RimWorld

RimWorld

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[NS] Dress Code
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Mod, 1.5, 1.6
File Size
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311.870 KB
18 Jul @ 6:19am
25 Jul @ 8:25am
11 Change Notes ( view )

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[NS] Dress Code

Description
↓↓↓下面有中文介绍↓↓↓

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Recent Updates | 最近更新
- 增加奥德赛真空度需求
- 增加温度需求
真空度>工作>温度

囚犯劳工本身也还不稳定 部分更新暂未支持囚犯劳工
时间原因 近期更新未同步至1.5
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Implement Work Apparel Policies for Your Colony – Watch Your Pawns Automatically Change Outfits Before Work!

This module is best used in combination with [NS] I Know What I Need.

Safe to Add or Remove.
Language:
English / Chinese
How to Use:
(Take NewRatkinPlus as an example)
  • Create a Daily Apparel Policy:
    Create a new apparel policy and click "Clear All". Then, expand "Ratkin apparel" and click "Smart Selection". In the "Work" tab on the right, change "Human" to "Ratkin", ensuring no other options are selected within this tab. This will serve as the daily apparel policy, which ratkin colonists will wear during non-work hours.
  • Create and Configure Work Apparel Policy:
    Create one or more copies of your daily outfit schemes and select the corresponding work options within the "Work" tab. You can configure apparel selection priorities by clicking on the work type’s submenu. Generally, maintaining the default settings is recommended.
  • Manually Set Daily Outfit:
    Select and draft all of your ratkin colonists, switching their current outfit policy to the daily policy and canceling the draft.
Usage Notes:
  • Colonists with "Mental Breakdown" status will ignore all of your outfit scheme settings.
  • When changing outfits before a new task, colonists will swap out apparel with attribute offsets that aren't included in the priority list for the next task.
  • Apparels with no offset properties are excluded from this mod management scope. This means colonists using work apparel policy will not proactively put on or take off apparels with no offset properties, while colonists using daily apparel policy follow original apparels optimization logic.
  • Multiple schemes can include the same ‘Colonist’ type, but these schemes should not have overlapping assignments. "Slave" and "Prisoner" types operate similarly. Don't worry if you don't fully understand this – the game will issue detailed warnings about overlapping work schemes.
  • The "Slave" and "Prisoner" related options will only appear after you have enabled either the "Ideology"or "Prison Labor" mod.
  • There is no limit to the number of apparel policies. You can share one for all jobs or create one for each job.
  • Since Prison Labor has overwritten the apparel optimization logic for prisoners, your configured apparel selection priority will be ignored. You can set a separate apparel policy for certain jobs of prisoners to solve this problem.
Priority Explanations:
All configured priority data, except in special circumstances, the higher the bonus offset, the higher the priority selection, such as movement speed. Please note that “Psychic Sensitivity” and “Psychic Sensitivity Offset” are also listed here.

Specific Cases:
The lower the bonus offset, the higher the priority selection.

Food Poison Chance: FoodPoisonChance
Mental Break Threshold: MentalBreakThreshold
Aiming Delay Factor: AimingDelayFactor
Ranged Cooldown Factor: RangedCooldownFactor
Stagger Duration Factor: StaggerDurationFactor

There are so many apparel mods – if the list above is incomplete, please let me know in the comments.
Compatible Mods:
Ideology DLC (Slave)
Prison Labor (Prisoner)
Hospitality (Guest)
BetterPawnControl
1trickPwnyta's Defaults

为你的殖民地设置工作服装政策,殖民者在进行工作前会自己换衣服!

