边缘世界 RimWorld

边缘世界 RimWorld

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Auto Arm
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Mod, 1.5, 1.6
文件大小
发表于
更新日期
2.187 MB
7 月 4 日 上午 8:49
10 月 26 日 上午 5:10
61 项改动说明 ( 查看 )

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Auto Arm

描述
Automatic weapon equipping
Designed to feel like vanilla. No new tabs, no complex menus, just intelligent weapon management that respects outfits, ideology restrictions, traits, skills and upgrades sensibly. Set weapons in your Apparel Policy and pawns auto equip weapons from that. Right-click equip any weapon to force it and pause automation.



What it does
Automatic equips - Colonists grab weapons and upgrades.
Outfit integration - Adds weapons to Apparel Policies.
Smart selection - Won't trade assault rifles for wood logs.
Trait & skill aware - Brawlers get melee, shooters grab guns.
Respects intent - Manual equips stay forced.

Simple Sidearms (Optional)
Finds a sensible sidearm when one is available.
Upgrades existing sidearms over time.

Compatibility
Combat Extended - Basic compatibility.
Simple Sidearms - Designed to complement.
Vanilla Expanded Weapons - Fully compatible.
Most weapon mods - Anything following vanilla patterns.
Experimental: Pocketsand.

Performance
The mod is written for long saves and large colonies. Weapon checks are cached, work is throttled per map, and idle overhead is close to zero when no upgrades are pending. In typical play with 10 to 20 pawns the cost is just a tiny fraction of a tick.

FAQ
Q: Can this mod be added to an existing save?
A: Yes. You can add it mid save, just review your Apparel Policies.

Q: Can I keep my own loadouts?
A: Yes. Right-click equip on anything you want to freeze. Forced equips stay un-swapped until you drop or lose the weapon.

Q: Known limitations?
A: Exotic weapons with modded stats or traits may sometimes need a forced equip or a policy tweak. If you hit a bad swap, please report it.

Q: What languages are supported?
A: English, Simplified Chinese, and Russian.

Bugs, balance, suggestions? Tell me below or create a discussion.
If something looks off, please leave a comment with steps and a log. “This pawn kept a spear over my rifle” is much easier to fix with a error log or a list of active mods.

I recommend RimSort[github.com] to manage your load order.
Featured in clip: QSJ's Adaptive Armory Storage.
If you want to see how colonists select weapons, check out the weapon scores[autoarm.netlify.app]. No formula is perfect for every playstyle, but this aims to work well for most situations.

[ko-fi.com]
热门讨论 查看全部(7)
4
1 小时以前
[Bug Report] Colonist standing around trying to find a weapon but can't
Vladmirangel
2
10 月 16 日 上午 10:59
[Bug Report] Smelter Filter eventually gets ignored
Vladmirangel
3
9 月 3 日 下午 3:05
Conflict with Combat Training (Continued)
iammone
334 条留言
Snues  [作者] 10 月 25 日 上午 1:07 
Fun mod. Does it help if you check «allow temporary colonists to auto-equip» in the settings?
natknut 10 月 24 日 下午 7:49 
Thought you'd be interested in an odd compatibility error, figured it might help you to know about it incase it reveals anything useful, the mod "one with death" gives you undead minions, they are able to upgrade their gear, but they don't auto equip weapons. Seemed strange enough to bring up incase it tells you anything useful about how the game works.
Snues  [作者] 10 月 18 日 上午 3:46 
They will choose the best, from anything rimworld allows them to equip. You will have to tweak the apparel policies. I made it default for…child milita reasons:steamthumbsup:
tanyfilina 10 月 17 日 下午 11:09 
With new update, will children also search for the best weapon, or they will search for sort of "child" "weapon", like wearable toys and short bows?
ZzZombo 10 月 14 日 上午 3:19 
Would you mind adding a patch for "Multi Floors" so what your mod would seek upgrades on all connected levels?
galesdeloscien 10 月 12 日 下午 12:02 
is this "weapon tech" compatible?
if no, would you? or nein.
ZzZombo 10 月 10 日 上午 4:22 
What exactly is supposed to change with the smelting bills? I have an issue in my game where I have weapons like spears but they can't be smelted. Not all of weapons are affected. Upon further investigation, the affected weapons appear to be in the "smeltable" special category but "Micro Designations" do not think they can be smelted regardless. Do you think your mod has something to do with it?
Jomar 10 月 6 日 上午 4:30 
Hi, could you look into making weapon selection compatible with Choose Your Outfit ?
Snues  [作者] 10 月 5 日 上午 3:20 
I've noticed the same in my testing. In my pursuit of performance I ended up overdoing it. Expect it to return to normal after the next update
Hyndis 10 月 4 日 下午 3:07 
It works great for a while, but after playing for a while in the same game session it seems to stop working. After reloading the game all of my pawns rush to switch out weapons for upgrades. They correctly find upgrades for a while, but then after playing for a while the pawns stop finding upgrades and just forever keep their existing weapon. Each time I load a game after a break I see the behavior where pawns will all upgrade weapons, as if there's a large backlog of upgrades that they weren't doing prior to saving and exiting the game in the last play session. Loading from save seems to trigger the pawns that hey, you should look for upgrades again.