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The load order issue is only for considering or not containers to be filtered with the optional setting, not for the apparel to wear.
I don't know how it's coded, maybe there is a way to return result "no better apparel to optimize, finish job" when only better items are already owned so there is no even attempt to wear it? Maybe by default there is some timer for jobs that is used by default?
And for enabled option I don't know. It's different Job here being repeated (Wear), and when comparing output in console from Job Logging to vanilla, it doesn't seem to be any differences, except in vanilla pawn equips what they need and stops, and with mod job keep being assigned again and again.
1- I didn’t feel the need for it in my own games, so I didn’t think to include it. Since pawns remember their weapons, I never saw a strong need to "mark" them as owned. It feels like an extra calculation that doesn’t add much value. There are very few cases where it would actually matter. (Since pawns don’t auto-arm by default, there’s no real risk of them accidentally taking someone else's weapon.).
2- There are already several older mods that handle auto-rearming (some for years), and I’d need to account for them, almost certainly causing conflicts. Weapons are more micro-managed than apparel, so adding ownership wouldn’t provide much benefit relative to the extra performance cost. I might be wrong, of course.
To reproduce:
Start dev quicktest map, drop all apparel from pawns and assign it all to one of them, unforbid, put stockpile zone around, switch to max speed and wait. After some time owner will put on something, and two other pawns will try too.
Latest Rimworld 1.5.
Modlist: Harmony, Core, Apparel Ownership
Job from debug menu:
Wear (Job_1488) A = Thing_Apparel_Pants749 Giver = JobGiver_OptimizeApparel [workGiverDef: null]