边缘世界 RimWorld

边缘世界 RimWorld

Equipment Manager
339 条留言
Alex 9 月 25 日 上午 9:25 
Primary weapon rules seems to just not work at all for Ranged Weapons at least. I had a rule where I blacklisted all weapons but chain shotguns, but my pawns just wont pick them up. Then I set the primary weapons to None and added the shotgun rule as a sidearm and then they almost immediately picked them up.
Beathoven 8 月 28 日 上午 9:05 
is there a way to tell the pawn to only take 1 tool of a kind?
I use tool's o plenty and my pawn is running around with 3 tool sets.
Kruecke 8 月 27 日 上午 8:55 
Also, "warmup" is shown twice in the tooltip. Hope that is not messing up the weights/calculation.
Kruecke 8 月 27 日 上午 8:00 
Took me a while to understand the interface but it's an amazing mod. Think I found a small bug though: Stat limits are not correctly previewed in the "Globally available items" pane. See https://pasteboard.co/oMnIufk3siR4.png
Kruecke 8 月 26 日 上午 10:50 
Hypothetically speaking, if it would come to betrayal situation, and the enemy would pick up all your crafted assault rifles while your pawns always just pick up sniper rifles, that could be a bit annoying in a close combat situation. :)
Kruecke 8 月 26 日 上午 10:46 
@Michieru My pawns always prefer sniper rifles, even my assault pawns. I recently added Vanilla Weapons Expanded, not sure if that's messing something up. I'm playing with all default settings, just uped assault pawns to 7/10. Also tried deleting config and manually assigning weapons, but they always switch back to snipers. https://pasteboard.co/mEbiDsvvu7Ls.png
Le Petit Lapin 8 月 25 日 下午 12:14 
@Lindsey Go into simple sidearms options and restrict pawns to 1 slot for sidearms, or two if you want one rifle, one sidearm and one melee weapon. I find if I leave it on mass based some pawns just absolutely horde weapons.
Lindsey 8 月 25 日 上午 9:24 
I keep having problems were my pawns are hording weapons in their inventory when I have simple firearms turned off and cannot find a setting in the equipment manager to ONLY ALLOW ONE weapon. Anyone able to help me out/point me in the right direction?
Yiggs 8 月 15 日 下午 5:36 
Same, 90% of the time my loadouts/rules are being ignored. A number of my pawn that I occasionally switch to "only use a sniper rifle" loadout seem to get stuck on it and even if I switch them back to their "normal" loadout, they refuse to change. My pawns also keep leaving random bottles of beer around which is mildly annoying but I can't tell if that's this mod or some weird interaction by Compositable Loadouts.

Really wish there was a "equip what you're supposed to have RIGHT NOW" button. Instead I have to wait for them to "get around to it" which could be in an hour or 20 hours which is a real pain when raids pop up and I need them switched NOW.
xCaerus 8 月 15 日 下午 1:05 
The rules just simply aren't working for me. I have guns in the currently available items list way above other guns and my pawns are still equiping the worst guns in the colony. The rules definitely have been frustrating to use considering this.
Oblivion 8 月 11 日 下午 6:50 
not to mention replace my equipped stuff over and over even thought ive disabled literally everything.
Oblivion 8 月 11 日 下午 6:49 
why am i forced to use "simple firearm" to use this mod? ... simple fireman is bugy and makes your characyr op af. like why is it forced.
even tried disabled firearms inside the game but they pick up a sword, gun, and other useless garbage
Michieru  [作者] 8 月 3 日 上午 1:09 
@Belgarion
Why would you want that? Are you switching your pawns to different weapons during raids?
Also, this mod has nothing to do with armor.
Belgarion 8 月 3 日 上午 12:00 
I wish there was an emergency option (threat) that I could auto swap Worker profile for soldier and they would go get armor.

I am in a mountain base and have generally enough time to armor up. Now I still have to micro them equipping armor and its a pain.

Disabled for better pawn control which has an emergency button.
San-Kyu 7 月 29 日 上午 7:23 
Is there a way to limit the weapons chosen by the equipment manager to be specific to technology era? Like to limit itself to Neolithic weapons only, limit to Industrial weapons and below only, and such?

