RimWorld

RimWorld

Compositable Loadouts
550 Comments
SugarCrash 1 hour ago 
i don't seem to be able to add ammunition to this anymore, i am doing something wrong?
Nuker1110 3 hours ago 
Could we get an option to have a Saved tag/tags apply as a Default on new game? My pawns stripping to nude before I get to importing is tedious, and potentially deadly depending on climate.
blue 13 hours ago 
THE GOOOAOATTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
Avers 14 hours ago 
Is there any way to have this work with Better Pawn Control or Gear up & Go?
Wiri  [author] 12 Jul @ 8:22am 
Thanks Aquiles. I wasn’t aware of that breaking - I will fix that now. This won’t break anything, the functionality mentioned in the log line will just not work until I patch it.

I’ll wait a bit for other mods to update before pushing this patch - so I’ll wait a bit to collect any other possible incompatibilities before pushing another update.
Aquiles 11 Jul @ 11:38pm 
Hello, @Wiri. I don't know if it is important but with the new update of Better Workbench Managment a red error shows up at the start of the game:
[Loadout Compositing] 0 Failed to apply Better Workbench Management's workbench transpiler, will not be able to count pawns that are off map
McMookerson 10 Jul @ 4:06am 
Thank you for the update! This is THE QoL mod I cannot live without.
Korath 9 Jul @ 9:12pm 
Thanks for the 1.6 update! Amazing mod and super happy can go into 1.6 with it in my list :)
Vedrit 3 Jul @ 5:30pm 
I eagerly await the 1.6 update! This is one of my must-have mods
Lathium 1 Jul @ 6:10pm 
Looking forward to you pushing this one onto 1.6 Wiri - most appreciated.
Muon 27 Jun @ 2:27pm 
I believe I found a minor bug: right after opening the menu to edit a pawn's tags, hitting the "Previous colonist" key switches to the next colonist instead. The same thing happens after deleting a tag in that menu, but not after adding one.
I was trying to edit my pawns' tags in reverse order but kept being thrown off because this.
Przyhol 27 Jun @ 12:42pm 
Hey i have i question would it be possible to implement from to to value, for example if pawn has set to carry coffee to have range from 1 to 3, if it falls under the lower value then refill to full.
Because now mostly when my pawn have set it to 3 when it drops to 2 they stop working and going to refill the missing 1
Evono 26 Jun @ 11:55am 
Very likely yes sean woo , they do atm changes to their loadout system
SeanWoo 26 Jun @ 8:57am 
I tried to add this mod to my build with CE, I managed to do it yesterday, but today after entering the game I noticed that all states and tags disappeared, and the console shows the error Exception filling window for Inventory.Dialog_LoadoutEditor: System.NullReferenceException: Object reference not set to an instance of an object

Is this because of the Combat Extended mod that I have in my build?
Evono 25 Jun @ 3:53am 
Ah dont worry , to be honest i rather switch CE out than this mod , yes your load out mod is THAT GREAT thanks btw.
Wiri  [author] 25 Jun @ 2:26am 
> sadly their loadout System is still basicly ... the Old one

That’s a shame. Unsurprising though, it’s more complex than you might think in this mod - and for the features you want to support for CE - it’s much more complex.

… its the same reason I haven’t implemented, they are unlikely to implement it too.
Archimedes 24 Jun @ 10:20pm 
SO happy to hear that this mod will be updated for 1.6. I love this mod and tried updating it myself when 1.5 released but managed to break something with psycasts somehow.
Evono 21 Jun @ 5:00am 
@Wiri , sadly their loadout System is still basicly ... the Old one i atleast dont see many changes :/ and its sad to hear that you cant patch the ammo system likely , but awesome to hear its coming to 1.6 i guess i ditch CE for 1.6 again and go for yayo or something.
VitaKaninen 20 Jun @ 10:53pm 
- Continued -

If you only had a priority system, but did not have tags, then you might get into situations where the whole ensemble did not have any coherence, so I think the tag system works well. I just wish I didn't have to create so many tags to specify the priority I want them to wear things in.

