RimWorld

RimWorld

Prefer Preferred Apparel Color
11 Comments
Yoann 4 Feb @ 8:28am 
Oh, I use already this mod. I can use it to disallow <51% hp face mask, correct.
seraphonica 4 Feb @ 8:22am 
@Yoann You may see benefit by using Wiri's Compositable Loadouts. It has a bit of a learning curve, but this Rundown by MysteriousFawx helped me get there: https://youtu.be/SczjMn7jGs4?si=UlEC_cGNuMk4-8dF
Yoann 31 Jan @ 2:18pm 
Yes, it's a way to do, but in case of new apparels shortage, I prefer my pawns to keep equiped tattered apparels instead of wearing nothing.
My way works fine, but not compatible with this mod :/
llunak  [author] 31 Jan @ 1:58pm 
@Yoann: Pawns not wearing tattered apparel is usually handled by not allowing <51% hp in apparel policies.
Yoann 31 Jan @ 12:29pm 
I had to remove this mod, it caused my pawns to keep tattered face mask instead of changing them for new ones, because of the preferred color.
Yoann 26 Jan @ 12:24pm 
There is already a mod for Apparel Ownership , but yes it means lot of micromanagement.
That's why I told "automated", to have both.

I imagine it working a bit like bed ownership:
When a pawn wears an apparel, he tags it as owned by him.
If the pawn decides to wear another apparel on same layer, two case:
_the apparel is same kind (parka for a better parka) -> the tag on old apparel is removed
_the apparel is another kind (parka for duster/armor) -> the tag on old apparel stay (and so cannot be stolen by other pawns).
Also, if an apparel has not been worn for X days, the tag would disapear.

It would only require for player to set which apparels are similar kind (armor/winter/summer...)
llunak  [author] 26 Jan @ 11:14am 
@Yoann: I don't think an apparel ownership mod would be any good. As I've said, some decisions are hard to be automated. You either end up micromanaging switching apparel or replacing worn out apparel, cannot reasonably have both.
Yoann 26 Jan @ 9:44am 
Thank you for the answer. So, a little help, but no miracle.

Still good in waiting an automated apparel ownership mod.
llunak  [author] 26 Jan @ 8:59am 
@Yoann: Basically each pawn from time to time scores each suitable apparel item and the best scoring item is used. The scoring function is non-trivial, but the basis of it is sharp+blunt armour and the percentage of hp remaining, which then get adjusted by a number of additional factors (cold/heat, tainted, etc.).

Which means that I don't know the answer to that specific question, as it depends on a number of things, such as which pawn checks first and what material the dusters are made of. If Billy goes first and the excellent duster has a good material, the armour difference may result in Billy deciding it's better and taking it from the other pawn.
llunak  [author] 26 Jan @ 8:59am 
(continued, comment size limit)

The purpose of the mod is to nudge the chances pawns will reuse the same item. It cannot be perfect, for example it's hard to say when exactly an item's quality should matter more than the color, especially given the tiny mood buff for colors. So basically dyeing apparel for pawns is a vanity project :).

That said, I've been running this mod for a while and so far I'm happy with the result. I use Better Pawn Management's alert button for raids, and without this it was a mess. With the mod pawns appear to keep their colors (and if it doesn't work out, Auto Dyeing fixes that quickly).
Yoann 26 Jan @ 8:28am 
How it's working exactly?
By example:
A pawn "Billy" had a duster normal quality last summer, another pawn had a duster excellent quality, both duster dyed with differente favorite color. Also, a duster good quality got acquired during winter.
Which duster Billy will choose to wear next summer?