RimWorld

RimWorld

Compositable Loadouts
652 Comments
Phooenix 16 hours ago 
@VincentC I think they should just botch their version and let people getting their own mod for that. CE is more of a "framework" and shouldn't touch UI in my opinion. Their version of loadout manager should be a separate mod. And i have tried using it but can't figure out how to set loadouts for armor? Or is it even possible in theirs?

With 50k items in my game its just a huuuge list of stuff uncategorized, even the vanilla is better.

This mod looks soo much more user friendly and i have had it favorized for some time and haven't had the gut to test it on my CE playthrough, especially showing all layers on all different body parts as it can be hard to keep track if you've actually covered it all. If it really works as you are saying i am willing to give it a try. Do you have any errors so far? Or problems?
VincentC 14 Oct @ 6:50pm 
PSA again. Seems like Combat Extended made some changes in their loadout setting and now play very nice with Compositable Loadouts.

All we need to do is to is setup a generic CE loadout with drop other stuff uncheck and check the ad hoc indicator with nothing else. Set how many mags pawns are going to carry and let Compositable Loadouts handle the rest.

Works great so far.
Vril 12 Oct @ 3:41am 
Would be great if we could get an option to create a tag from a current pawn inventory with just one click.
BTAxis 11 Oct @ 12:47am 
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.
晓山alreShan 1 Oct @ 6:43am 
@Cerule
bro your mod is invisible for others
Cerule 1 Oct @ 3:37am 
If you're using Space Base Furniture, it has AI changes that make the pawns ignore their loadouts from this mod for some reason D: I made a patch to fix it if anyone needs it
Space Furniture Patch
This will let you keep the Space Base Furniture buildings and should fix the loadout issue!
Bo0Mz 28 Sep @ 2:14pm 
best mod :steamhappy:
Vril 28 Sep @ 11:18am 
And saving bills dont help much, unless i name my storages the exact same way.
Vril 28 Sep @ 9:27am 
Ok. how do i save set a package of tags ie. i have few tags on my pawn and i want to save these few tags under let say "grenadier loadout" or "medic loadout" etc and then asign them to pawns easily?
VitaKaninen 27 Sep @ 3:36am 
@Vrill, you can save them as default bills using this mod: 1trickPwnyta's Defaults, so that every time you build a new workbench of that type, it will begin with those bills already on the bench. I tested it, and it works fine.
Vril 27 Sep @ 2:56am 
The "x per tag" bills can't be copied to other benches using save/load bill mods.
Vril 22 Sep @ 8:49am 
Hello, would it be possible to support more items in loadout like ammo category from CE? I can add weapons, meds no problem, mod works beautifully with CE and its loadouts set to nothing, but i can't find ammo in the search item tab.
Vril 21 Sep @ 7:07am 
Works perfectly with CE as long as you limit yourself to apparel, and the mod is completely awesome. It will be a STAPLE in my loadout from now on. Thank you for what you did for community, i wish Ludeon put effort like that, but im glad that people like you exist.
chez 15 Sep @ 9:41am 
@vitaKaninen When I open the Numbers interface, a square measuring approximately 20px x 100px appears with no information.
Askesis 14 Sep @ 12:53am 
Filtering by what has been researched only removes a couple of things (water from DBH mainly). No errors in the log.
Protoshmel 8 Sep @ 10:05am 
@晓山alreShan thank you! I will try it.
VitaKaninen 6 Sep @ 4:31am 
@chez, I use both mods together without issues. What problem are you having?
chez 6 Sep @ 12:14am 
This mods isn't compatabile with "Numbers" at the current version, in older version that is compatible.
晓山alreShan 5 Sep @ 3:59pm 
@Protoshmel
Then I recommend [NS] Dress Code , which might fit your purpose.
Protoshmel 4 Sep @ 6:10am 
Any way to bind tags to pawn schedule? For example, pawn will equip "Work" tag outfit when corresponding schedule hours are active and change tag to other when another schedule will be active?
SeanWoo 1 Sep @ 2:03am 
@晓山alreShan thanks. I try
CrazyBlot 31 Aug @ 10:03pm 
@Wiri i put suggestion in topic about using "named" weapons and apparel in tag editor. Can you comment it? Does it possible ti upgrade currecnt function in order to fit new named weapons and as an option to use it with rename everithing to cover named apparel linking to tag?
Sorry for bad english.
晓山alreShan 31 Aug @ 7:14pm 
@SeanWoo
It's safe to use CL(this mod) and CE together without hard incompatibility. Just keep in mind don't set CE_loadout "drop undefined" on, if you having active CL_loadout with item.
SeanWoo 31 Aug @ 6:24pm 
Do you have instructions on how to make friends with Compositable Loadouts with Combat Extended? I want to use both mods, so I'm willing to follow various rules that won't break my game. I want to use this mod only to customize the clothes of the pawns, without weapons, without cartridges. I want to leave weapons, ammunition, food, medicines, etc. on the CE. Is it possible?
callomerlose 30 Aug @ 7:58pm 
Alright, it's not an issue with this mod. I was using Space Base Furniture, and I deleted core.xml trying to get the two mods to work together. But without any updates, that file mysteriously reappeared on my computer. That's what caused it. I'm sorry for the trouble I caused you. This is a great mod.
Omega13 30 Aug @ 4:09pm 
Re: drug use, if you meed a reason i gave one. With mods/dlc, you can end up with a ton of meds/drugs with a bunch or corner case scenarios for using them.!Rather than copy a whole bill you could do like you've done here. "this guy uses my default policy but adds luciferium. this guy adds voidsight serum. this guy takes the usual stuff but doesn't take penoxy cause he's immune to malaria." basically all the reasons why you made this mod for clothing can also apply to meds/drugs once you start adding mods/dlcs stacked with new ones.
Wiri  [author] 30 Aug @ 10:48am 
Any errors in the log? Can you repro with a narrow set of mods / vanilla+cl?
callomerlose 30 Aug @ 10:44am 
I've done this several times, even deleted the mod folder and resubscribed, but it's still happening.I don't know what else to do.
Wiri  [author] 30 Aug @ 8:23am 
Please try to subscribe & re-subscribe @callomerlose - there were issues that have been patched. This sounds like you are using an out-dated version of the mod, with the latest unstable. Steam is known to do this.

