RimWorld

RimWorld

Compositable Loadouts
Gideon 10 Feb, 2022 @ 6:17pm
Help Configuring Loadouts
So I'm trying to figure out how it's intended to configure loadouts.

When I go into the Assign tab, I've gathered that I need to create "Loadout States" via the edit loadout states button.

I then assign a loadout state to a colonist and hit the edit button.

I then create tags and change the any to whatever loadout state I want the tag to apply to.

So far, everything makes sense....where the challenge comes in....if I then go assign that loadout state to another colonist via Assign, the tags don't follow. I have to edit the loadout (regardless of what it's set to) for every colonist individually and assign and configure all the tags on each person. There doesn't seem to be a way to create a "loadout template" that automatically applies consistently to every colonist simply by setting that colonist to that pre-created loadout.

If I try to use the mass assign (and manually check every colonist for every tag), they default to "any" when assigned, which makes everyone want to have equipment from every tag.

Am I missing something? If this is actually how it's meant to work, then manually force equipping a colonist is less trouble than doing this.
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Showing 1-14 of 14 comments
Dragonling 11 Feb, 2022 @ 12:17pm 
Yes, some manual or a video would be nice. I also don't understand how outfits are related to loadouts
Miccus 11 Feb, 2022 @ 1:32pm 
I just played around a bit with the mod and this is how I understand and use it so far.

First I create two loadouts states (Basic and Combat).

Then I press Edit beside a pawn and Add/create the tags for basic clothes, builder, doctor, Melee, Range and so on and assign the clothes to these.

Next i assign these tags to each pawn manually as they need them. A doctor who uses a gun would get the Basic clothes tags, the doctor tag and the range tag. Additionally i would set so that the Range/Melee tags are only active if Combat state is active and that the Basic clothes tags are on the lowest priority (bottom) in the order. Profession tags should be between basic and the combat tags and set to any.

This way in an emergency I can set one pawn to Combat state, right click and set all to Combat and all my pawns would then go find and equip their armor like plate and remove the parts from the basic clothes that are incompatible with their armor.Additionally the pawns that are not for fighting dont get the combat tags and just keep their standard clothes while my fighters get ready.

Afterwards just set all to Basic again and they would get back their stats boosting clothes.

Hope this helps a bit.
Gideon 11 Feb, 2022 @ 3:40pm 
I think where I'm running afoul of it is I expected to create tags and loadouts, then pair the tags to the loadouts, and then anyone I assign to a loadout would automatically inherit the tags assigned to it. This is the most intuitive expectation, I think, because it's consistent with the way policies are already implemented in the game.

Instead, what it seems actually happens is, you create the tags, you create the loadouts, then you have to assign every tag to every pawn and restrict each tag to only be active when a given loadout is active.

Given the choice, I would much rather the first (policy-consistent) behavior than the second. While I love the concept, it feels very cumbersome to effectively utilize.
Wiri  [developer] 11 Feb, 2022 @ 6:49pm 
Tag = set of items which a pawn will wear / pick up
Loadout = set of tags, potentially associated with a State
State = a user-defined state for the pawn to be in, you can enabe/disable tags for a given pawn depending on the state the the pawn is currently in.

Policy-consistent loadout mods exist, CE / Awesome Inventory implement that kind of functionality. The goal of this mod is the ability to compose your tags, meaning there is less micro-management late game in larger saves.

Fyi, you do not *have to* make a tag active with a given state, it will default to active in all states.
Wiri  [developer] 11 Feb, 2022 @ 6:51pm 
Originally posted by Dragonling:
Yes, some manual or a video would be nice. I also don't understand how outfits are related to loadouts
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.

