// Weapons Β· RimWorld Mod
Gun Picker
Dear Fellow Rim Dwellers!
Dear Fellow Rim Dwellers!
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 β
So began the glorious age of Gun Picking β or so the elders told it.
At its core, the "Gun Picker" is a convenience tool. It's simply meant to help players who have accumulated a huge pile of weapons through various mods, but don't want to have and use all of them, and want to take care of that quickly and in a clear way. This mod doesn't do much more than that. You'll find a more detailed guide in the Gallery, and for everything else you'll still need to fall back on the legendary -> Cherry Picker <-.
This -> Collection <- lists mods that add only (or mostly) Guns as Weapon Packs. Many of them have been tested with "Gun Picker".
This list serves only as orientation in the big mod jungle out there, where you as a Gun Enthusiast can get even more Guns. Many of these mods I only discovered and got to know myself through working on "Gun Picker". The guide makes no claim to completeness, accuracy, or being up to date.
Unfortunately I don't have much time to play myself at the moment, but I was able to run some stress tests β 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.
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 β have fun. Pick... pick... pick.
Further Information & Technical Details
Does load order matter for Gun Picker? ~ (TL;DR -> No.)
Load order doesn't really matter for Gun Picker, since what matters for the mod isn't the order in which it or the totality of mods are loaded, but rather the point in time at which the mod accesses the completed content listing to read it out. As a courtesy, however, Cherry Picker has been given priority over it in the load order.
Can Cherry Picker and Gun Picker get in each other's way? ~ (TL;DR -> No.)
Since Gun Picker doesn't trigger any patches via Harmony (whereas Cherry Picker does), this alone rules out any structural pre- or post-patch conflicts. At their core, both mods work the same way and make entries "invisible" for game access before the game can access them. Basically, it works like this: RimWorld goes into a library and wants to read a book about a certain weapon. The book is there too, but Gun Picker has already written in the book index, "no need to even look on the shelf, it's not there".
And if Cherry Picker has already done that? Then Gun Picker writes it down again (or vice versa) and it's noted twice - doubly not there. <- analogies like this never work a hundred percent, but they can give an impression of what's going on.
The only thing that could happen is that you, as the user, get confused about which tool you've already deactivated a given gun in, but even then you could reactivate the weapon through either tool, it's just that the other tool wouldn't know about it yet and would, at the very least, keep treating it as deactivated. So for consistent management of your guns, I'd simply recommend sticking with Gun Picker for that purpose (that's what it's there for) and continuing to rely on Cherry Picker for everything else, as usual. When in doubt, I'd recommend activating all weapons in both Gun Picker and Cherry Picker, restarting the game, and then deselecting specifically in Gun Picker from that point on.
And what will happen with already existing Guns? ~ (TL;DR -> get rid of it.)
Just to make this clear again: from the moment you deselect a weapon, Gun Picker only prevents that weapon from appearing in the game from that point onward. It does not remove already-generated weapons from runs in progress! So ideally, you should set your desired weapon configuration before starting a new game. If you only notice partway through a playthrough that there are certain weapons you didn't want included, deselect them in Gun Picker, but you'll then have to take care of getting rid of the already-generated copies some other way, e.g. by melting them down or letting them decay.
Those mentioned fields and lists from above are:
Purpose
Field / Class
π Main pool from which pawns draw their weapon on generation
PawnWeaponGenerator.allWeaponPairs
π Equipment for raiders/NPCs/factions
ThingDef.weaponTags
π‘ May traders carry the weapon in stock
ThingDef.tradeability / ThingDef.tradeTags
π‘ Quest rewards, generated loot, world-object inventories
ThingDef.thingSetMakerTags
π΅ Research prerequisite on the weapon itself
BuildableDef.researchPrerequisites
π΅ Research prerequisite on the associated crafting recipe
RecipeMakerProperties.researchPrerequisite
π΅ Which research unlocks the recipe
RecipeDef.researchPrerequisite
π€ In which workbenches the weapons are crafted
RecipeDef.recipeUsers / workbench / ThingDef.recipes
π€ Category membership for storage filters, UI categories
ThingCategoryDef.childThingDefs
π£ E.g. Ideology settings (loved/hated weapon classes)
ThingDef.weaponClasses
π’ Starting equipment at scenario start (Crashlanded etc.)
ScenPart_StartingThing_Defined
All my content and mods will always carry this notice:
