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]