建议与 [NS] I Know What I Need一起使用。

可中途添加/卸载。
如果有什么问题或建议,可以留言或在这里[live.bilibili.com]找到我。
语言:
中文 / 英文
如何使用:
(以鼠族NewRatkinPlus为例)
  • 建立日常方案:
    新建一个着装方案,点击【全部清除】,然后展开【鼠族衣物】,点击【智能选择】。在右侧【工作】选项卡中,将【人类】改为【鼠族】,保持右侧工作选项卡中没有勾选任何选项,这个将被视为日常着装方案,鼠族殖民者在非工作时会切换至此方案。
  • 建立一个或多个工作方案:
    新建一个或多个日常着装方案的副本,并在【工作】选项卡勾选此方案适用的工作,点击工作类型,配置衣物选择优先级,一般保持默认即可。
  • 手动切换至日常方案:
    选择并征召你的所有鼠族殖民者,将其当前着装方案切换为日常着装,取消征召,结束。
使用须知:
  • 精神崩溃的殖民者将忽视你的所有方案设置。
  • 殖民者进行不同工作前的换装,会换掉带有属性偏移但不包含在下一个工作服装优先级列表中的“功能性服装”。
  • 无偏移属性衣物不在此Mod管理范围内,这意味着处于工作方案殖民者不会主动穿上或脱下无偏移属性的衣物,处于日常方案的殖民者遵循原版优化服装逻辑。
  • 可以有多个方案包含相同的【殖民者】类型,但是这些方案不应该有重复分配的工作,【奴隶】【囚犯】同理。如果你不太理解这个,先不用管,游戏内会对工作方案重叠的部分发出详细警告。
  • 【奴隶】和【囚犯】相关选项在分别启用文化(Ideology)和囚犯劳工(Prison Labor)后才会显示。
  • 着装方案数量没有限制,你可以让所有工作共用一个方案,也可以为每个工作单独建立方案。
  • 由于囚犯劳工(Prison Labor)重写了囚犯的衣物选择逻辑,囚犯会忽视你配置的衣物选择优先级,你可以为囚犯的某些工作单独设置一个着装方案以解决此问题。
优先级说明:
所有配置的优先级数据,除特殊情况外加成偏移越高,选择的优先级越高,比如,移动速度等。
注意,心灵敏感度(PsychicSensitivity)和心灵敏感偏移(PsychicSensitivityOffset)也在此列。

以下为特殊情况,加成偏移越低,选择的优先级越高:

食物有毒率 :FoodPoisonChance
崩溃临界值 :MentalBreakThreshold
瞄准时间 :AimingDelayFactor
远程冷却时间乘数 :RangedCooldownFactor
抑制时间乘数 :StaggerDurationFactor
兼容模组:
Ideology DLC(奴隶)
Prison Labor(囚犯)
Hospitality (访客)
BetterPawnControl
1trickPwnyta's Defaults
Popular Discussions View All (2)
4
1 Aug @ 12:56am
PINNED: Bug Report
泥头车
0
26 Jul @ 12:42pm
PINNED: FAQ 常见问题解答
泥头车
62 Comments
amefurashi 13 hours ago 
Which mod is the cute Ratkin texture in the thumbnail from?
泥头车  [author] 2 Aug @ 4:48am 
@香香 已收到您的建议,会在后续更新中对此进行优化。
香香 1 Aug @ 8:59am 
花了十分钟给所有工作点了携带能力,效果拔群,鼠鼠都穿上了背包!不过反复点击添加效率太低了,希望大佬考虑优化一下,或者添加类似的功能,就是在工作加个全局设置,这里设置的属性优先级将被添加到所有属性优先级列表的末尾,但不是覆盖。最终实现一些装备可以不使用强制穿戴,但持续判定需要佩戴,因为某些mod装备的层级是独特不需要考虑优先级,或者某些装备的功能很重要,比如加带宽的无线耳机。感谢大佬!
[CL] Zalgo 31 Jul @ 3:25pm 
For the work outfits do I also click smart selection or do I just check the specific clothes I want them to use?
泥头车  [author] 31 Jul @ 10:22am 
@香香 注意下切换到工作方案时是要干什么工作,然后检查其衣物优先级是否包含携带能力,如果没有而你不想让殖民者脱掉,就把携带能力加上,工作围裙同理。
香香 31 Jul @ 8:24am 
鼠鼠从日常切换到工作的时候会把加携带能力的背包,还有工作围裙之类的丢掉,日常和工作的穿戴方案相同只是一个勾了所有工作一个没勾,按照设计应该不会发生的。
Milk 27 Jul @ 2:18am 
感谢大佬,他们确实会换服装,但是换来换去只穿船员服,可能是我加的模组太多了导致了一些意外
泥头车  [author] 26 Jul @ 11:45pm 
@Milk 沃芬组是可以的 ,我测试的有 烹饪 缝制 制作 建造 研究 采矿
需要注意的是 沃芬族的“在缝纫台制作”和“在加工台制造”都是自己实现的,这两种工作的优先级列表需要你自己添加相应的属性,不知道加啥,就把原版对应工作的优先级列表复制过去。
泥头车  [author] 26 Jul @ 10:56pm 
@Milk 沃芬族?好的 我看看