边缘世界 RimWorld

边缘世界 RimWorld

Simple Sidearms - Switch Weapon
204 条留言
Syrus  [作者] 10 月 15 日 下午 4:09 
Quickest fix of a problem I ever did, didn't even need to lift a finger! :)
SSS-class Warlock 10 月 15 日 下午 4:05 
Oh damn, disabling your mod did nothing to fix it. Sorry to bother you with this.
SSS-class Warlock 10 月 15 日 下午 3:58 
[Part 1/2]

Exception in JobDriver fixed tick for pawn Vilborgdóttir driver=JobDriver_Reload (toilIndex=0) driver.job=(ReloadWeapon (Job_26778666) A = Thing_Human1136350 B = Thing_CE_Gun_MilkorMGL1800741 Giver = JobGiver_CheckReload [workGiverDef: null])

System.NullReferenceException: Object reference not set to an instance of an object

[Ref A6224F5E] Duplicate stacktrace, see ref for original

UnityEngine.StackTraceUtility:ExtractStackTrace ()

(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch6 (string)

(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)

Verse.AI.JobDriver:DriverTick ()
SSS-class Warlock 10 月 15 日 下午 3:58 
[Part 2/2]
Verse.AI.Pawn_JobTracker:JobTrackerTick ()

Verse.Pawn:Tick ()

Verse.Thing:DoTick ()

Verse.TickList:Tick ()

(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)

Verse.TickManager:TickManagerUpdate ()

(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)

Verse.Root_Play:Update ()
SSS-class Warlock 10 月 15 日 下午 3:57 
I keep getting this error and my pawns, with their multiple sidearms, are infinitely stuck trying to reload a weapon they're not allowed to hold because it's not their default ranged weapon, even though CE requires a weapon to be held in order to be reloaded.
I've tried everything I can on my end to make it work, both today and in the past, but to no avail.
Please, pretty please, can you look into fixing this or tell me how to finagle the settings to make it work? It's been an issue in 1.5 too and I just sucked it up, but I can't take this shit no more.
Syrus  [作者] 10 月 3 日 上午 11:01 
They would just switch back to whatever their default is, I think?
Vril 10 月 3 日 上午 9:35 
Can you add option to switch weapons for undrafted pawns?
Syrus  [作者] 8 月 26 日 下午 3:20 
Made the non-lethal icon look like what somehow reminded me of a flashbang. If anyone has a better idea, I'm open to suggestions. Making icons feels like it always takes the most time for me, never know what would be best...
Syrus  [作者] 8 月 26 日 下午 2:15 
Version 1.6.6
Added non-lethal button (can be enabled in settings)
Split next/previous skip dangerous/emp settings and added non-lethal as well
SalazarWindriver 8 月 24 日 下午 4:31 
as long as my teams have the same weapon it is somewhat simple enough to switch to that weapon
Syrus  [作者] 8 月 24 日 下午 1:50 
Sounds useful to have a button for that. Wish it was vanilla, but I'll note it down and think about whether or not to add a button that only appears when that mod is active
SalazarWindriver 8 月 19 日 下午 3:38 
They are from vanilla expanded non-lethal
Syrus  [作者] 8 月 19 日 上午 11:59 
Hm...no, doesn't have a non-lethal weapon button (yet? I don't know whether non-lethal weapons are a thing in vanilla and how to sort them out)
SalazarWindriver 8 月 19 日 上午 3:54 
Will this work with allowing my colonists to have both lethal and non-lethal ranged weapons? I want to be able to defend against mechs and insects, but be able to stun and capture humans
Syrus  [作者] 8 月 18 日 下午 2:09 
Version 1.6.5
Fixed switch weapon buttons showing for mechs
VitaKaninen 8 月 13 日 下午 4:29 
Thanks!
Syrus  [作者] 8 月 13 日 下午 4:18 
Oh, and with that setting, if multiple weapons of the same range are found, it will still fall back to "best DPS". If both are equal, chaos probably ensues, who knows?
Syrus  [作者] 8 月 13 日 下午 4:16 
Version 1.6.4
Added option to turn long/short range into longest/shortest range