Another option would be to do something similar to Outfitted, and prioritize what is worn in a slot based on stats. With my psycaster as an example, I would just specify psychic sensitivity factor, followed by psychic sensitivity offset, followed by sharp protection.

This would prevent me from having to make 5 separate tags for my psycaster where I rank the gear from first to last preference.

In the most extreme example, someone might want to rank all the wearable items from first to last, but they would need to create 300 tags with a single item each, and then put them in the correct order.
VitaKaninen 20 Jun @ 10:50pm 
Can I make a few recommendations/requests? I am very new to this mod, and there are a few features that would make it SO much easier to use.

I use a LOT of tags for each colonist's loadout, and being able to copy and paste the entire set of tags to a new colonist would save a lot of time.

It would be nice to just have a priority system for each slot within a tag without everything being mutually exclusive. This would allow me to create a lot less tags.

For example, If I have a psycaster, I would like to select the head slot, and then add 5 possible items to fill that slot, ranked in the order I want to prioritize them to wear them. So the Bioferrite ritual mask would be my top pick, an Eltex skullcap would be my next pick followed by the Eltex helmet, etc. I would like to be able to do that for each armor slot within a tag, adding a few acceptable pieces, but ranked in order of importance.
Wiri  [author] 20 Jun @ 9:58pm 
CE is unlikely to be patched, I believe they are taking inspiration from the mod in their most recent update? - They are treating ammo defs as special in some capacity, and that breaks my mod.

I will update the mod for 1.6 closer to the full release, as typically there are a few breaking builds between beta, and full release.
Evono 20 Jun @ 4:38am 
Oh Wiri is still active ! maybe theres hope for the ammo bug and 1.6 this mod is insanely important without it rimworld is a chore.
Wiri  [author] 19 Jun @ 8:08pm 
That use case just doesn’t work in the current design of the mod im afraid. Would need a large overhaul & how it is organised. For a mod which supersets this one :)
Askesis 18 Jun @ 1:32pm 
Just a wee thing - I love the fact you've got auto-adding recipes at workbenches, and I'm not sure how to work around this (given it's X per tag), but if I've got two tags assigned, each to one pawn, the recipe comes up as two separate recipes for 1 each, which means only 1 will get made.
Evono 18 Jun @ 4:53am 
nah sadly cant do it , lacking the skills for it , it seems to need actual programming , XML wont help here and i tried to dive into the programming part but yeah have no clue , this would likely need someone with programming and rimworld modding experience of a deeper level.
晓山alreShan 17 Jun @ 9:40am 
@Evono
This file [github.com] is the one would work on old CE (before commit 4d0656f [github.com] and the few later commit), when at the time you can change this file to make it work, but no longer works on after update.
So I hope here is where you can start at. (I can't provide any further help, except this memory about where it start can't take ammo by this mod)
Evono 17 Jun @ 8:48am 
tried my best over the last 2 days , but i couldnt make a working patch , my ability is sadly very limited in modding :/
Evono 17 Jun @ 6:19am 
Made a github issue regarding the ammo , maybe someone can help fix it i got no clue how https://github.com/simplyWiri/Loadout-Compositing/issues/104
Evono 17 Jun @ 5:15am 
Why cant we see the Ammo in ce with this mod ? it works practically just fine with CE except that you cant see ammo :/ i wouldnt need to use the CE inventory system at all if this showed the ammo :/
Evono 12 Jun @ 8:04am 
Will this ever get added into CE ?
Elgate 10 Jun @ 6:12am 
Would it be possible to have an option "Add to apparel policy" for certain tags?
Or to have certain tags bypass apparel policy?

Basically I want to setup a loadout for emergencies with armors, but that mean I then need to add the armors to every single other apparel policies and hope they don't pick it up, or setup another tag, for each other apparel policy to take everything other than armor.

