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.
- 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.
Similar to the old SimpleSidearms, when there wasn't a pawn memory, but even lightweighter.
Combat Extended Compatible.
Load Before Combat Extended
Changelog
2025-07-21
- 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
2025-06-13
- 1.6 Support
2024-03-20
- 1.5 Support
2022-10-23
- 1.4 Support
2022-07-07
- No Longer able to equip things biocoded to other pawns
2021-07-16
- Updated for 1.3
2021-05-29
- 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.
2021-06-05
- Changed mass-check behaviour to not allow pickup if the pawn is over capacity, instead of if pawn would be over capacity.