RimWorld

RimWorld

Take off coat indoors
114 Comments
Dekent 25 Apr @ 1:09pm 
From my understanding, the pawn rendering code changed in 1.5 and modders haven't been able to figure out how to make this work for the body since.
[TR] James [YT] 23 Apr @ 11:32am 
i really like this mod too bad it doesn't work in 1.5 i also looked and there is a src folder with the mod if anyone wanna try to have this mod work for 1.5
seregasimyan 31 Mar @ 3:20am 
update!!!!!!!!!!!!!!!
Асура 20 Mar @ 7:49am 
update
LOTO 13 Mar @ 3:58am 
we need it so much:steamsad:
Vra4 7 Mar @ 1:26pm 
Dude? Are you ok?
Антон Ковалёв 27 Feb @ 10:20am 
It will soon be a year since the release of 1.5, and the mod hasn't been updated yet :(
Jet_Mishemoto 1 Feb @ 12:33pm 
I didnt know how much i needed this mod... .·´¯`(>▂<)´¯`·.
Gamerhell 19 Dec, 2024 @ 6:21pm 
Someone should send this mod to the continued team for it to be forked to 1.5
tri_idias 16 Sep, 2024 @ 4:15pm 
Hopefully this mod gets an update, I would like to see my pawns remove their coat once this are inside.
TWrecks 7 Sep, 2024 @ 5:51pm 
+1 for updating this mod. I really miss it.
.ʘƺɀ₅ 3 Sep, 2024 @ 6:48am 
Hopefully someone picks this mod up or updates it, I would do it myself if I knew anything about coding
SetzerKonig 26 Jul, 2024 @ 9:13am 
o7
Fenrir 30 Apr, 2024 @ 7:41am 
This can currently cause some issues in 1.5. In Example: False Rendering in the Topbar (Missing Items), Corpses that are invisible and Lua Errors everytime someone enters Indoors. Also the Menus seem to no longer work and the hiding of layers just works sometimes.
Duncy 16 Apr, 2024 @ 9:09am 
Will you be updating this mod?

Thanks
Michiko 11 Apr, 2024 @ 1:20pm 
I get the feeling this mod will not work properly in 1.5 without a proper update because of the new rendering system. I can test it later on or something, but yeah. Some other mods related to pawn rendering seem to not work properly either, hence my worries.
VolatileGlitchAviator 24 Nov, 2023 @ 5:58pm 
I don't know if ive asked it before or if someone else has, would it be possible to add shields to the list of clothing not to be displayed? from ve or ce?
VolatileGlitchAviator 3 May, 2023 @ 12:50pm 
Does this also hide shields?
g0jira 7 Jan, 2023 @ 10:29am 
ok i have kind of issue with this mode in 1.4, in 1.3 it worked fine. now mod do not apply to pawns unless i go to mod settings and change something, then it execute rules on pawns and they change layers. im using CE like i did in 1.3
Filipino Goku 27 Dec, 2022 @ 5:50am 
Hi there! It turns out it was a conflict with another mod. I sorted everything and it works perfectly! Please forgive me for the confusion, and again this is a very good mod! Thank you!!
Kushiyaki  [author] 20 Dec, 2022 @ 5:15am 
@Filipino Goku
Thanks for using.

Normally, it is designed pawns that don't belong to the player's colony (pawns whose "RoomWear" tab is not displayed) are not affected. However, I cannot deny the possibility of unexpected conflicts.

Hats display settings are often set with ShowHairWith... or HatsDisplaySelection, have you checked those?
Filipino Goku 18 Dec, 2022 @ 5:59am 
Hi I have a question about this mod! I noticed that an enemy faction is required to wear visage masks... but whenever they spawn on my map, they are not visible. I have tweaked with my settings and can make their hats visible and invisible as normal, but does this mod do anything to NPCs? That problem aside, I love this mod very much. It's very immersive, thank you!
Kushiyaki  [author] 7 Dec, 2022 @ 3:16am 
@Dagorath
Thank you for your feedback.

It is technically possible to add it, but I thought it was strange as a concept, so I didn't implement it.

That being said, there are actually two functions to hide outdoors.
1. Use the temperature settings
 Be sure to set a temperature that satisfies the conditions (ex. set to over -99°C)
2.Use apparel individually visible settings
 This update has made it work properly, so please filter by Layer: Shell and toggle Force Display settings to "invisible" of the clothes you want to hide.

If there are many requests, I will implement it.
Ðagorath 6 Dec, 2022 @ 10:31am 
Thanks for the mod, I like the custom config you can do for all pawns or even for each pawn, one thing I would like to add as a functionality:

Inside "Choose a layer of" menu, we have 2 options, "indoor" and "In private room", could you add another one as "Outdoor" ?, this way I can hide parkas and some other Outer equipment at all times, I would like to show only Medium layer for outdoor, and skin layer for private room, and naked for bed, I guess I'm just kinda tired of watching parkas 24/7 for years now and also hiding them indoors doesnt work for all my needs for example I like to see my slaves in their "Medium" outfits (from a mod) at ALL times, not just indoors.
muppet2011ad 5 Dec, 2022 @ 8:18am 
@Kushiyaki I've just done a quick test on my end and it looks like debug is working again. Thanks for the fix <3
Kushiyaki  [author] 5 Dec, 2022 @ 7:49am 
@yirny.g,muppet2011ad,Dekent,LOTO,FreeClaw
Thank you for your feedback.

