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The load order issue is only for considering or not containers to be filtered with the optional setting, not for the apparel to wear.
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.
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.
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]
@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).
@<<APEX>> I'll look into it when I've even more free time :P
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.
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!
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
@Twilight I need to check, cause it might make the mod more subject to incompatibilities with other mods.
Added 1.4 (without that functionality) version.
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.
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 ?
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.
Feel free to tweak the translations, the lines are just a few.