Could you explain what isn't clear in the above Q/A? It basically just means, if you say 'no t-shirts' in the outfit, and you add a t-shirt in the tag, the pawn won't equip one because their outfit does not allow it.
Gideon 11 Feb, 2022 @ 8:04pm 
Hi Wiri, thanks for responding. From my view, there's no confusion with vanilla outfits--I understood that if I forbid something in outfits policy then the tags will not override this. I was more confused, I think, about what this mod aimed to do. I was looking at it as a more flexible gear management policy framework, rather than what it is. It's really not a policy framework at all, more a "gear kit" template manager.
Dragonling 11 Feb, 2022 @ 10:17pm 
Originally posted by Wiri:
Could you explain what isn't clear in the above Q/A? It basically just means, if you say 'no t-shirts' in the outfit, and you add a t-shirt in the tag, the pawn won't equip one because their outfit does not allow it.
I am sorry, I got mislead with the "Apparel which can be worn" column.
Also, I now believe that I am simply misuing the mod, as I am trying to find a faster replacement for the Outfitted mod.
So nevermind the question.
Wiri  [developer] 12 Feb, 2022 @ 4:19pm 
Originally posted by Gideon:
Hi Wiri, thanks for responding. From my view, there's no confusion with vanilla outfits--I understood that if I forbid something in outfits policy then the tags will not override this. I was more confused, I think, about what this mod aimed to do. I was looking at it as a more flexible gear management policy framework, rather than what it is. It's really not a policy framework at all, more a "gear kit" template manager.
Definitely, Outfitted is a much better example for a 'policy framework'. I'm not sure if there are any other mods in that same vein.
Jiamil 29 Apr, 2022 @ 6:07am 
So, when having the base outfit system as a main indicator, the setting of civilian outfits is kind of impossible. Example:
I am want my pawns to use flak armor parts only in case of combat, so they are not slowed down while being "civil". This means I have to allow them to wear those pieces of armors in general, which they will do if they find nothing "better". Problem being, that a flak vest is the only piece of clothing in that bodypart.
Is there a way to solve that problem?
Summord 7 Aug, 2023 @ 7:24pm 
Originally posted by Jiamil:
So, when having the base outfit system as a main indicator, the setting of civilian outfits is kind of impossible. Example:
I am want my pawns to use flak armor parts only in case of combat, so they are not slowed down while being "civil". This means I have to allow them to wear those pieces of armors in general, which they will do if they find nothing "better". Problem being, that a flak vest is the only piece of clothing in that bodypart.
Is there a way to solve that problem?
Assign combat clothes to a new state called "combat" now only when pawns are in the state of "combat" (which you have to manually toggle) will they put on their combat clothes
Originally posted by Summord:
Originally posted by Jiamil:
So, when having the base outfit system as a main indicator, the setting of civilian outfits is kind of impossible. Example:
I am want my pawns to use flak armor parts only in case of combat, so they are not slowed down while being "civil". This means I have to allow them to wear those pieces of armors in general, which they will do if they find nothing "better". Problem being, that a flak vest is the only piece of clothing in that bodypart.
Is there a way to solve that problem?
Assign combat clothes to a new state called "combat" now only when pawns are in the state of "combat" (which you have to manually toggle) will they put on their combat clothes

I'm running into the same issue, it seems that because I do not have any other gear that uses the 'middle' layer while covering any of the following: Torso, Neck, Left Shoulder, Right Shoulder the flak armor still is a valid item to equip if not disabled via vanilla outfits which is something you don't want since you have to manually allow flak armor every time you want to swap to the combat gear.

Perhaps I'm missing something in the mod that isn't clear to me, but I've fiddled around with it, read the FAQ and a couple of threads but I don't see how I can fix this (and yes I do have a combat loadout which works (in my case helmets instead of broadwraps)).
Last edited by True - GPG is key; 1 Jan, 2024 @ 2:29pm
Miccus 1 Jan, 2024 @ 4:56pm 
Originally posted by True - GPG is key:
Originally posted by Summord:
Assign combat clothes to a new state called "combat" now only when pawns are in the state of "combat" (which you have to manually toggle) will they put on their combat clothes

I'm running into the same issue, it seems that because I do not have any other gear that uses the 'middle' layer while covering any of the following: Torso, Neck, Left Shoulder, Right Shoulder the flak armor still is a valid item to equip if not disabled via vanilla outfits which is something you don't want since you have to manually allow flak armor every time you want to swap to the combat gear.

Perhaps I'm missing something in the mod that isn't clear to me, but I've fiddled around with it, read the FAQ and a couple of threads but I don't see how I can fix this (and yes I do have a combat loadout which works (in my case helmets instead of broadwraps)).

I haven't played in a while, so dont remember it exactly how it worked but maybe this would help, you could make a lower priority basic loadout that covers those areas with some clothes or smth. and make that one always on. In that case as long as you have those clothes to equip, they shouldnt equip anything else that would cover those areas.

Then when you switch to combat mode the higher priority combat loadout would be activated, which includes the flak armor and they should replace their lower priority clothes with it.