Making sure the weapons are specific to the tech level matters strongly when playing with ammunition-adding mods like Yayo's combat 3 and the like. Equipment manager goes for the best weapons possible, which tend to be high-tech weapons, but as a player currently on the cusp of medieval tech (using the Progression series of mods) I can't sustain the use of such weapons because I can't make their ammunition.
IROverRated 7 月 26 日 下午 12:11 
I don't really understand the logic behind how this mod chooses which pawn gets which weapon.

I have 2 pawns atm both on Auto Select. Pawn A has a shooting skill of 8 and Pawn B has a skill of 3.

It auto select pawn A as a sniper and Pawn B as a Support, but then Pawn A gets given a Long Bow and Pawn B gets given a Bolt Action rifle? I've upped the Pawn Skill Weights and Pawn Stats Weight slider for the Sniper Loadout to 2 (As I presume that means it prioritises higher Shooting skill?) but it still gives Pawn A a longbow? I've even changed the Sniper Loadout to use the "Highest DPSA" rule, the same as the Support loadout, but still nothing.
Michieru  [作者] 7 月 25 日 上午 2:15 
You can use the 'Pacifist' loadout, it will only manage tools and not weapons.
Thilenios 7 月 24 日 上午 11:11 
Intersting, I think I understand the mod now. I feel like it would be cool to have a default loadout you can set to only do tools and not ranged or.melee weapons. or some sort of video tutorial on how to set things up.
Michieru  [作者] 7 月 24 日 上午 8:56 
Equipment manager assures that pawns have the best suitable tools in their inventories, and Simple Sidearms makes them use tools from their inventories while performing the jobs.
Thilenios 7 月 24 日 上午 8:51 
Ok, so seems like it isn't really doing "pick up tools on demand to complete ajob" like I thought, but rather does what simple sidearms and grab your tools already do, which is just equip a tool from your inventory for the task as hand?
Michieru  [作者] 7 月 24 日 上午 5:44 
They carry tools around as sidearms all the time. If you remove some work assignment from a pawn they will put no longer necessary tools down.
Thilenios 7 月 24 日 上午 5:32 
Good to know. Is the intention here that they carry the tools for their assigned jobs around with them as sidearms, or is the intention they pick things up, do the job, then put them back down?
Michieru  [作者] 7 月 23 日 下午 7:38 
Pawns update their equipment every 6 in-game hours.
Weapons equipped by pawns are determined only be assigned loadout, if it has a ranged weapon rule (primary or sidearm) then it will equip ranged weapon regardless of other equipment, e.g. shield belts. You can assign shield belt carrying pawns a melee-only (Brawler) loadout.
Thilenios 7 月 23 日 下午 7:18 
iNTERESTING. I still feel like I am doing something wrong. I copied pacifist, set it to use tools for assigned jobs, and then manually equipped my pawns with the correct gear (aside from the tools). They still don't seem to be going to pick up the tools (for example Chefs Knife before cooking). Do the rules only refresh after a certain period of time (IE every day)? I've also got pawns that seem to want to equip the wrong thing regardless (like a shield belt pawn having a gun).
Michieru  [作者] 7 月 23 日 下午 6:58 
You can manually create a loadout that contains a 'Tools' rule and doesn't contain any weapons rules (like the 'Pacifist' loadout) and assign that loadout to pawns you don't want to automatically equip weapons.
Thilenios 7 月 23 日 下午 6:51 
To clarify, it does seem like it might be working, but I think the problem I have with it is that I don't see a way to force a "don't use any of these". Like, some pawns I just want to use whaterver I manually equipped on them, but to dynamically change out work tools based on the job,
Thilenios 7 月 23 日 下午 3:16 
CAN'T SEEM TO GET this to work. Pawns just don't want to equip the weapons. Not sure if its an interaction with some other mod, something I'm doing wrong, or a bug......
Rovstam 7 月 23 日 上午 9:57 
Is there a tutorial on this mod? Sounds fantastical on paper but, despite making loadout pawns just drup their guns and equip nothing
Michieru  [作者] 7 月 23 日 上午 1:17 
Simple sidearms is a hard requirement for this mod, so yeah, they do work together.
Rovstam 7 月 22 日 下午 7:42 
Does this mod work with Simple sidearms? Managing 30+ pawns to constantly pick a Masterwork Assault riffle is a pain in the 4ss.

