RimWorld
429 beoordelingen
Compositable Loadouts
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Mod, 1.5, 1.6
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1.168 MB
11 dec 2021 om 0:43
18 jul om 6:27
19 wijzigingsnotities (weergeven)

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Compositable Loadouts

Omschrijving
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
Populaire discussies Alles weergeven (17)
28
4 mei om 7:03
2022.01.02 version bugs and general comments
thailyn
14
2 jan 2024 om 7:12
Help Configuring Loadouts
Gideon
4
1
14 jul om 14:03
Suggestion: Allow many conflicting items in a tag's loadout
chphilli
581 opmerkingen
Aquiles 7 uur geleden 
Hello, @Wiri. BetterWorkbenchManagment mod updated again and it seems that it brought the transpiler error back.
Fwiffo 8 uur geleden 
Is there a way to make a "one of" setting? For instance, there are 2 pieces of headwear with the only different being the sprite, Consequently, I don't care which piece the colonist wears as long as it's one of them, but if I add one to the tag, it automatically removes the other from the list.

Is there an option to add "one of" items, or do I have to make a tag for each possible combination?
VitaKaninen 29 jul om 6:19 
I am getting an error for one of my pawns, and I can not draft them and all the gizmos at the bottom of the screen disappear.

Exception in Verse.AI.ThinkNode_Tagger TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 170D6A80]
at Inventory.Loadout+<>c__DisplayClass36_0.<WeightAtWhichLoadoutDesires>b__0 (Inventory.Tag t) [0x00000] in <0c5d8c8493714fdca9766caba86a7ab5>:0

https://gist.github.com/HugsLibRecordKeeper/0b4f5c8c5235d5753673adb3d2da99c9
VitaKaninen 28 jul om 8:54 
I have a bug to report. Pawns will prioritize a Low Shield pack over a Ranged shield belt when they have access to both. Here is a quick clip showing a fresh game with minimal mods, and them ignoring the loadout. https://youtu.be/JFE4e4sRB9s
Thilenios 27 jul om 10:53 
Love the idea of this mod, but kinda wish it had some sort of "premade configurations". I fnid myself just not wanting to take the time to really dig in and learn it properly when I am already 50 hours into a run.
Church.exe 26 jul om 13:49 
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 om 3:35 
does this work with outfit stands?
VitaKaninen 24 jul om 15:24 
@Omega13, is it allowed in their vanilla policy?
Omega13 24 jul om 13:36 
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 om 0:23 
Everytime I load a save, quick or otherwise: all my tags turn off. They're saved, but not enabled. Is this intended?