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Auto Arm

Automatic weapon equipping Designed to feel like vanilla. No new tabs, no complex menus, just colonists that pick up weapons on their own. Respects skills, traits, outfit policies, ideology restrictions and upgrades sensibly. Brawlers get melee, shooters grab guns, and nobody trades an assault rifle for a wood log. Hope you enjoy. [b]Quick how to use[/b] [list] [*] Open Apparel Policies and check the new Weapons category [*] Allow or disallow as you normally would [*] Colonists equip the best allowed weapon they can [*] Right click equip any weapon to force it and lock it in place [*] Leave a like and favorite [/list] Compatibility [b]Combat Extended[/b] [b]Vanilla Expanded Weapons[/b] [b]Most weapon mods[/b] [i]Experimental[/i]: Simple Sidearms - [i]Finds sidearms[/i] - [i]Upgrades sidearms[/i] Pocketsand FAQ [b]Q: Can this mod be added to an existing save?[/b] A: Yes. You can add it mid save, just review your Apparel Policies. [b]Q: Can it be removed from a save?[/b] A: No. That is never safe for any mod. Disable it in the settings. [b]Q: Can I keep my own loadouts?[/b] A: Yes. Right click equip any weapon you want to freeze. It stays locked until you drop or lose it. [b]Q: How can I make my pawns only equip X sidearms?[/b] A: Set limits in your Simple Sidearms settings. Auto Arm reads directly from them. [b]Q: Known limitations?[/b] A: Exotic weapons with modded stats or traits may sometimes need a forced equip or a policy tweak. If you hit a bad swap, please report it. [b]Q: What languages are supported?[/b] A: English, Simplified Chinese, Spanish and Russian. [b]Bugs, balance, suggestions?[/b] Tell me below or create a discussion. No formula is perfect for every playstyle, but this aims to work well for most situations. If something looks off, please leave a comment with a few steps and a log. “This colonist kept a spear over my rifle” is much easier to fix with a error log or a list of active mods. Performance Built for long saves and large colonies. With 10-20 colonists the cost is a tiny fraction of a tick, and when no upgrades are pending the overhead is near zero. The mod includes an Analyzer.xml for Dubs Performance Analyzer that isolates it, showing every bit of cost it has. I recommend [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FRimSort%2FRimSort]RimSort[/url][github.com] to manage your load order. Featured in clip: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3337910968]QSJ's Adaptive Armory Storage[/url]. Source [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FSnusene%2FAutoArm]https://github.com/Snusene/AutoArm[/url] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2FO4O31IIT5S][img]https://i.imgur.com/z7aXz38.png[/img][/url][ko-fi.com]