RimWorld

RimWorld

459 ratings
Compositable Loadouts
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.380 MB
11 Dec, 2021 @ 12:43am
28 Aug @ 11:59pm
23 Change Notes ( view )

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Compositable Loadouts

Description
A mod designed to make pawn inventory & apparel management modular and extensible. Designed to be performant, and simple to use.

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 bill which targets a tag to another bill, copy the tag with it.
- Pick up and Haul: Disable pick up patch from our side when PUAH is loaded (duplicate functionality).
- Better Pawn Control: Panic mode integrates with the panic mode in BPC
- RPG Gear Tab: Adds CL UI to their revamped gear tab

Incompatibilies:
- Awesome Inventory: Both mods work in the same space, and will never be compatible.
- Combat Extended: Has its own conflicting loadout system with differing requirements.
- [MUS]太空基地家具Space Base Furniture: Adds new ways for pawns to seek out apparel, bypassing this mod entirely


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 (19)
28
4 May @ 7:03am
2022.01.02 version bugs and general comments
thailyn
14
2 Jan, 2024 @ 7:12am
Help Configuring Loadouts
Gideon
6
1
28 Aug @ 10:33pm
Suggestion: Allow many conflicting items in a tag's loadout
chphilli
649 Comments
BTAxis 22 hours ago 
This mod doesn't work for me as I expected. I'm unsure why.

I have three tags assigned to all my colonists, two for a state called "war" and one to "any", in that order from top to bottom. I also have a state called "peace" which has no tags assigned to it. The "war" tags contain armor, the "any" tag contains tribalwear.

The outfit policy is set to permit everything, so I turned on the mod option to only wear apparel that's in a tag. But now, when I select "peace" for my colonists, they will remove all apparel, including the tribalwear. On the other hand, if I set them to "war", they will not wear the armor, even if I use the button to satisfy the loadout now.

I'm not sure what I'm doing wrong. If I look at the coverage panel, it does show the correct loadouts for each of the states, but for some reason the pawns aren't equipping themselves accordingly.
Mrooky 10 Oct @ 10:58am 
Can I somehow allow loadouts to ignore apprel policy? I have one global for all pawns and I want to create loadout for builder, but it will have items not allowed in the apparel policy. I would like my pawns to ignore it (I know I can make dedicated apparel policy)
OLeary 6 Oct @ 1:09pm 
this is true. I suppose you get the same result from just having your gear in a storage and pulling the desired loadout with tags
Wiri  [author] 5 Oct @ 3:45pm 
Yep; Outfit stands are somewhat orthogonal to how loadouts work, they are very manual - and I don't immediately plan on trying to fix this. It doesn't seem like there is an obvious approach, and while the functionality is nice - its not essential.
OLeary 5 Oct @ 3:34pm 
It seems like the state and tag system ignores anything thats on an outfit stand. also if you force a pawn to equip a loadout from a stand with the vanilla button, the gear becomes forced equipped, therefore when you change the pawns state to a new state that dose not include the currently equipped apparel, he will not remove it automatically until you unflag it from force equipped.
Wiri  [author] 5 Oct @ 1:56am 
There are mod settings which will enable/disable that behaviour
Phoenix-D 2 Oct @ 5:47pm 
If a slot isn't filled by a tag, will a pawn then put on whatever the basic apparel setting allows?

Say I don't fill the leg slot in any tag. Will the pawn wear pants?
Cerule 2 Oct @ 11:38am 
@晓山alreShan Sorry, Steam was 'verifying' but it's back now
VitaKaninen 2 Oct @ 6:34am 
Thanks for letting me know!
Wiri  [author] 2 Oct @ 5:40am 
> @Vril, There is no way to save a collection of tags to apply them to another pawn, though it has been requested several times. You can select a tag, and then mass apply it to existing pawns, and also set it to auto apply to new pawns, though.

Right click in the assign tab on the copy button, this has been a feature for a while.