I'm sorry, but it seems that the debugging system makes unexpected calls on the window side.
Now I can call the debug window even without HAR. I think it's probably fixed.

@Michiko,stinkydiamond
Thank you for your feedback.

It seems that I made a wrong correction just before the update, so I fixed it.

@Thetaprime
Thank you for your feedback.

I'll check it out, but I don't know if it will improve, so please don't expect it.
In my environment, RimThreaded is always conflicting with some other mod.
FreeClaw 3 Dec, 2022 @ 4:09am 
I have the same issue as yirny.g, trying to access developer action dialogs throws an error.
In fact it can be reproduced with only harmony loaded alongside this mod.
LOTO 3 Dec, 2022 @ 12:12am 
same issue with stinkydiamond
Dekent 2 Dec, 2022 @ 12:22pm 
Having issues with this mod since the update too, can't open the dev menu. It seems it works if you use HAR, but if you have that mod inactive you get the errors.
stinkydiamond 1 Dec, 2022 @ 10:17pm 
Hello. I can't see any symbol when i try to change settings for some cloths in the apparel indivisually visible settings. This happend with your last update.
Michiko 1 Dec, 2022 @ 9:54am 
Hi. I can't seem to edit the filters anymore with one of the recent updates. I can't see the apparel items. I keep getting this error [pastebin.com] in the log. I have BioTech and Royalty but not HAR.
Thetaprime 1 Dec, 2022 @ 7:31am 
I'm getting a weird reproducible issue with this mod and RimThemes that is load order independent.

If I remove RmThemes, this mod pops up its update notes (usually seen on the colony view at the start of a new game) on the world map after new world generation. With RimThemes the UI is locked on the world map (probably because the UI changes for RimThemes doesn't know how to draw the update notes or something at that particular time.

The frozen world map isn't a crash, but UI unresponsiveness, but I can run Prepare Landing options fine, but just cant rotate the world or interact with the hex grid or buttons in any way.

The workaround right now is to remove RimThemes or this mod.
muppet2011ad 1 Dec, 2022 @ 7:09am 
I'm having the same issue as @yirny.g, exact same error log too
yirny.g 30 Nov, 2022 @ 5:39am 
It seems this mod prevents dev mode command windows from opening with following error message since the last update.

Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not resolve type with token 0100002e (from typeref, class/assembly AlienRace.ExtendedGraphics.ExtendedGraphicsPawnWrapper, AlienRace, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)

At least for me, disabling this mod solved the error. And it was working fine until yesterday.
Kushiyaki  [author] 21 Nov, 2022 @ 5:46am 
@supervette222
Thank you for your feedback.

Probably because it uses the Overhead layer.
Try adding "<li>Overhead,Headgear</li>" to "<DefsList>" in "Defs > CustomLayerDictionary.xml".
In addition, I'll try to debug it and if it looks ok, I'll add it as an initial value on the next update.


Warcasket has many reports, and even now there are problems when adding functions, so I will check the settings so that it can work with the initial settings.
However, I have only debugged some elements and have not used this mod, so please let me know if there are any elements that are causing problems.


BTW
@Moon Cheese
Thank you for your feedback.

I am currently creating a preset & automatically apply function.
Phel 20 Nov, 2022 @ 9:21am 
Thanks for your work !
supervette22 18 Nov, 2022 @ 6:48pm 
I cant get it to show helmets in bed, I've tried all settings and even the individual clothing setting to forced but it wont show the helmet in bed. everything else works fine but when my pawn goes to bed his head is missing because hes wearing a warcasket helmet.
Filipino Goku 14 Nov, 2022 @ 8:09am 
When I found this mod I wondered how I could have ever lived without it. Amazing!
SaltMerchant 11 Nov, 2022 @ 7:56pm 
Thank you!
SCREAMS INTO VOID: Please Ignore 11 Nov, 2022 @ 7:45pm 
Thank you so much for the update, much appreciated! Hands down one of the best immersion mods on the workshop.
Scarlytte 9 Nov, 2022 @ 2:10pm 
please update! I miss this mod so much
Juniemo 30 Oct, 2022 @ 1:28pm 
1.4 please :(
qks_oliver012 27 Oct, 2022 @ 9:25am 
1.4 nunk? :steamsad:
FranCSGO Gameplays y Tutoriales 26 Oct, 2022 @ 7:51pm 
1.4?
LOTO 21 Oct, 2022 @ 11:42pm 
update 1.4 version please
Eclipse 12 Sep, 2022 @ 12:15am 
BTW thanks for this mod :cozybethesda:
Eclipse 12 Sep, 2022 @ 12:14am 
Lol I've just realised that there is a fuction to exclude some apparel
Forgot about that. It solves pirate problem but I think that custom rules for traits is a nice idea to consider
Eclipse 12 Sep, 2022 @ 12:13am 
Another function I would grately appreciate - colony pawns only checkbox
Eclipse 12 Sep, 2022 @ 12:11am 
Is it someway posssible for you to make an option for different rules for pawn with certain traits?
VFE pirates pawns with warcaskets look very strange. There is a trait "warcasket" for those pawns

I know that is it is technically possible to fix this with custom rules but it is VERY inconvenient in that particular case because mercenaries from this mod are hired for a short period of time so set custom rules for a temporary pawn is extremely tedious.

I would be so much grateful if you implement this function. I would even donate some $ if you want