RimWorld

RimWorld

41 ratings
I'm Trying To Save You! (Pawn Dressing Rework)
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Mod, 1.6
File Size
Posted
Updated
833.952 KB
26 Jul @ 12:23am
5 Aug @ 2:38pm
5 Change Notes ( view )

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I'm Trying To Save You! (Pawn Dressing Rework)

Description
Details
GitHub[github.com]

Removes faction penalty when forcing a pawn to wear something.

When dressing a pawn from another faction in apparel that replaces something they're wearing, their apparel is stored in their inventory.

Records what any non-hostile, humanlike pawns that enter the map are wearing so that only their apparel is placed in their inventory. Apparel that was originally yours will be dropped.

Performance
Since apparel is only recorded once when pawns load onto the map and ignores any pawns that are from a hostile faction or that aren't humanlike and clears the record when they die or leave the map, there shouldn't be any noticeable performance impact unless a massive amount of friendly pawns are loaded onto the map at once for some reason.

Note
The new apparel tracking feature won't apply to pawns that were already on the map before the tracking update. To force the tracker to update manually, turn on developer mode and check the bottom right of the debug options under "ImTryingToSaveYou" and select "Rebuild Original Apparel Tracker"

Thanks
The Bard of Hearts for the original idea for the mod
Alma_S for the idea of adding the pawns clothes to their inventory
14 Comments
SP4RTAN  [author] 7 Aug @ 8:07pm 
Just published another QoL mod that adds something I've wanted to have for years! Individual Rotten and Fresh Corpse Filters

Hopefully others will find it useful as well!
SanguinarcAQL 6 Aug @ 12:43am 
THANKS FOR FIXING THIS
SP4RTAN  [author] 4 Aug @ 10:33pm 
For the people that don't read the description, the new apparel tracking feature won't apply to pawns that were already on the map before the tracking update. To force the tracker to update manually, turn on developer mode and check the bottom right of the debug options under "ImTryingToSaveYou" and select "Rebuild Original Apparel Tracker"
SP4RTAN  [author] 4 Aug @ 10:28pm 
@The Bard of Hearts Glad you like it!
The Bard of Hearts 4 Aug @ 10:19pm 
Very cool update dude! I'm so glad I found you and called attention to this (not that someone else wouldn't have eventually). But just seeing it get such thorough attention and care by skilled modders is awesome. Points Points!!!:YellowPresent:
Alma_S 4 Aug @ 4:34pm 
sounds epic
SP4RTAN  [author] 4 Aug @ 4:19pm 
@Alma_S I started adding this and it sent me down a rabbit hole lol

Now if you force a pawn from another faction to wear something, if whatever you're putting on them replaces something they're wearing, their apparel gets placed in their inventory.

But I also made it so whatever the target pawn was wearing when they loaded onto the map is tracked. So if you make them wear a parka and later decide to make them wear something else like a duster, your parka is dropped instead of being added to their inventory.
SP4RTAN  [author] 31 Jul @ 8:32am 
Good idea
Alma_S 31 Jul @ 6:41am 
a solution i can think of is dressing downed friendlies wont let them drop their equipment. the equipment gets added to said friendlies' inventory instead, then the penalty doesnt apply since you didnt actually strip tthem and you can only get access to their items only if you strip them, which is certainly penalized. the downside is you wont be getting your clothes back (you already gave it to them. its theirs now). i guess you can "exploit" this too by keep dressing them with clothes until their inventory is full...? even so, when you remove the clothing that wont fit, itll be a clothing that you put there to begin with, so you still get no access to their items unless you strip them, but with this, you basically can still "exploit" whenever their inventory is too full to accept the clothing that had to be removed to dress them up, which is not likely nor practical. after all, people drop their inventory the moment they are downed and all those items are yours without any penalty
DragonZephyr 29 Jul @ 6:13am 
Memory is vague on why this penalty exists but i think the intention was that this is a to work around tainted clothing for allied or neutral factions. The game currently has no "ownership" system, items are either natural or owned by the colony of the map so the caravan can't figure out theft. They don't know how much they lost, what they lost and by extension what to take back. It might be better if dropped items had a penalty for allowing them from neutrals/allies if they are gear from non corpses and making them find and carry them once they can walk again (like simple sidearms does for your own colonists). With the penalty clearing if they can't carry it.

Side-tangent: Why are all traders even from factions? I'd love some neutrals who oppose the violence of the world, like a mechanitor caravan or "Unkown Tribal Colony" migrating. Might be a mod idea for someone. Odyssey turns even the orbital guys into a faction and then you can't even gift them anything once they are hostile!