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Please read the disclaimer in mod description.
Thanks for the info, will keep that in mind.
That is strange indeed. You can't see the calculation process In the release version of the mod. I use separate version for debugging purposes to keep release version as lightweight and optimal as possible. I can upload debug version in my cloud storage and give you a link to download it. I will make a comment as soon as it is ready.
its weird behavavior. is there any way to see how the gearscore is actually calculated?
for some of my pawns setting the work speed slider to left also improved score. do i understand them wrong and left is better?
the overalls im talking about were combat uniform MSF made out of devilstrand, giving 25% global work speed bonus, but setting work speed slider fully to right didnt affect any of the score. meanwhile, setting the slider for mass to the left improved the score alot, which is weird as devilstrand should make it almost the lightest it can be or?
No, it can't ignore any apparel whatsoever. Behavior you describe can occur if, for example, your pawn is wearing pants only (still considered naked) and these pants score higher then overalls you have in storage. Also, to assure that your overalls score optimally make sure it is stored in well-lit room, because light level affects apparel scoring.
I'm currently using this, Awesome Inventory, and Infused. Can't think of anything else I'm using that would cause an issue with me adding a new stat priority.
Sorry, but your problem lies elsewhere. Firstly, this mod does not change the 'RimWorld.PawnColumnWorker_Outfit.DoCell' method in any way. Secondly, I've played hundreds of hours with both this mod and the 'Outfitted', never had any problems. It seems you have a mod incompatibility or something else.
Thank you. I've changed your code a bit, but your pull request has finally pushed me to add CE presence checks.
I haven't tried 'Awesome Inventory', but from it's description, yes, it should be compatible.
If you're using the mod on an existing save, try deleting all outfits and reloading the game. Outfits will be recreated and everything should be fine.
- reworked apparel insulation scoring again, so the system should be much more responsive to temperature changes.
The reason I'm talking about this is that my map has 60°C in summer, which basically means everyone has to wear dusters, sombreros and not much armor. In winter, it gets down to 40°C, allowing them to wear armor, which is great. I want them to wear as much armor as possible, but they can only wear it in winter. So far I've been manually changing the requirements each season but it gets tiring quickly.
Another solution would be to abandon this playthrough and start on a map with reasonable temperatures :)
(I have a map with summer temperatures of 60°C, and I was using this mod to force pawn to wear proper clothing - they didn't do that in vanilla, and got heatstrokes.)
- changed apparel insulation scoring from vanilla system to custom one;
- updated to use new stats (general labour speed, etc.) instead of the old ones.
This mod, on the other hand, is created to work out of the box for my playstyle. I've spend much time rewriting the system and calibrating the weights so that valuable stats for the job get prioritzed, but other common stats (armor, mass, etc.) are still accounted for.
Maybe it won't fit everyone, but worth a try.
The custom temperature slider feature is removed for now.
I hope to add royal title apparel needs into calculation soon, as well as the ability to copy outfits.
Unfortunately, I am having a quite busy life right now and unable to maintain the mod properly.
I tried to replace Outfitted it in an ongoing game, but I couldn't open the Assign menu. Possibly a mod conflict; I'll have to have another look later.