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Hope it works, and hope the old functionality also still works. Coding with headache may not be the best idea but I wanted it done today...
Sithgrim 8 月 11 日 上午 2:44 
@Syrus Ahh ok I did not think about pre-arming the pawns based on range I guess it would take time for them to auto switch and all.
Syrus  [作者] 8 月 11 日 上午 2:37 
@Sithgrim
Pawns will switch to the best weapon automatically when using only Simple Sidearms, yes.
This mod adds buttons though which will let you force pawns to use weapons of different ranges amongst other options. For example when you know you are going to fight in closer quarters, you will want your pawns already on short range weapons etc
Sithgrim 8 月 10 日 下午 5:26 
@VitaKanine @Syrus I thought pawns auto switching to the best weapon for the range they are at was part of base Simple Sidearms? Is something in this blocking that from happening or was that depreciated in Simple Sidearms as the mod description is not on steam but offsite.
VitaKaninen 8 月 7 日 下午 2:16 
That would be perfect for me! Thanks!
Syrus  [作者] 8 月 7 日 下午 1:58 
An interesting idea.

The way I could see it realized is to change the functionality of the buttons as an option:
- Long range would pick the longest range weapon ("Long range" setting ignored)
- Medium range would pick a weapon that is closest to the set "Medium range" setting
- Short range would pick the shortest range weapon ("Short range" setting ignored)
Without taking DPS or such into consideration.

Would that be acceptable?
VitaKaninen 8 月 7 日 上午 10:44 
I have a problem with the switch weapons buttons. I would like to be able to force my pawns to switch weapons based on the 3 ranges. I have them all equipped with Assault Rifles, Charge Rifles, and Chain Shotguns. I want them to switch from Assault rifles to Charge rifles when I go from long range to medium range, since the charge rifles have higher armor penetration. The problem is that since the assault rifles have higher "DPS", it will not swap to them. I could use the "next weapon" button, but not all of my people have the charge rifles yet, so they swap to shotguns.

Can you add an option to ignore the DPS calculation when determining which weapon to use, and only go strictly off range? Or is there some other way I can force them to swap from Assault Rifles to Charge Rifles?
Syrus  [作者] 7 月 19 日 上午 10:08 
Always felt it was missing when I was playing with the mod, so I made this addon, happy to see people appreciate it!
Futstub 7 月 19 日 上午 8:51 
Oh holy crap, I just checked and that *really* isn't a feature in main mod...

Well thanks for making this! :>
Syrus  [作者] 7 月 19 日 上午 2:57 
It adds buttons that allows switching between several options - ranged, melee, unarmed, long, medium, short range, explosives and EMP - for a selected group of drafted pawns, without having to go through each and every one of them.
Futstub 7 月 18 日 下午 9:53 
I really don't understand what this mod is supposed to do that the main mod doesn't...
Syrus  [作者] 7 月 18 日 下午 3:25 
Version 1.6.3
Issue with drones expiring immediatly fixed

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I do not understand why this happened, but for some reason removing the comp-property from non-humanlike pawns caused totalPowerTicks to be set to 0, as in, the drones would start with 0% power and immediatly die. Yeah, no idea. Makes no sense to me.
Removed the part where the comp-property would be removed, should be fine, even if it is not used for anyone but humanlike colonists.
Deon 7 月 17 日 上午 11:54 
I have the same problem. Using this mod Hunter dornes die immediatly when they are released. No matter if my own or enmey ones. Their core is shattered the instance they are released.
And yes I tested it, I'm sure it's this mod. Using only side armes causes no problems
fhhfxdfh2 7 月 15 日 下午 6:32 
Somehow I added pick up and haul fixed this problem. Thx for replying XD
Syrus  [作者] 7 月 15 日 上午 11:57 
No, you need to disable "Switch Weapons" and try if the issue persists. Disable only Switch Weapons, keep everything else as is.
fhhfxdfh2 7 月 14 日 下午 8:09 
Yes, I tested with only activating Simple Sidearms and Switch. Is happens when I using Switch.
Syrus  [作者] 7 月 14 日 上午 9:28 
Don't own Odyssey, so I can't test it myself.
Are you sure this is related to Simple Sidearms - Switch Weapons?
Please test by deactivating this mod and checking if it continues to happen!

