RimWorld

RimWorld

Compositable Loadouts
thailyn 3 Jan, 2022 @ 7:01pm
2022.01.02 version bugs and general comments
(I was going to just put this as a comment, but apparently it is well over the character limit for that. )

I really, really love the idea of this mod, and I'm excited to see you improve it. I've been keeping it active in my mod list but not really using it, since it's still buggy, but the latest update seems to break some more generic functionality, so I might need to disable it for now. If I try to edit outfits now from the Assign tab, the outfit window seems to be misplaced graphically, as clicking items/tabs actually clicks rows further down (e.g., if I click the "*Neolithic" category it instead expands the "Headgear" category, six rows below). Also, if I click "Manage outfits" from the Assign tab, I'm not able to select an outfit (clicking the button does nothing). I'm also not able to click in the search box to filter the items when managing an outfit (e.g., when clicking the "Edit..." button directly from the assign tab). This might be related to things further down being clicked in this window.

Also, for mod-specific bugs, in the latest update, I'm not able to type in the filter box for finding equipment to add to a tag. The cursor shows up in the text box, but any key presses instead activate normal hotkeys (e.g., the architect menu).

A more general comment on the UI: if there are a lot of additional body parts for equipment, e.g., due to adding lots of race and equipment mods, the Coverage panel for the Loadout Editor becomes very, very wide and goes off the right side of the screen. I need to click and drag the entire window to see most of the equipment slots Scroll bars (both horizontal and vertical) would be extremely useful.

I'm using this mod in a heavily-modded playthrough (~620 mods), so there might be some unexpected mod conflicts. I can provide more details you would like to know if you think it would be helpful. (Thank you also for adding compatibility with RPG Inventory!)
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Showing 1-15 of 28 comments
Big Head Zach 3 Jan, 2022 @ 7:37pm 
I have RPG Style Inventory (Revamped) and Everybody Gets One, and I'm not seeing anything on the Gear Tab nor Assign Tab that even indicates this mod is running.
Big Head Zach 3 Jan, 2022 @ 8:19pm 
I have both RPG Inventory and EGO:
1) Where should I be looking on Gear and Assign pages for the link to open the loadout editor? (I can get to it if I bind a key.)
2) What should I see in the Bills Details dialog that lets me define "Do X where X is equal to possessors of tag Y"?
Last edited by Big Head Zach; 3 Jan, 2022 @ 8:24pm
thailyn 3 Jan, 2022 @ 8:37pm 
First of all, make sure you're using the latest version of this mod. Steam doesn't always download updates right away, so you might want to unsubscribe from the mod and resubscribe to ensure you have the latest version.

There are a bunch of versions of the mod, so, to be clear, I'm using the "RPG Style Inventory Revamped" mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2478833213). When using that, only with the latest version of this mod (released on January 2nd), there were two buttons at the bottom of the "Gear" tab for pawns to either change the pawn's loadouts or change the pawn's tags (basically, to access the two main UI elements for this mod).

I don't remember there being any button on the Assign page to access this mod. With the latest version of this mod, however, you can look in the Mod Options for this mod, and there are options to set the hotkeys to open this mod's two different UI elements.

Since I never really got the tags and UI working properly, I haven't played around with the new bills options (I tend to just use "do until X" where X is 1, and not count equipped, since I micromanage things a lot), so I can't really comment on whether that feature works. If I understand correctly, this mod should add an option when you look at the details for bills to instead of "do X times" or "do until X" or whatever to choose an option for doing X times per tag. I expect it would then create a UI element to set which tag you want to base the bill of off.
Wiri  [developer] 3 Jan, 2022 @ 11:01pm 
Reporting these bugs is always helpful. I was completely unaware of any of these issues until mentioned.

To be clear I'd also be relatively confident these are conflicts too. Could you post a hugslog (even if there aren't errors, I can cross-check against other peoples lists whose mod works as intended and see which mods aren't accounted for).
Wiri  [developer] 3 Jan, 2022 @ 11:06pm 
Originally posted by Big Head Zach:
I have both RPG Inventory and EGO:
1) Where should I be looking on Gear and Assign pages for the link to open the loadout editor? (I can get to it if I bind a key.)
2) What should I see in the Bills Details dialog that lets me define "Do X where X is equal to possessors of tag Y"?
To repeat what Thailyn said. You need to ensure you have received the update posted a couple days ago for both assign menu / gear tab integration. Steam is completely unreliable in this case. Unsubscribing then subscribing should force it to update.

EGO worked with the previous update too... there was just an annoyance of having to load this mod before it. I just changed some code so it doesn't matter which order you load either mod in.

RPG inventory has specific compatibility, and to be clear, the supported version is the one that thailyn linked.
Wiri  [developer] 3 Jan, 2022 @ 11:12pm 
Now... sorry for the broken up messages but theres a distinction between them.

The coverage window is something I am aware of being terrible and incredibly unfriendly/un-intuitive to use, especially for large mod lists. It is what I am currently working on ( you can see the full list more or less here https://github.com/simplyWiri/Loadout-Compositing/issues/29 ).

The tldr is that its all done dynamically, and this is where most of the complexity comes from. RPG inventory (which has a similar feature) associates extra data per mod which adds a new BodyPartGroupDef / ApparelLayerDef. I'm not willing to maintain that, so the problem becomes more arduous to solve.

