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Manage Weapon Policies

Manage weapon policies exactly like apparel policies. Implemented as close to the original design as possible. Mimic RimWorld's existing policy system for a seamless experience. Just like apparel policies, weapon policies allow for fine-tuned control over your colonists' armaments. Seriously, why is this not a thing in the base game? Features [list] [*] [b]Weapon Policies[/b]: Create custom weapon policies with filtering options [*] [b]Quality Control[/b]: Filter weapons by quality level (Awful to Legendary) [*] [b]Condition Filtering[/b]: Set minimum/maximum hit point percentages [*] [b]Weapon Type Control[/b]: Allow/disallow specific weapon categories and special weapon types [*] [b]Special Filters[/b]: Control persona weapons and biocoded weapons separately [*] [b]Automatic Equipping[/b]: Colonists automatically equip weapons based on their assigned policy [*] [b]Smart Prioritization[/b]: Intelligent weapon scoring considers quality, condition, and effectiveness [*] [b]Reliable Weapon Equipping[/b]: Enhanced system ensures pawns consistently equip available weapons [*] [b]Multiple Work Type Support[/b]: Weapon equipping works regardless of colonist work priorities [*] [b]Force Equip Options[/b]: Right-click weapons to force specific colonists to equip them [*] [b]UI Integration[/b]: Seamless integration with RimWorld's colonist management interface matching core game behavior [*] [b]Save Game Compatible[/b]: Safe to add to a save game (and should be fine to remove with a few log warnings and of course pawns showing up for fisticuffs at gun fights) [*] [b]Mod Compatibility[/b]: Designed to play well with mods that equip tools from inventory [*] [b]Performance Optimized[/b]: Intelligently prioritizes and schedules weapon management tasks [/list]