You could give this a try. I kinda explained how I use this mod in more detail at the start of this thread.
Originally posted by Miccus:
Originally posted by True - GPG is key:

I'm running into the same issue, it seems that because I do not have any other gear that uses the 'middle' layer while covering any of the following: Torso, Neck, Left Shoulder, Right Shoulder the flak armor still is a valid item to equip if not disabled via vanilla outfits which is something you don't want since you have to manually allow flak armor every time you want to swap to the combat gear.

Perhaps I'm missing something in the mod that isn't clear to me, but I've fiddled around with it, read the FAQ and a couple of threads but I don't see how I can fix this (and yes I do have a combat loadout which works (in my case helmets instead of broadwraps)).

I haven't played in a while, so dont remember it exactly how it worked but maybe this would help, you could make a lower priority basic loadout that covers those areas with some clothes or smth. and make that one always on. In that case as long as you have those clothes to equip, they shouldnt equip anything else that would cover those areas.

Then when you switch to combat mode the higher priority combat loadout would be activated, which includes the flak armor and they should replace their lower priority clothes with it.

You could give this a try. I kinda explained how I use this mod in more detail at the start of this thread.

My combat gear is actually higher in priority and because it is I know it works (the loadout part) because it swaps back a helmet for a broadwrap (the broadwrap has a lower priority) but the flak vest will never be unequipped (unless it goes below outfit min. quality % of course).
The flak vest is somewhat special, it covers the 'middle' layer. As you can see here: https://rimworldwiki.com/wiki/Armor#Middle and here: https://rimworldwiki.com/wiki/Clothing#Middle for the middle layer you can only equip: several armor pieces and the sash (req. Biotech and Complex clothing), the corset, the formal vest and the eltex vest the latter three all require Royalty (and the formal ones req. Noble apparel as well).

So, or I'm missing something and I'm not setting up my gear correctly or this doesn't as intended. I'm thinking the first, but in that case what am I doing wrong?
Miccus 2 Jan, 2024 @ 7:12am 
Originally posted by True - GPG is key:
Originally posted by Miccus:

I haven't played in a while, so dont remember it exactly how it worked but maybe this would help, you could make a lower priority basic loadout that covers those areas with some clothes or smth. and make that one always on. In that case as long as you have those clothes to equip, they shouldnt equip anything else that would cover those areas.

Then when you switch to combat mode the higher priority combat loadout would be activated, which includes the flak armor and they should replace their lower priority clothes with it.

You could give this a try. I kinda explained how I use this mod in more detail at the start of this thread.

My combat gear is actually higher in priority and because it is I know it works (the loadout part) because it swaps back a helmet for a broadwrap (the broadwrap has a lower priority) but the flak vest will never be unequipped (unless it goes below outfit min. quality % of course).
The flak vest is somewhat special, it covers the 'middle' layer. As you can see here: https://rimworldwiki.com/wiki/Armor#Middle and here: https://rimworldwiki.com/wiki/Clothing#Middle for the middle layer you can only equip: several armor pieces and the sash (req. Biotech and Complex clothing), the corset, the formal vest and the eltex vest the latter three all require Royalty (and the formal ones req. Noble apparel as well).

So, or I'm missing something and I'm not setting up my gear correctly or this doesn't as intended. I'm thinking the first, but in that case what am I doing wrong?

I just tried it again and i think i doesnt always work quite as it should, but only if you have masterwork item, which seem to override tag preferences for some reason. Otherwise if i have a free sash that could be worn (right quality and hit points) they will wear the sash and remove the flak armor if asked to satisfy loadout.

If you dont have the DLC, you could do it in another way, either set in the mod options that they should only wear items found in loadouts or make an outfit identically to your normal one except where you forbid flak vest and switch between them when you go into combat. Or make a fighter worker outfit and switch between that or something.

You could also download the "Better Pawn Control" mod. That mod can switch all Outfits/area/work priorities ... with a single button when you want to go to combat (doesnt work with loadouts).

Also dont forget that you can switch all loadout states to the selected one with right click or that you can hover your mouse over an outfit/loadout and by holding left click drag that to other pawns in the assign menu.

Edit:
Just so you know the way you describe it works actually as intended. If they can wear an additional item accoding to the outfit setting, that is not covered by the loadout (or if the item is not avaiable that is in the loadout) they will wear it. The loadout is always secondary to the outfit setting, so they will check if they can wear their loadout according to the outfit settings and then check what else is avaiable accordind to their outfit setting and wear those additional items. You need to combine both vanilla setting as well as loadout in the right way to get it right.
Last edited by Miccus; 2 Jan, 2024 @ 7:31am
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