Pocket Sand!
Surprise your enemies with that weapon in your pocket. Actual sand not included
Adds a gizmo to equip/unequip weapons to and from pawn inventory, that's it.
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[*] No tool auto-switching based on job/distance.
[*] No pawn remembering what gear it had equipped and getting stuck on a equip-unequip loop when it tries to store its active weapon on a locker then dying of hunger.
[*] Just a few buttons to manually equip a gun, knife, or what have you.
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Similar to the old SimpleSidearms, when there wasn't a pawn memory, but even lightweighter.
Combat Extended Compatible.
[b]Load Before Combat Extended[/b]
Changelog
2025-07-21
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[*] Updated unload behaviour to respect drug / stock policies
[*] Added option to prevent Odyssey shuttles from taking the passengers inventory
[*] If the above is not selected, but prevent caravan unloading weapons is, Odyssey shuttles still won't take weapons from the passengers
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2025-06-13
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[*] 1.6 Support
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2024-03-20
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[*] 1.5 Support
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2022-10-23
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[*] 1.4 Support
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2022-07-07
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[*] No Longer able to equip things biocoded to other pawns
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2021-07-16
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[*] Updated for 1.3
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2021-05-29
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[*] Gizmos now work when multiple pawns are selected, allowing for batch equipment changing.
[*] (Optional) Added Replacement Caravan unload jobs, to prevent pawns from unloading their weapons.
[*] (Optional) Added Replacement Equip/Unequip jobs, to enable a delay on equipment swapping. Picking up new equipment from the floor will now store the currently held one to inventory.
[*] (Optional) Added a carry capacity check to prevent pawns from picking up weapons while over-encumbered. Only applies to equipment on floor.
[*] Added Mod Configuration Menu, for the above options.
[*] Actual sand still not included.
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2021-06-05
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[*] Changed mass-check behaviour to not allow pickup if the pawn is over capacity, instead of if pawn would be over capacity.
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