Having a button to "add to policy" would make things easier (I could take the armour loadout and say, add all armour to the planters policy)
Askesis 10 Jun @ 1:52am 
I've been using this mod ever since I started playing, and it's such a huge bonus. Would it be possible to add two things? 1: A global setting for hit points, quality, and material - it's a bit of a pain going through every item and editing them manually when a pawn gets good enough for higher quality, or when I can start producing things with better materials. 2: A filter (both inclusive and exclusive) for items in loadouts - so I can set my storage to stock only loadout items in one place, or I can tell them to recycle everything that isn't in a loadout at workbenches :-)
晓山alreShan 2 Jun @ 5:07pm 
@VincentC That automaticly picking up some suitable ammo is CE's own feature, IIRC. It can be disabled via CE's mod config.
VincentC 2 Jun @ 8:58am 
On other note, I find that Compositable Loadouts works with CE smoothly. Just don't touch CE's loadout system and you are good to go. The only small issue is that without CE loadout, pawns will automatically carry 2 reloads worth of ammo. not an issue for a 30 rounds magazine gun but quite a concern for 3 shell shotguns :P.
VincentC 2 Jun @ 8:56am 
Amazing mod. Big thank you to the author but one thing that I've been trying to find forever is how to mass assign state to a tag.

For example, I have a tag called 'Armor' which I want my pawns to wear during 'Battle' state only. While I can mass assign the tag to every pawn, I have to manually assign said tag in each pawn from 'any' to trigger under 'Battle' state only. Not sure I missed a button or something obvious or not?
Fwiffo 31 May @ 4:35pm 
"Combat Extended: This mod will likely integrated into Combat Extended in the future."

Should this not be removed at this point? It has been several years now, and this is still not compatible with CE.
PeachySnail183444 27 May @ 2:02am 
don´t know what went wrong between you and CE team but can you please make a CE patch? their loadout maker is garbage
lol 26 May @ 11:34am 
Yeah not being able to add ammunition to loadouts is a huge bummer
neologia 24 May @ 8:33am 
Huhu, I have the issues with ammunition not appearing as well.
Unfortunately I have no tags with ammo saved.
Thor 16 May @ 11:50am 
Hi, since CE 6.3 update ammunitions doesn't appear in the items list anymore (all others items seems to be presents); importing a saved tag with ammunition works fine
Cryfer 10 May @ 8:00am 
Why aren't pawns dropping old weapons?
晓山alreShan 4 May @ 10:52pm 
@Maple38 Yes, it's fine to use with CE
Maple38 4 May @ 10:23pm 
Oh awesome thanks. So then I'll be able to use the mod?
晓山alreShan 4 May @ 7:30pm 
@Maple38
Because both.
When your pawn has a activating CE's loadout, pawn will drop every inventory items not in CE's loadout.
Or you can try use Combat Extended Fixes to disable this feature.
Maple38 4 May @ 9:24am 
I see this is listed as incompatible with CE, is that because it's actually problematic, or just because CE already has a loadout system? I absolutely despise CE's loadout system, would love to be able to use this instead.
晓山alreShan 30 Apr @ 4:42pm 
@MobileSuitCleb
It's former. So I suggest be wise to use feature showed in preview picture 1 and 4.
You can set tags' activation state (picture 1), and change current activation state in assign tab (picture 4)
MobileSuitCleb 30 Apr @ 11:26am 
When adding items/weapons to a tag, will pawns equip every single items in that tag group or just one? If the former, is there any way to have the pawn equip just one item from the tag?
0。0 21 Apr @ 6:52am 
@晓山alreShan thx!:steamthumbsup:
Pheace 20 Apr @ 2:20pm 
> Automatically populate bills for items in your tags

Holy... That's amazing, thanks a lot!
晓山alreShan 20 Apr @ 9:01am 
@0。0
I believe you've turned on this config option [Only wear items found in loadout]