Imagine once i get Charge riffles 😭😭😭
Holo The Wise Wolf 7 月 20 日 下午 12:02 
Turns out i have to enable the mod first lmao, could have i sworn i did. thanks for the good work.
Holo The Wise Wolf 7 月 20 日 下午 12:01 
I cant seem to see any loadout options, it has appareal, food, drug and reading policies as well as carry for meds, but nothing else, no loadout options or weapon options which is really all im interested in, is this a bug or is the update not quite finished or am i not seeing something or doing something right?

Used this or something very much like this last update and it was simple plug and play but now it's really gutted down to bare bones not sure why...
Stellar Harbour 7 月 15 日 上午 6:23 
Why do pawns with worse shooting prefer weapons with less range? They have a higher chance of getting hurt this way. A longer-range weapon would give them a better chance to survive and take less damage. The same goes for melee weapons; they tend to prefer them, but only the Brawler trait should make them do that. Especially with Simple Sidearms, I don’t understand why they would start a fight with melee. They can always switch to melee later, it’s better to fire a few shots first to scare off or damage the enemy
Michieru  [作者] 7 月 14 日 上午 12:52 
Pocket sand doesn’t have automatic weapon or tool switching which is one of the key features this mod relies on.
Deankiller Turnupseed 7 月 13 日 下午 9:38 
@michieru isnt pocket sand better? or do you know an alternative to this?
Michieru  [作者] 7 月 13 日 下午 6:06 
No, it doesn’t work with pocket sand.
Deankiller Turnupseed 7 月 13 日 下午 12:31 
does it work with pocket sand instead of simple sidearms?
Droider 7 月 13 日 上午 5:22 
best qol mod updated :D
Michieru  [作者] 7 月 13 日 上午 3:17 
Updated to work with 1.6. Haven't tested it thoroughly, so keep me posted if you find any bugs.
Michieru  [作者] 7 月 11 日 上午 6:54 
Yes, the update is planned.
Droider 7 月 10 日 上午 4:51 
is this planned for 1.6
thorman123456789 7 月 4 日 下午 12:41 
1.6 please?
MobileSuitCleb 4 月 30 日 上午 1:11 
Will I need to blacklist everything else I don't want?
MobileSuitCleb 4 月 30 日 上午 1:10 
How does manual loadout assignment work? Is that just the whitelist?
SaMaHaJoGu 3 月 12 日 上午 7:38 
I have found, in the last couple days, that this mod causes my game to crash more often than anything else. Something relating to automatic reservation for weapons that aren't allowed. And sometimes, the weapons actually gets found and equipped. Which might actually be the cause of the crashes.
SaMaHaJoGu 3 月 6 日 下午 6:21 
Found the problem for the wood carriers and a solution… Awesome Inventory had pawns keep searching for weapons and items. And it breaks the rules of gravity for some. They would over pack and carry all my extra guns! But I’m also seeing that Equiment Manager has a problem with Tacticowl Continued in that it has a problem packing for dual wielders. Which isn’t the worst thing in the world since it’s typically not recommended, anyway. Lol! But it just looks cool. 😂😂😂 Another solution to my wood problem was Niilo’s QoL mod where we can turn off wood/beverages as a weapon. But that’s neither here nor there.

This mod is great… you just need to do a tutorial to teach people how to use the mod properly. Lol! Or people need to just test and test until they get things right! Kinda guess and check style.
SaMaHaJoGu 2 月 19 日 下午 2:41 
My guys keeps going back for wood... even though wood is globally banned.
BobMaster 2 月 11 日 上午 4:47 
My settings are not being saved.
In the Assign tab, I change the Current Loadout to: Sniper, Assault, Assault, but a few moments later, it changes back to *Sniper, *Assault, *Support.
Wintermist 1 月 12 日 上午 11:59 
I can't figure out an easy way to have it so they only equip one particular weapon type. Let's say I want them to only use a Charge Sniper Rifle and a Charge Pistol Sidearm, do I have to blacklist every single weapon to stop them from swapping around as soon as I loot some new things?
gamberomadness 1 月 5 日 上午 7:46 
Hey
Is it possible to give a weight to move speed malus offset in weapons rules?