm splitting up caravans I always end up missing something and sending someone off with someone else's monosword.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Eichkater on October 19, 2021, 09:08:49 AM
Does anyone have any good workarounds for dealing with sidearms when caravanning? I'm relying on memory not to sell my caravanners sidearms, and when I'm splitting up caravans I always end up missing something and sending someone off with someone else's monosword.

Hey,

yeah kinda but it's a bit tedious setting up. You get the mod "Carava Adventures". Then you go into options and "Caravan Forming and Trade Filter Presets". There you have three templates "pack up", "goods 1", "goods 2". You can set either one of "goods" to something like "Assault team". Now you have to manually pick your pawns sideweapons from the list and exclude the rest (you can ofc also pick sleeping bags etc). When you form a caravan you can pick the preset and those sidearms will be loaded onto your caravan. On arrival you can then drop everything, unforbid and undraft. Pawns will autoequip.



I have an issue as well. Pawns sometimes stand on top of drugs and pick up/drop them indefinitely. They stop once I forbid all drugs. I think it is an issue with simple sidearms but I`m not sure. Has anybody else experienced that?
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: mcduff on October 19, 2021, 09:35:51 AM
Ah that would work if the assault team was always the same...
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Eichkater on October 19, 2021, 01:01:14 PM
Ah that would work if the assault team was always the same...

I streamlined my equipement in a sense that they all have the same sidearms. So, it does not really matter which of them they get on the raid. The real issue is that sometimes you might have too many weapons and sometimes not enough. Its a bit doggy to with equiped items but yeah, they best solution I got that far^^.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Fargotroniac on November 02, 2021, 05:19:40 AM
Hi,

Is there a way to set the colonists to use ranged weapons preferentially and to use a melee weapon only after a close attack?
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Eichkater on November 02, 2021, 06:02:58 PM
Hi,

Is there a way to set the colonists to use ranged weapons preferentially and to use a melee weapon only after a close attack?

Yes, in mod settings -> triggers -> melee combat autoswitch

Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Fargotroniac on November 04, 2021, 05:13:55 AM
Yes, in mod settings -> triggers -> melee combat autoswitch

Can you please send me a screen on how to set it up? I've tried everything possible, but colonist still taking their guns at close range.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Canute on November 04, 2021, 11:18:45 AM
You should compare the gun mellee value with the mellee weapon you gave to the pawn.
Maybe the gun do more damage at mellee, then it maybe don't switch.
Title: Re: [1.1] SimpleSidearms (1.4.0)
Post by: Fargotroniac on November 05, 2021, 04:42:21 AM
Another question.

Is it possible to adjust the settings so that the colonist always uses the weapon at a distance and only switches the weapon to melee when the attacker approaches?