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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.
[Loadout Compositing] 0 Failed to apply Better Workbench Management's workbench transpiler, will not be able to count pawns that are off map
I was trying to edit my pawns' tags in reverse order but kept being thrown off because this.
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
Is this because of the Combat Extended mod that I have in my build?
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.
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.
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.
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.
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)
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)
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?
Should this not be removed at this point? It has been several years now, and this is still not compatible with CE.
Unfortunately I have no tags with ammo saved.
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.
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)
Holy... That's amazing, thanks a lot!
I believe you've turned on this config option [Only wear items found in loadout]