RimWorld

RimWorld

Apparel Ownership
54 Comments
ThisIsBlecki 4 hours ago 
When I change apparel policy and have two colonists who own clothes, then the others all just stay naked and don't wear anything.
Dima 🥔 10 Jul @ 7:33am 
Yay, seems to be totally working in 1.5. Thank you @Djinn for your time and efforts!
Djinn  [author] 10 Jul @ 2:41am 
I finally had time (just 1 day before patch ><) to rewrite the logic and make the mod 1.6 ready as well. Let me know if you encounter any issue!
Djinn  [author] 4 Jul @ 2:39am 
Yeah I still didn't have time to look into it cause I'm busy at work, but I'll fix it for the new patch (and retroactively for the others), don't worry.

The load order issue is only for considering or not containers to be filtered with the optional setting, not for the apparel to wear.
Acc Original 24 Jun @ 2:20am 
Ok, I'm trying to get this to work properly for over a week now. When I change apparel policy they always go and wear the best they can find and only after that going to wear the ones they own. I#ve got the prioritize own clothing even if worse enabled in the mod settings and been moving the mod in the load order up and down. Nothing seems to fix it. At this point I don't think it's a load order issue anymore.
Dima 🥔 16 Jun @ 11:32am 
@Djinn I wasn't sure, so rechecked right now, and no, "Prefer owned apparel over non-owned (even if worse)" was unchecked. Though if enabled, owner pawn can now also get stuck in different loop. If there are multiple owned similar clothes, i.e. pants (even different ones, like normal and flak pants), owner pawn begins endlessly switching over all that are present.

I don't know how it's coded, maybe there is a way to return result "no better apparel to optimize, finish job" when only better items are already owned so there is no even attempt to wear it? Maybe by default there is some timer for jobs that is used by default?

And for enabled option I don't know. It's different Job here being repeated (Wear), and when comparing output in console from Job Logging to vanilla, it doesn't seem to be any differences, except in vanilla pawn equips what they need and stops, and with mod job keep being assigned again and again.
Acc Original 16 Jun @ 5:55am 
Gotcha. Thanks for explaining :)
Djinn  [author] 15 Jun @ 11:55pm 
@Dima Yeah, this loop is caused by the option "Prefer owned apparel over non-owned (even if worse)". I tweaked the priority values, but I made them too close together, so they overlap for certain apparel. That creates a loop of "ownership wins" vs. "this one’s better, it wins.". It usually stops happening if you uncheck that option or if the "better" apparel is not so close in priority value to the owned one. I'll fix it in the upcoming patch. Thanks for pointing it out!
Djinn  [author] 15 Jun @ 11:54pm 
@Exacerangutan Glad you're enjoying the mod! There are only two reasons I didn't consider weapons:

1- I didn’t feel the need for it in my own games, so I didn’t think to include it. Since pawns remember their weapons, I never saw a strong need to "mark" them as owned. It feels like an extra calculation that doesn’t add much value. There are very few cases where it would actually matter. (Since pawns don’t auto-arm by default, there’s no real risk of them accidentally taking someone else's weapon.).

2- There are already several older mods that handle auto-rearming (some for years), and I’d need to account for them, almost certainly causing conflicts. Weapons are more micro-managed than apparel, so adding ownership wouldn’t provide much benefit relative to the extra performance cost. I might be wrong, of course.
Djinn  [author] 15 Jun @ 11:54pm 
@Acc Original That’s probably a bad explanation on my part. The higher the value is, the easier it is for what it injects to be overridden by other mods (or it may not account for additions from other mods), so it's better for it to be closer to the end. But...at the same time, it should be higher if you want other mods that affect storage sorting to inject what I already inject. Sadly mods ordering is always a game of balance, so you'll have to place it where it works best :P. As a rule of thumb: after mods that add new apparel and new storages, before mods that "inject" the functions of sorting in storages. Worse case you'd notice that it won't work correctly, but it won't break a game if you misplace it.
Dima 🥔 15 Jun @ 6:40pm 
Hi Djinn. It seems mod doesn't fully prevent pawns from trying to wear apparel owned by someone else, so after some time they put themselves into loop of doing it instead of some useful work or even sleeping. Will not die to hunger though.

To reproduce:
Start dev quicktest map, drop all apparel from pawns and assign it all to one of them, unforbid, put stockpile zone around, switch to max speed and wait. After some time owner will put on something, and two other pawns will try too.


