RimWorld

RimWorld

Outfit Builder
54 Comments
Draco18s 1 Nov, 2022 @ 11:48pm 
Getting this error:
https://pastebin.com/v3iZ4Bu9
Rumpled Foreskin 7 Aug, 2021 @ 1:09am 
Hullo, I've created a minor rework of this mod to tie the save outfit functionality to a new button.
Find it over at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2568222561
Dizzy Ioeuy 25 Jul, 2021 @ 9:26pm 
I updated this for v1.3 if anyone is interested. It's at:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2557555437
Kelven 25 Jul, 2021 @ 9:28am 
RIP. It was a good mod.

Here's hoping the author decides to revisit this mod someday.
Dizzy Ioeuy 21 Jul, 2021 @ 12:05am 
Confirmed. It's dead.
Dizzy Ioeuy 16 Jul, 2021 @ 10:59pm 
Please don't let this die in 1.3
D3L3T3D1 21 May, 2021 @ 12:21pm 
Honestly, one of my favourite mods. Works fine for 1.2. Haven't had any issues.
Timmy 19 May, 2021 @ 2:32am 
This is great, and it still works for 1.2. Thanks.
Dizzy Ioeuy 13 Apr, 2021 @ 6:56pm 
It works
Forien 5 Mar, 2021 @ 5:55pm 
Could you please update this to 1.2?
SURA 30 Jan, 2021 @ 10:14pm 
This mod is indispensable for me now. Hope it gets updated.

Only one thing i desire for Outfit Builder is, re-creating deleted policies. If you delete outfit policy generated by Outfit Builder, you cannot create it again (only making duplicate policies)
Magia🔥Baiser 30 Dec, 2020 @ 12:47pm 
need 1.2
smerthin flop 12 Dec, 2020 @ 11:22am 
I ran into a bug, you can only assign 1 outfit per colonists this way. If you take a colonist, force dress them in their work outfit create the outfit via the clear forced, then change their outfit to "anything", then force them into their fighting outfit and try to create another outfit, it just overwrites the first work outfit you created. The bug really is that if you delete the outfit created by this mod, then when you try to create a new outfit the same way it will not change the colonist's assigned outfit and will just create a new outfit with everything checked.
smerthin flop 4 Dec, 2020 @ 9:59am 
I bet this will still work on 1.2, I'm gonna try it out. Also as someone else mentioned the only thing this mod seems to be missing is a way to copy outfits. Looks like a great QoL mod.
MaskedJDOG 15 Oct, 2020 @ 8:51am 
1.2 when my friend
Toby 11 Aug, 2020 @ 8:18pm 
At the risk of additional spam, also if the initial settings were adjustable, so that the player could set them all to be built initially to only allow 51%-100% durability and disallow awful - normal or this sort of thing, then you would virtually not have to mess with apparel other than force wearing occasionally, as no doubt was your ingenius vision.
Toby 11 Aug, 2020 @ 8:14pm 
Feature request: it would be really handy that whenever a new outfit was created with this mod, it would be set to disallow Tainted Apparel automatically.
Toby 31 Jul, 2020 @ 12:02pm 
This is the only side of the game that I'm at odds with -- struggling to gear out my pawns every step of the way. Hoping this mod will help!

Can we add to existing games?
Murden 19 Jul, 2020 @ 9:29am 
this is amazing! thank you.
SURA 12 Jul, 2020 @ 11:26am 
Never mind. I fixed it. Looks like there were some sort of messy problem in their policy. After i remove all of them and reload outfit builder, it worked fine again.
SURA 12 Jul, 2020 @ 10:51am 
Hello
I'm having some issue with resetting forced apparels. For a certain pawn, resetting forced apparel doesn't actually reset them, only making duplicate policies over and over again. I tried resubscribing but couldn't solve it. Can you help me fixing this?
Damn 23 Jun, 2020 @ 12:32am 
Thanks for this - tried multiple mods to help with this, and while many of them are great they all seem to bug out with my mod collections (not too surprising give); this seems to just work and that is truly wonderful.
NRFBToyStore 29 Apr, 2020 @ 10:44am 
@Vats if you install KV's save load mod, you can save Colonist A outfit and load onto whoever you want.
Vats 23 Mar, 2020 @ 6:56pm 
Please consider adding an option to copy an existing outfit.
[DKS] Killaim 11 Mar, 2020 @ 7:13pm 
would be neat with a simple option to disable the mod without having to end the game and restart. i actually have not checked if that is possible in the mod setting. so you can go back to normal reset force apparel.
Hoedull  [author] 25 Feb, 2020 @ 4:41am 
Looks like RimHUD updated to a newer version of harmony, something I overlooked was previous harmony version is not compatibile with newer versions. So if any mods use the old version of harmony alongside a mod that uses the updated version, will not work at all. I have went ahead and updated harmony and confirmed these two mods work alongside each other.
SURA 25 Feb, 2020 @ 3:26am 
Looks like its not compatible with RimHUD right now. If i enable lasted version of Outfit builder, RimHUD vanishes.
Hoedull  [author] 24 Feb, 2020 @ 7:55pm 
1.1 is ready
Dynamic 24 Feb, 2020 @ 5:54pm 
Thanks
Hoedull  [author] 24 Feb, 2020 @ 5:05pm 
soon yes
Dynamic 24 Feb, 2020 @ 5:05pm 
1.1?
Caiden 14 Dec, 2019 @ 7:21pm 
This mod is underrated.
So simple and saves so much time.
Bobarcus 3 Nov, 2019 @ 6:08am 
Hey does this work with prisoners like i have the prison jumpsuit mod with this allow me to equip them with it
Hoedull  [author] 19 Jun, 2019 @ 4:54pm 
It is however open source, so if someone else wants to try to improve it they can take over this mod.
Hoedull  [author] 19 Jun, 2019 @ 4:53pm 
@Killaim the reason I made it that way was because it was a quick harmony patch and I didn't have to do any GUI work. The point of the mod was to do it the simplest way. If I get back into this mod it would be a ground-up rework to the point where it would do 10x what it does now. I just don't have the time to dig into it.
[DKS] Killaim 19 Jun, 2019 @ 3:06pm 
@spare some hodl please yeah i guess i could just make them drop the items.

