// Management · RimWorld Mod

Auto Arm

Automatic weapon equipping designed to feel like vanilla.

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, royalty/ideology/xenotype restrictions, forced choices and upgrades sensibly. Hope you enjoy. Quick how to use
  • Open Apparel Policies and check the new Weapons category
  • Allow or disallow as you normally would
  • Colonists auto 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

Compatibility

Simple Sidearms - Finds sidearms - Upgrades sidearms One with Death Vanilla Expanded Weapons Most weapon mods Experimental: Combat Extended Pocketsand

FAQ

Q: How can I make my pawns only equip X sidearms? A: Set limits in your Simple Sidearms settings. Auto Arm reads directly from them. Q: How does it decide what's better? A: Weapons are scored on raw DPS, accuracy, AP, range, quality and weapon traits/abilities, then matched to the pawn's skills and traits. It doesn't care what a weapon is worth, only how well it kills. Just combat math. Q: Can this mod be added to an existing save? A: Yes. You can add it mid save, just review your Apparel Policies. Q: Can it be removed from a save? A: No. That is never safe for any mod. Disable it in the settings. Q: Can I keep my own loadouts? A: Yes. Right click equip any weapon you want to freeze. It stays locked until you drop or lose it. Q: Known limitations? 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. Q: What languages are supported? A: English, Simplified Chinese, Spanish and Russian. Bugs, balance, suggestions? 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.

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 RimSort to manage your load order. Featured in clip: QSJ's Adaptive Armory Storage. Source https://github.com/Snusene/AutoArm. Get in touch https://discord.gg/xp2f3YFKMY.