RimWorld

RimWorld

425 ratings
Compositable Loadouts
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.168 MB
11 Dec, 2021 @ 12:43am
18 Jul @ 6:27am
19 Change Notes ( view )

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Compositable Loadouts

Description
Features:
- Create tags containing items which a pawn will wear / pick up / equip automatically
- Create loadouts consisting of multiple tags for flexibility (composition)
- Create bills which make `x` number of items, where `x` is the number of pawns with the tag `y`
- Compatibility by default with mods which add apparel/apparelLayers/body parts etc.

FAQ:
Q - Why aren't my pawns immediately equipping their loadout?
A - Loadout resolution is staggered, and happens at the natural pace of the game. This may be between ~10-15 thousand ticks after the pawn last checked. But you can get your pawns to immediately equip their loadout by pressing the 'Satisfy Loadout Now' gizmo on a pawn.

Q - How does this interact with the vanilla outfit system?
A - The vanilla outfit system is still the root dictator of what a pawn can/cannot wear. This is for simplicity, and helps avoid bugs.

Q - Where do I access the GUI?
A - The GUI can be accessed in the Gear Tab, the Assign Menu, or via Keybinds.

Q - Non steam download?
A - Download it from Github [github.com]

Q - Where can I suggest features or report bugs?
A - The github issues page for the mod is the place I am most likely to read Here [github.com].

Mod Integrations:
- Better Workbench Management: When copying a bills settings, copy extended data maintained by this mod along with it.
- Pick up and Haul: Disable duplicate functionality from this mod when PUAH is loaded

Incompatibilies:
- Awesome Inventory: Both mods work in the same space, and will never be compatible.
- Combat Extended: This mod will likely integrated into Combat Extended in the future.

Credits:
- DrowsyCorgi ( NotooShabby ) for their incredible work on Awesome Inventory. I hope that the influence their mod has had; with regards to both the functionality of the mod, and the aesthetics of the GUI is visible.
- Madman666 for his work creating the custom textures which this mod uses
- All those who helped test and gave feedback - it all helps
Popular Discussions View All (17)
28
4 May @ 7:03am
2022.01.02 version bugs and general comments
thailyn
14
2 Jan, 2024 @ 7:12am
Help Configuring Loadouts
Gideon
4
1
14 Jul @ 2:03pm
Suggestion: Allow many conflicting items in a tag's loadout
chphilli
576 Comments
Church.exe 8 hours ago 
at the risk of being a broken record Im a bit confused at where this mod is at wrt CE.
The description itself says "This mod will likely integrated into Combat Extended in the future" but evidently thats been there for years and it just hasn't really gone anywhere
But then there are some comments saying it actually does work fine so long as you don't try to use both systems at once.
But then there are some other comments saying that they actually do have hard conflicts and can fight eachother.
And then there are more recent comments saying that CE actually IS currently making major changes to their loadout system, but are those changes unrelated or are they actually implementing a sort of compositional system like this?

I'm confused what the actual state of this mod is wrt CE compatibility because at least at some point it seems like it was supposed to be integrated natively, but now it's seemingly in a weird limbo where I can't tell whether it's soft-compatible or hard-incompatible
mreledil 25 Jul @ 3:35am 
does this work with outfit stands?
VitaKaninen 24 Jul @ 3:24pm 
@Omega13, is it allowed in their vanilla policy?
Omega13 24 Jul @ 1:36pm 
For some reason my character absolutely refuses to equip an eltex skullcap despite it being at the top of her priority list and having a perfectly good quality version on hand.
Dallas Dog 24 Jul @ 12:23am 
Everytime I load a save, quick or otherwise: all my tags turn off. They're saved, but not enabled. Is this intended?
Luma 23 Jul @ 9:57am 
@Wiri Sadly it seems like the author has declined to fix it. Apparently they are not able to. Would it be possible for you to add the Space Base Furniture mod to the list of incompatibilities?
Luma 23 Jul @ 8:32am 
@Teh T thank you for your work, it was driving me insane. I did not expect a furniture mod to be the one messing with Compositable Loadouts! Hopefully the mod author will fix it - in the meantime I will use your hotfix <3
Wiri  [author] 23 Jul @ 8:00am 
Yeah if another mod adds other jobs which automatically equip apparel through some other mechanism, this mod just won't work. I think it wouldn't be unreasonable to ask for a toggle from the other mod to disable that functionality.
Teh T 23 Jul @ 6:16am 
update: I poked around a bit, and it looks like the cause is space furniture's styling station has it's own JobGiver which likely bypasses the #apparel tags only' option in CL.

A quick dirty fix for this is to go into the mod folder for space base furniture, open the 1.6/patches/ folder and rename or delete the Core.XML file (to something other than .xml)

the styling bench won't function correctly but it's better than losing either mod completely!
Teh T 23 Jul @ 6:04am 
It did work fine for me for a few days with both mods installed, but I guess something updated.
It does appear like the author of space base furniture has confirmed the conflict in the comments of that mod, but no resolution at the moment other than 'don't use both'