RimWorld

RimWorld

413 ratings
Compositable Loadouts
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Mod, 1.5, 1.6
File Size
Posted
Updated
934.616 KB
11 Dec, 2021 @ 12:43am
9 Jul @ 9:06pm
18 Change Notes ( view )

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Compositable Loadouts

Description
Features:
- Create tags containing items which a pawn will wear / pick up / equip automatically
- Create loadouts consisting of multiple tags for flexibility (composition)
- Create bills which make `x` number of items, where `x` is the number of pawns with the tag `y`
- Compatibility by default with mods which add apparel/apparelLayers/body parts etc.

FAQ:
Q - Why aren't my pawns immediately equipping their loadout?
A - Loadout resolution is staggered, and happens at the natural pace of the game. This may be between ~10-15 thousand ticks after the pawn last checked. But you can get your pawns to immediately equip their loadout by pressing the 'Satisfy Loadout Now' gizmo on a pawn.

Q - How does this interact with the vanilla outfit system?
A - The vanilla outfit system is still the root dictator of what a pawn can/cannot wear. This is for simplicity, and helps avoid bugs.

Q - Where do I access the GUI?
A - The GUI can be accessed in the Gear Tab, the Assign Menu, or via Keybinds.

Q - Non steam download?
A - Download it from Github [github.com]

Q - Where can I suggest features or report bugs?
A - The github issues page for the mod is the place I am most likely to read Here [github.com].

Mod Integrations:
- Better Workbench Management: When copying a bills settings, copy extended data maintained by this mod along with it.
- Pick up and Haul: Disable duplicate functionality from this mod when PUAH is loaded

Incompatibilies:
- Awesome Inventory: Both mods work in the same space, and will never be compatible.
- Combat Extended: This mod will likely integrated into Combat Extended in the future.

Credits:
- DrowsyCorgi ( NotooShabby ) for their incredible work on Awesome Inventory. I hope that the influence their mod has had; with regards to both the functionality of the mod, and the aesthetics of the GUI is visible.
- Madman666 for his work creating the custom textures which this mod uses
- All those who helped test and gave feedback - it all helps
Popular Discussions View All (17)
28
4 May @ 7:03am
2022.01.02 version bugs and general comments
thailyn
14
2 Jan, 2024 @ 7:12am
Help Configuring Loadouts
Gideon
2
1
4 Jun, 2024 @ 8:20am
Suggestion: Allow many conflicting items in a tag's loadout
chphilli
546 Comments
Wiri  [author] 8 hours ago 
Thanks Aquiles. I wasn’t aware of that breaking - I will fix that now. This won’t break anything, the functionality mentioned in the log line will just not work until I patch it.

I’ll wait a bit for other mods to update before pushing this patch - so I’ll wait a bit to collect any other possible incompatibilities before pushing another update.
Aquiles 16 hours ago 
Hello, @Wiri. I don't know if it is important but with the new update of Better Workbench Managment a red error shows up at the start of the game:
[Loadout Compositing] 0 Failed to apply Better Workbench Management's workbench transpiler, will not be able to count pawns that are off map
McMookerson 10 Jul @ 4:06am 
Thank you for the update! This is THE QoL mod I cannot live without.
Korath 9 Jul @ 9:12pm 
Thanks for the 1.6 update! Amazing mod and super happy can go into 1.6 with it in my list :)
Vedrit 3 Jul @ 5:30pm 
I eagerly await the 1.6 update! This is one of my must-have mods
Lathium 1 Jul @ 6:10pm 
Looking forward to you pushing this one onto 1.6 Wiri - most appreciated.
Muon 27 Jun @ 2:27pm 
I believe I found a minor bug: right after opening the menu to edit a pawn's tags, hitting the "Previous colonist" key switches to the next colonist instead. The same thing happens after deleting a tag in that menu, but not after adding one.
I was trying to edit my pawns' tags in reverse order but kept being thrown off because this.
Przyhol 27 Jun @ 12:42pm 
Hey i have i question would it be possible to implement from to to value, for example if pawn has set to carry coffee to have range from 1 to 3, if it falls under the lower value then refill to full.
Because now mostly when my pawn have set it to 3 when it drops to 2 they stop working and going to refill the missing 1
Evono 26 Jun @ 11:55am 
Very likely yes sean woo , they do atm changes to their loadout system
SeanWoo 26 Jun @ 8:57am 
I tried to add this mod to my build with CE, I managed to do it yesterday, but today after entering the game I noticed that all states and tags disappeared, and the console shows the error Exception filling window for Inventory.Dialog_LoadoutEditor: System.NullReferenceException: Object reference not set to an instance of an object

Is this because of the Combat Extended mod that I have in my build?