[img]https://i.postimg.cc/LsvHnTn7/Pawn-Intro.gif[/img]
Dear Fellow Rim Dwellers!
Welcome to my very first mod — for anything, ever.
Like you, I love RimWorld. It's my most played game by a long shot.
I love the gunfights, and I love stuffing my game full of weapons from
every mod I can get my hands on.
But it's always bugged me a little when I end up with three slightly
different P90 variants or four AKM clones that don't really differ from
each other — or when a weapon pack drags along a bunch of guns I never
actually wanted in the first place.
Well, all that frustration belongs to the past now.
A new era is dawning in RimWorld —
[i]So began the glorious age of Gun Picking — or so the elders told it.[/i]
[hr]
Gun Picker — Version 0.9.x
I'm presenting this one with a bit of pride, but also with honesty:
Gun Picker is still in active development.
You will almost certainly run into things that don't behave quite the way
you'd expect, features that still need polish, or edge cases I haven't
sorted out yet. If that doesn't scare you off, I'd love to have you along
as a beta tester.
Feel free to let me know:
[list]
[*] Where you see room for improvement
[*] If something flat out doesn't work
[*] If specific content mods cause particular trouble
and so on...
[/list]
You can find a list of mods that have been tested with Gun Picker so far in this -> [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3713319175]Guide[/url] <-. Unfortunately I don't have much time to play myself at the moment, but I was able to run some stress tests — and I can tell you... if you disable literally ALL weapons and spawn 10 raids at 10k points each, it makes for a genuinely entertaining massive brawl.
⚠️ Most mods where Gun Picker doesn't yet work optimally come from the Dead Man's Switch series, as they tend to have significant inconsistencies in naming conventions, weapon class classification, and item handling. Some of these issues will likely be addressed in future updates through dedicated patches.
Originally I had completely different mods in mind as my first project —
but the idea for Gun Picker just wouldn't leave me alone... and here we are.
I believe the current version is stable enough to release in good conscience.
I hope that's actually true — but if it turns out things really aren't working
the way they should, I'll pull it back and figure out the next steps.
A visual walkthrough of the main features can be found in the gallery above.
More details and technical information are further down the page.
And now — have fun. Pick... pick... pick.
And don't forget: there's only one right way to play RimWorld...
...the way that's most fun for you. The Rim is calling!
[img]https://i.postimg.cc/d1mPHM7g/Gun-Banner-GIF2-2.gif[/img]
Further Information & FAQ
Compatibility & Stability — or:
I'm getting red error messages. Is Gun Picker safe to use?
When loading an existing save that contained disabled weapons, you may see "Could not load reference" warnings in the log. These are harmless — RimWorld cleans them up automatically, and they will not appear again once the save has been updated.
Removing Gun Picker from your mod list is safe. All previously disabled weapons will simply return on the next game start, as if Gun Picker was never there. The mod does not permanently alter your save files.
Can Gun Picker break anything?
Not really. During development I experimented with several approaches to making Gun Picker work — including destroying guns live during gameplay or making them invisible — but filtering them out at the definition level turned out to be the most reliable method. In that regard, Gun Picker behaves essentially the same way as the legendary -> [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3521312241]Cherry Picker[/url] <-.
That said, you should always keep one thing in mind: filtering something out can have consequences. If a weapon you've disabled happens to be required for a ritual, or a quest mod asks you to loot a unique golden gun from the final boss — and you've disabled that weapon — then... the gun... simply... won't... be... there. And the quest won't be completable.
Since this mod deals primarily with guns, such situations are unlikely — but not impossible. That's something you'll need to keep an eye on yourself.
[hr]
Mods and Things I used for the presentation
[list]
[*] -> [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2475965842]Show Me Your Hands[/url] <- and -> [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3302328100]Nice Hands Retextures[/url] <-
[*] -> [url=https://steamcommunity.com/sharedfiles/filedetails/?id=867467808]Camera+[/url] <- and -> [url=https://steamcommunity.com/sharedfiles/filedetails/?id=735106432]EdB Prepare Carfully[/url] <-
[*] -> [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2849477421]Erin' Hairstyles 2[/url] <-.-> [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2361911135]Erin' Hairstyles - Redux[/url] <- and -> [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2275310562]Vanilla Pawns Retextured[/url] <-
[/list]