Sounds rather unlikely to be related to Switch Weapons, not sure about Simple Sidearms though, if it is related to the latter, post on their mod page please
fhhfxdfh2 7 月 13 日 下午 6:22 
Found a bug that the hunter drone die immediately when released :(
Noma 7 月 13 日 上午 7:07 
Thank you for the update, love you.
polat.cal 7 月 12 日 下午 2:59 
Thank you for update and removed Hugslib dependency!
Syrus  [作者] 7 月 12 日 下午 1:35 
Version 1.6.1
Fixed settings not being saved
VitaKaninen 7 月 12 日 下午 12:07 
Thanks!
Syrus  [作者] 7 月 12 日 上午 10:44 
Update to 1.6
Removed HugsLib dependency
Reworked settings accordingly
Luccy_wq2 7 月 11 日 下午 10:48 
hiiiii, thannk you for the mod, i've just been using for the past few weeks, and it is amaing, thanks for the work and mod, can't wait for the 1.6 :D
I hope this finds you well. From you friendly rimworlder
Gerewoatle 7 月 5 日 下午 6:32 
Stop spamming the entire fucking workshop, you mindless p-zombie.
Evono 7 月 5 日 下午 5:29 
is 1.6 planned please?
thorman123456789 7 月 4 日 下午 12:42 
1.6 please?
Syrus  [作者] 5 月 21 日 上午 11:21 
@Kira
Make sure you have the longest range weapon set as Default for the pawn. You can do so by left clicking on the icon in the Simple Sidearms widget while a pawn is undrafted, the weapon icon will then show a white "D" in the corner.

Pawns will not switch to a long range weapon if they are not already engaging an enemy.

You may also need to activate "Use best ranged weapon" in Simple Sidearms.
Kira 5 月 21 日 上午 5:44 
Hi! I have bolt action rifle and chain shotgun equiped. My pawns using Shotgun regardless of distance. so they wont switch to rifle even if the distance for shotgun is too long (they just staying there and not shooting at all). I only have simple sidearms and simple sidearms switch weapons mod for combat installed. What settings should i tweak?
Vandow 5 月 17 日 上午 12:40 
【翻译】
模组描述:
本模组拓展了Simple Sidearms功能,使玩家能够快速切换已征召小人的武器配置。
功能特性:
通过四个简易按钮,可强制小人切换至远程武器(无论其偏好设置如何)或使用近战/徒手战斗
支持多选批量操作:一键切换所有选中小人的武器,无需逐一手动调整
彻底告别逐个选择、逐个更换武器的繁琐流程
依赖模组:
需要前置模组:Simple Sidearms
兼容性说明:
暂无已知兼容性问题
问题反馈:
请在提交问题时附上HugsLib日志(按CTRL+F12生成),这将极大帮助定位故障原因。
Syrus  [作者] 5 月 11 日 下午 3:58 
@RustyRhino
If I remember correctly - can't check right now - I use the functionality that Simple Sidearms provides to switch weapons etc. In that case, the bug is very unlikely to come from the addon mod, coming from the main mod instead.
You could try to reproduce the bug without using Switch Weapons to make sure?
RhinoSoFast 5 月 11 日 上午 6:05 
wondering if anyone has seen similar issue; not sure which mod is the culprit.
i had the pawn pickup a Legendary ranged weapon, and i clicked on it in the gizmo, three times to make it his primary and to equip it, and when i went into his inventory to look at it, the quality changed to from Legendary to Normal.
this isn't the first time i've seen this happen, and it's intermittent, so it's the worst kind of bug to try and track down lol
Syrus  [作者] 2 月 25 日 下午 12:05 
Nothing is compatible with CE.