RimWorld

RimWorld

Not enough ratings
Outfitted 1.6
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
359.983 KB
10 Aug @ 1:20pm
24 Sep @ 8:46pm
26 Change Notes ( view )

Subscribe to download
Outfitted 1.6

Description
Outfit management
Github[github.com]

Set the desired weights for buffs and penalties for each outfit type, and watch your Pawns choose their gear automatically - no more micromanagement.
In addition to the classic allow/disallow selection, you can now define which parameters a Pawn should prioritize.

Is it battle time, where sharp or blunt protection is the priority?
Should a miner focus on mining yield or speed?
Or is it a hauler, where carry capacity and movement speed matter most?

Makes a perfect combo with Combat Extended, Better Pawn Control, and Gear Up And Go.

How it works
From time to time Pawn checks if he needs to change an apparel. The same as in the vanilla, it is done by calculating the score of each available apparel.
Main point what this mod does in contrast to vanilla:
  1. Base score.
    Base vanilla score is never zero. Pawn is always encouraged to wear as many apparels as possible.
    In this mod base score is 0 by default. No need to wear an apparel just to wear an apparel.

  2. Special utilities.
    Vanilla adds score to special apparels like shield belts.
    In this mod they have 0 by default. No need to wear an apparel just to wear an apparel.

  3. Temperature score.
    Vanilla has something similar, but calculations are completely different.
    In this mod Player can select either fixed target temperature range or allow the mod to do it automatically.

    If auto mode is selected, then mod checks the current map's seasonal temperature, then adds the map condition (heat wave, cold snap, etc.), then creates a range based on this middle value and selected temperature offset (20 by default).

    This range (either manual or auto) is then compared to difference between Pawn's current comfortable temperature and the comfortable temperature if the apparel in question will be worn (instead of currently worn apparel if there is some already). If no temperature adjustments are needed, then this score will be 0. Otherwise, the higher is delta - the higher is score calculated. Checks are performed for both sides - cold and heat.

  4. Stat priorities score.
    This is what vanilla doesn't have at all.
    Player can select, which stat is important for this outfit policy, both - positive and negative importance.
    Then using the sliders it can be defined how important it is.
    Importance is raised to a power of 3 to allow to increase the importance of stats with generally low values (like moving speed offset).

    Stats are not hardcoded; every mod, which adds new stats, will be listed here. Any apparel, which has the stat in question, will gain or lose a score based on this setting.

    This is where the most important thing happens: you can allow to wear all possible apparels (okay, there are some exceptions, see below), then select the proper stat priorities for each policy/role and Pawns will adjust their apparels automatically based on score assigned by these priorities.
    You can use as many mods, which add new apparels, and all you need to do is simple allow Pawns to wear everything and set priorities.

  5. Naked score.
    If Pawn is care about being naked, then additional score is added to pants (or anything on skin layer what covers legs) and to shirts (or anything what covers torso) for females.

  6. Auto work priorities (outdated, need re-check).
    Automatic work priorities assign some stat priorities based on enabled jobs for a Pawn. Currently this is hardcoded and needs to be re-checked.

  7. Final score.
    Final score is a sum of all scores minus score of worn apparel in the same slot.
    Positive score -> go wear this new apparel.

    The same score is also calculated for already worn apparel! If this final score is zero or less, then Pawn will actively remove the apparel starting from the heaviest item.
Useful hint: always apply some small negative score to stats, which represent weight. "Mass" in vanilla as example.
This will provide slight negative score to each apparel until this apparel is needed based on another score.
CE users please read below.

In vacuum
If Pawn is in vacuum, then no apparel, which has any offset to vacuum resistance, will be automatically removed. It mirrors the vanilla behavior.

Compatibility
  1. Save game: adding and removing mid-game allowed. After removal the game will throw a lot of errors, and will reconstruct the original type from outfitted automatically. Re-save & load will clear the errors.

  2. Achtung. Compatible. Thanks to pardeike.

  3. CE: if carry bulk or weight capacity are the priority stats, then the apparel score will be dependent on both - how item modify the stat AND how much it takes to be worn.
    Example:
    Marine armor adds 10 bulk capacity, but it takes 15 to be worn. Raw score is -5.
    Marine armor adds 80 carry weight, but its mass is 50. Raw score is +30.
    If only these 2 stats are selected, then raw stats score will be +25.

  4. Export Agency.
    Soft incompatibility. Export Agency causes new games/loaded from vanilla games to have no stats priorities defined.
    I have created fixed version and suggested it to author, let's see.

Your Ideas
Ideas are extremely welcome. Please feel free to post it here[github.com].

Known issues
  • Gas masks for CE uses. Currently they need to be forbidden in vanilla way using filter. Ideas how to handle it (forbid by default? allow only to force wear them?). Please write.

Forked
Previous version: https://steamproxy.com/sharedfiles/filedetails/?id=3454809174

Thanks to:
- Killface
- Fluffy
- Soulkata
- homiru
Popular Discussions View All (1)
2
29 Nov @ 5:58am
stat out of bounds
Just
90 Comments
Just  [author] 27 Nov @ 5:50pm 
@Dereck Delta, hmmm, theoretically, these 2 mods should have no issues together (I play also with BPC ofcourse).
Can you please, write a more precise issue?

I don't promise to fix it (I stopped to develop, but I will check it out).
Dereck Delta 16 Nov @ 4:33pm 
I think it could be great to make this mod work together with Better Pawn Control, im talking about the outfit sets that u can create in that mod, if somehow this mod were able to change from set of outfit to another, that could be great.
Just  [author] 10 Nov @ 7:28pm 
@TheNexus, I had equip/uneiqp loop in my tests. I thought I fixed them.
If you encounter them, then obvious, I haven't fix it. Please write me about it.
Just  [author] 10 Nov @ 6:18pm 
@TheNexus, yes, I'm lazy and don't check reports for a long of time. But now, I'm going to check them.
I want for you: why you thing the scoring is wrong and how shoultd it be corrected. (And know, no bias)
Just  [author] 10 Nov @ 6:16pm 
@ TheNexus, this mod has only 1 exception in the code - only for CE. Your report is about "vanilla apparel expanded', which means, this mod works wrong.
Just  [author] 10 Nov @ 6:14pm 
P.S. Why engineers tell smth like "I will try to reproduce" is simple: .... If I know the reason, I can fix it. If not, side effect: f*ck
Just  [author] 10 Nov @ 6:03pm 
Guys with "stat out of bounds" error, sorry, I'm out due to a lot of IRL issues. Can you please create a topic about it (is is really better than a post). I promise, I will look into it. I see, it happens to several people, so I will try to reproduce it.
bolemeus 3 Nov @ 3:12pm 
I'm not seeing the out of bounds error like some people here, but I am experiencing unwanted behaviour from pawns after enabling this mod.

I've seen several pawns now being stuck in an infinite loop switching between seemingly random pieces of clothing.

EDIT: Nevermind. I'm now also seeing the errors while I'm watching this behaviour with the debug mode enabled.

Guess I'll go back to babysitting all my pawns.
Dan Shu 23 Oct @ 5:45pm 
same problem as everyone else, but it worked great until relaunching the game a few times.
Dranseer 9 Oct @ 1:01pm 
Seeing the out of bounds error a fair bit as well, but I am playing a heavily modded colony.