I am interested in any other pain points in the GUI that you have experienced though.
Last edited by Wiri; 3 Jan, 2022 @ 11:12pm
thailyn 3 Jan, 2022 @ 11:52pm 
Thanks for the quick response. I uploaded a huglogs *without your mod* here: https://gist.github.com/HugsLibRecordKeeper/9da84a3130fcd9eacc2e8cac6ab8e865 . Since I'm not getting game errors while using your mod -- just funky UI behavior -- I think it might still be helpful. I disabled your mod so I could keep laying my savegame, but if you need a huglog while your mod is enabled, let me know, and I'll try to get that to you tomorrow.

I completely understand that you've been dynamically generating the coverage window, as that is an obvious and efficient way to do it, and having an egregious number of slots is something most "normal" war criminals would not encounter. I would like to think I'm that unusual kind of war criminal, aiming for the most decked-out of pawns along the rim.

Regarding other pain points, I might want to wait until the bugs with vanilla features are fixed before I comment on that; if I can't do those basic things I'm not going to give your mod a fair shake and give you meaningful feedback on what could be improved.
Wiri  [developer] 4 Jan, 2022 @ 12:11am 
The pawnmorph gui error is causing a gui clip inbalance. This will break any gui which gets rendered after it, and given its in the colonist bar, that'll be one of the first things drawn.

(both of these are symptoms of the one NRE)
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.

Ditto with the Blueprints error.

I can't change anything on my mods side which will solve those errors, and assuming they are the cause of your perceived UI bugs, that leaves me waiting on those mods to fix their bugs.

Also worth noting that I think its more than likely that you just have some corrupt save data which they are loading and not correctly handling. So you could *maybe* fix those errors just with some save editing, but that requires a lot of effort + knowledge of how to do that.
Matsay 4 Jan, 2022 @ 12:23am 
Hello there.

Was playing with both EGO and RPG Inventory last night and it worked wonders, I can tell this mod is gonna become part of my irremovable core pretty fast.
However when I loaded the save this morning all loadouts and all tags had vanished. And I only noticed coz this had somehow reset a bill on the machining table (it was an X per tag bill) and a pawn was filling the room with tool belts.

Anyway here's the log, hope it helps
https://gist.github.com/HugsLibRecordKeeper/edc0317abea7af5c79bb0007f6dcbc4c
That save is a ♥♥♥♥♥♥♥ mess as I've been adding modes on the fly every other day and its become pretty unstable, I was gonna tank it anyway.

As a sidenote, is there a way to copy a loadout from one pawn to another? This was a 20 pawns colony and it would go faster to paste all tags in bulk on every pawn and then removing undesired ones, rather than adding tags one by one for every pawn.

Anyway, great work, I think you nailed the perfect approach to the outfit creation in this game!
Wiri  [developer] 4 Jan, 2022 @ 12:31am 
Originally posted by Matsay:
Hello there.

Was playing with both EGO and RPG Inventory last night and it worked wonders, I can tell this mod is gonna become part of my irremovable core pretty fast.
However when I loaded the save this morning all loadouts and all tags had vanished. And I only noticed coz this had somehow reset a bill on the machining table (it was an X per tag bill) and a pawn was filling the room with tool belts.

Anyway here's the log, hope it helps
https://gist.github.com/HugsLibRecordKeeper/edc0317abea7af5c79bb0007f6dcbc4c
That save is a ♥♥♥♥♥♥♥ mess as I've been adding modes on the fly every other day and its become pretty unstable, I was gonna tank it anyway.

As a sidenote, is there a way to copy a loadout from one pawn to another? This was a 20 pawns colony and it would go faster to paste all tags in bulk on every pawn and then removing undesired ones, rather than adding tags one by one for every pawn.

Anyway, great work, I think you nailed the perfect approach to the outfit creation in this game!
Cheers for the report. This is something which has been reported to me before. But I (nor the person who reported it initially) have been able to recreate it. Its now a significant concern of mine given its happened twice, and I'll have to have a serious look into how it has occured.

As for what the bug is, its something which occurs when saving which prevents my mod from saving any data. I can't tell you what or why, or whether it is my mod or another. I'll post an update here when I find anything.

As for the loadout copying, an idea was raised about having a way to mass-assign tags in the Tag editor itself, which I will try to get done before the next release to steam.
Matsay 4 Jan, 2022 @ 12:36am 
Yeah asI said my game was getting pretty buggy anyway, your mod is not the first who fails to save data on this run.

But do keep at it please, this is by far the best implementation I've seen so far, I've been waiting for this mod for years.
Cheers!
Wiri  [developer] 4 Jan, 2022 @ 12:39am 
Yeah no worries, please do keep your eyes out for any errors which occur when saving (in other mods or mine). Unfortunately that particular issue completely wipes nearly all of the mods data. With your list and the other guy who has recreated it, I've narrowed it down to 'just' 100 mods. Which isn't quite short enough for me to start testing, but I'll definitely spend some more time digging around the logs.
Last edited by Wiri; 4 Jan, 2022 @ 12:39am
Wiri  [developer] 4 Jan, 2022 @ 1:28am 
I've just posted a small hot patch to ensure that my method can't actually throw any exceptions while saving. I do not know if this was on my side or not. But I've now done all I can to ensure things work on my side.
Last edited by Wiri; 4 Jan, 2022 @ 1:28am
Big Head Zach 4 Jan, 2022 @ 5:42am 
Y'all were correct - mod hadn't updated properly. (shakes fist at Steam)

Now I just need to come up with a useful paradigm of tags to use here that won't take too long to establish. (My hope is that there is/will be a feature where tags/loadouts can be saved and loaded into new playthroughs, ignoring missing items as needed.
Wiri  [developer] 4 Jan, 2022 @ 5:50am 
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