Latest Rimworld 1.5.
Modlist: Harmony, Core, Apparel Ownership

Job from debug menu:
Wear (Job_1488) A = Thing_Apparel_Pants749 Giver = JobGiver_OptimizeApparel [workGiverDef: null]
Exacerangutan 15 Jun @ 10:25am 
This seems like a great mod (I only just added it so I'm still getting a feel for how it behaves), but I'm a little surprised it doesn't apply to weapons, and I haven't found a mod that does. Especially so since pawns seem by default to remember their weapons if they dropped them due to being downed. Is there a reason it would be difficult to include weapons under the same umbrella of ownership assignment? Mods are of course passion projects, so no expectations here, but it seems like it would be a great thing to have, both to go with repair mods, and to enable things like armories without having to micromanage weapon pickups. Either way, thanks for a very nice addition to the game!
Acc Original 12 Jun @ 4:41am 
Btw. in the "CAUTION" part of the mod description, it says "Because of this, make sure to have the mod quite high". That's why I put it high in the list. SO, it's kinda contradicting what's stated in the FAQ.
Acc Original 12 Jun @ 4:39am 
I'll try that, thank you. Much appreciated!
Djinn  [author] 12 Jun @ 1:18am 
@Acc Original, it should be later in the order to affect storages added with mods. Anyway I noticed as well some hauling hiccups when "allowed...." is checked, probably due to how I set the priorities values. Because patch 1.6 is going to be released in one month I'll do a refresh of the mod (maybe add some functionalities if I feel inspired) and definitely check this as well.
Acc Original 3 Jun @ 9:50am 
I'm trying to get the "Allow owned-by-pawn-only filter in built storage" to work. it's enabled in the mod settings and I can set the owner at the storage, but it get's ignored by pawns hauling apparel. I've put the mod high up in the mod list, third right after harmony and core. the storage I'm using is "SBZ Neat Storage", which uses "Adaptive Storage Framework".
Djinn  [author] 17 Apr @ 1:27am 
@123caboom No, anyone can freely repair apparel owned by someone else. The only restriction for a pawn is wearing apparel owned by someone else. So, while they can repair it (with the Mending mod), burn it, sell it, or even be forced to wear it—they’ll never automatically choose it when selecting clothes to wear during the game ticks.
123caboom 13 Apr @ 11:20pm 
Dies this interfere with mending the apoearal? Like crafter not be allowed to repair the appearal?
Djinn  [author] 18 Mar @ 2:22am 
@Antares It was trickier than I thought, but I managed to make an optional check (mod settings) to allow linking a furniture storage to a specific pawn. Then only his owned apparel would be allowed in the storage, still following priorities though (a higher priority storage would snatch the item from it).

@Knight I'm sorry but I can't replicate the issue, the mod for me works alone (of course) and with other 100+ mod I've in my list. Better if you check the logs to see which mod conflict is the underlining problem.

@<<APEX>> I added that optional check in the mod-settings. Owned apparel, in that case, would be counted in higher regard compared to non-owned one (even if they're better).
[Fr] Antares 9 Mar @ 9:49am 
hi, got an idea that would put this mod S tier for me, could it be possible to make shelf allowed for only apparel owned by XXX pawn? and maybe a setting to make them unable to use apparel that don't belong to them (unless forced)? trying to make a game were each pawn have a full house and propriety xD anyway thx for the mod <3
Knight of Songs 7 Dec, 2024 @ 1:53pm 
All item descriptions, including weapons, in game disappeared (just shows the name of item with blank screen) after activating this mod. Anyway to fix?
Djinn  [author] 11 Sep, 2024 @ 2:39am 
@hd83 I'll have to check as soon as I've some free time.

@<<APEX>> I'll look into it when I've even more free time :P
hd83 28 Aug, 2024 @ 2:38am 
Hello.
There is a mismatch in the tags within the Japanese translation file.

<apparelOwnerInfoDetails>この衣類を所有しているポーン。着用できるのはそのポーンだけです。</apparelOwnershipAssign>
<apparelOwnershipAssign>所有権を割り当て ({0})</apparelOwnershipAssign>

Please check and confirm.
<<APEX>> 21 Aug, 2024 @ 8:52pm 
It would be super nice if pawns preferred their owned apparel even if there is a higher quality/material available. Or at least an option to make it so
Sekh 16 Jul, 2024 @ 5:28am 
Thanks for the fix Djinn! I'll readd this to my mod list!
Djinn  [author] 12 Jul, 2024 @ 5:07am 
In the end it was not a simple null check that fixed it, but it should work normally now.
Djinn  [author] 11 Jul, 2024 @ 2:59am 
@Sekh Thanks for the thorough analysis! I'll look into it in the next few days and release a patch.
TheClinicallyInsane 10 Jul, 2024 @ 9:09pm 
Got the same issue as Sekh, figured out that it was this mod as well. Unfortunately I don't know how to do that fix so just gotta uninstall for now ://
Sekh 7 Jul, 2024 @ 10:36am 
Hi @Djinn

Thanks for the mod, I love the concept. Unfortunately I think it causes a problem with the mechanitor quests.

I've just done a test with running only with harmony and this mod, and upon trying to generate a dead mechanitor pawn (in either the crashing ship quest or ancient mechanitor complex) it throws a null reference exception:
Exception running QuestNode_Root_MechanitorShip: System.NullReferenceException: Object reference not set to an instance of an object

To replicate:
* Run with all DLCs + Harmony + Apparel Ownership.
* Enable Dev Mode
* Start a "Dev Quicktest" colony from the main menu
* Destroy the ancient strider mech on the map to have it drop the mech transponder
* Build a research bench
* Right click the mech transponder to decode it

Disassembling the DLL it looks like this may be a relatively simple fix by adding a null check to the PREFIX patch in Pawn_ApparelTracker_Wear_Patch.