i dont see the cheat option with this.
all i would want is a extra button for regular (normal reset) that does not save to the name assign.

but its ok, manual dropping items is a tad more envolved but ill just have to manage.
Hoedull  [author] 19 Jun, 2019 @ 12:25pm 
@Killiaim I'm going to have to save no because I have many other current projects and don't see that as needed to enough to hop back in this small project. If you force them to temporarily wear certain apparel, just don't reset it to their forced policy. The only reason to do this would be to make them remove certain items or to get around the negative mood debuff. If it's the first, just don't reset their policy and remove the items when you do remember. If it's the second one, this mod isn't for cheating.
[DKS] Killaim 19 Jun, 2019 @ 12:22pm 
@spare some hodl please not save the outfit to the colonist. just a normal (remove the forced apparel).

sometimes i still do the "i need to quickly change something on a guy and then i forget to put it back to normal on a colonist afterwards - but now his new template has been changed because of it.

Hoedull  [author] 19 Jun, 2019 @ 12:17pm 
@Killaim what would a normal reset do?
[DKS] Killaim 19 Jun, 2019 @ 12:13pm 
could you add a option to do a normal reset also.
Canon 9 Jun, 2019 @ 2:09am 
I fucking love you,

FULL HOMO
eNoble-US 1 Jun, 2019 @ 7:35pm 
Youre a fucking god.
Pelador 27 May, 2019 @ 11:25pm 
@spare

You answered my question. Was wondering if policies where simply constructed from the pawn's equipment listing. (No reason for slots to be an apparent issue, I was just checking for clarity that this was the case).
Hoedull  [author] 27 May, 2019 @ 11:20pm 
@Pelador It didn't in it's first version here retain it's quality and hit point settings. I am pushing through an update now that should fix this. It appears to be completely compatible with modded equipment slots. I am using it with socks, boots, gloves, and rings right now. I don't understand your last question there.
Pelador 27 May, 2019 @ 11:14pm 
@spare

How compatible it it with modded equipment slot locations? e.g. backpacks, boots, rings, gloves, socks, remote detonators .... and so on. Or do you keep things simple by inspecting all relevant equipped items defined as apparel as a part of creating a policy?
Pelador 27 May, 2019 @ 11:00pm 
@spare

Sorry for the interrogation, but does it retain any previous settings applied to the use of these forced policies where updated?

e.g. if you force wear an item > get policy > set policy values for quality, hit points and whether tainted, does it respect those choices with future forced wearing use?
Hoedull  [author] 27 May, 2019 @ 10:51pm 
@Pelador it is extremely helpful if you have lots of mods, which add lots of apparel that gets hard to manage. I made this mod for personal use but it obviously has lots of utility for people who micromanage their outfits. I hated having to constantly update my outfits each time I added a new apparel piece to a policy.
Hoedull  [author] 27 May, 2019 @ 10:48pm 
@Pelador Each time you reset forced apparel, the approved Apparel for the Outfit is reset to what the pawn is currently wearing. So if you make a policy the first time, then have a pawn force wear another Apparel, the Outfit policy will be updated accordingly the next time you reset forced apparel.
Pelador 27 May, 2019 @ 10:48pm 
Ah right, didn't realise that policy creation has that kind of insight, I had assumed it was simply a textual reference as a database entry. And the confusion is omitted with duplication since this is a "hands on" process.

k, I'm now convinced after the helpful feedback that this could be really handy.
Pelador 27 May, 2019 @ 10:44pm 
Also for clarification, does it reset the listing of apparel each time the forced apparel function is used, so does it upgrade to a new personal set removing old references accordingly. Since this would make it more a micro solution to apparel than the macro use of policies where multiplicity with different apparel choices might be used. But I'm thinking that the personal use policy is something to be used in parallel to these macro types?