Hope this feedback helps as I really like the idea of the mod!
fester_21 1 Jul, 2024 @ 9:52am 
:VBCOOL: :VBCOOL: :VBCOOL:
biowreck 29 Jun, 2024 @ 9:18pm 
:cozyspaceengineersc:
Djinn  [author] 29 Jun, 2024 @ 9:12pm 
@biowreck Fixed it, it was an unused method I needed for some tests, wasn't supposed to be pushed :P
biowreck 29 Jun, 2024 @ 8:51pm 
Hey, just want to report an error [pastebin.com] I'm getting on launch. Happens with only your mod + harmony and dlcs running.
Rob Bobbert 29 Jun, 2024 @ 11:18am 
Love it
LZIM 28 Jun, 2024 @ 10:16am 
first post was just ranting that not all items can have ownership in vanilla so the game is basically communism.

i guess a second thing would be someone may need to make a job category for hauling your owned things to a storage you own.

also mmm nice if the z to search works for finding items. may re-try that weapon renamer mod now that CE is dead anyway for 1.5+anomaly
Djinn  [author] 28 Jun, 2024 @ 5:16am 
@Kokorocodon Not really, cause I just inject data in methods that already run native in Rimworld (e.g. the check for better armor or the filling of an object information when placed in map).

@Twilight I need to check, cause it might make the mod more subject to incompatibilities with other mods.
Kokorocodon 27 Jun, 2024 @ 6:26pm 
I wonder... any major performance impacts? Keeping track of individual apparels sounds like it uses many ticks, no?
Twilight 27 Jun, 2024 @ 4:57pm 
Interested to check it out in my next playthrough. By chance does the added property allow for storage filters? For example allow owned or unowned apparel? Or to be able to set a shelf to only allow apparel owned by a specific pawn?
Makk 27 Jun, 2024 @ 11:13am 
Oh my god was waiting for a mod like this for ages. Thanks a lot man!
FranCSGO Gameplays y Tutoriales 27 Jun, 2024 @ 10:03am 
GOAT MOD, I'VE BEEN WAITING FOR THIS FOR SOOOOO LONG THANK YOU SM <3
Djinn  [author] 27 Jun, 2024 @ 8:37am 
I managed to add the owner's name in the quick search widget, but it was clunky due to the limited width of the widget and long name of apparel. Instead, I made it possible to search the owner's name to get the relative apparel as result. I think it's more useful that way.

Added 1.4 (without that functionality) version.
Djinn  [author] 26 Jun, 2024 @ 9:15pm 
@LZIM I don't understand your first point. My sentence explains a scenario where it can be useful: when using a mending mod and a broken item gets repaired, it won't be re-equipped by it's original user but the first that notices it as "better" than their equip. With the ownership set on, that won't happen and only the owner would re-equip it (still, if it's better than what they currently have on - as per Rimworld logic).

For your second point, at the moment the Owner is not shown in the search result.
I'll investigate if I can add it.

@shash I will add it later, it should be compatible but I will test it before updating the mod.
LZIM 26 Jun, 2024 @ 8:10pm 
"This is particularly useful if you are utilizing a repair/mending mod, so your pawns' apparel won't get shuffled every time it gets repaired (it can come in handy also for other reasons)."

What does this mean ? there was a weapon re-naming mod that ended up being useless for CE users because a weapons ammo type was in its name. Does this ownership tag put the owners name where the "press Z to search" can find it ?
LZIM 26 Jun, 2024 @ 8:06pm 
This almost feels like capitalism and reminds me of my disappointment from day one with this game not having capitalism like Majesty 2. But moreso that there is not mod to add proper cutthroat capitalism after a decade.

Meaning HEY THATS MINE. This? YES ITS MINE (theres a mod for it). I Dont See Your Name on it though. MY NAME IS WRITTEN ON IT RIGHT THERE. Right here? This? This is your name? YES GIMME. Punches the things owner in the face. Should be a very typical interaction that occurs every day on the rim.

Also reminds me of the mod 3237638097 which is extremely helpful along with Locks and Better Pawn Controls to define rooms and usage of personal items.
@ 26 Jun, 2024 @ 6:19pm 
Is it possible that you could make this 1.4?
Nerva 26 Jun, 2024 @ 8:08am 
u r my love, my sweet, my soul
摄魂狼 26 Jun, 2024 @ 12:48am 
Well done, man, you're so handsome!
Djinn  [author] 25 Jun, 2024 @ 11:59pm 
The mod has now multilingual support. I added some translating by myself or with AI.
Feel free to tweak the translations, the lines are just a few.
摄魂狼 25 Jun, 2024 @ 10:15pm 
:)
ZZIDOGZIZZ 25 Jun, 2024 @ 8:52pm 
god this seems like such a quality of life mod, looking forward to using it.