> Any chance we could get something like this for drug use?
This is pretty much just the vanilla system, I don't see a reason.

As for the number(s) issues, they've been fixed, small oversight on my side.
callomerlose 30 Aug @ 12:50am 
The mod update seems to have broken something. Now the pawns are wearing clothes not in the list and keep changing them frequently. Before the update, the mod was very stable
RANKO 29 Aug @ 9:10pm 
@omega13 theres literally inbuilt systems for this ?
Omega13 29 Aug @ 5:41pm 
Any chance we could get something like this for drug use? I hate setting up stuff like "I want just this waster to use everything that this waster does, but also use Voidsight serum/Luciferium/Juggernaut serum etc" It would be great if we just had another template to throw on top of an existing loadout.
VitaKaninen 29 Aug @ 7:19am 
How did I get caught up in this conversation? I was just explaining what I thought another person meant. I did not make the original comment.
Uncle Jack Hughes 29 Aug @ 7:08am 
@VitaKaninen

I'm getting the same error, but I don't even have numbers installed.
VitaKaninen 29 Aug @ 4:29am 
No, I think you are confused. The message from llunak was not meant for you, so it does not apply to you unless you are also getting a error about the numbers mod.
time_san 29 Aug @ 4:21am 
@VitaKaninen oh, but in my case I don't have Numbers mod. Is it a requirement now?
VitaKaninen 29 Aug @ 4:16am 
@time_san, I think he means you need switch back to using the official Numbers mod instead of the Temp version, now that it has been updated.
time_san 29 Aug @ 3:55am 
Same errors as @The_Psyborg. Also, can you elaborate @llunak?
llunak 29 Aug @ 12:11am 
@The_Psyborg Switch back from the temp Numbers version.
Joe 28 Aug @ 10:31pm 
@Wiri Yep, same errors as @The_Psyborg
The_Psyborg 28 Aug @ 10:26pm 
Currently getting this error on game start:

"[CL] Failed to apply 'Numbers' compatibility patch, Loadout overview column will not show up. "

immediately followed by

"Error while instantiating a mod of type Inventory.ModBase: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> HarmonyLib.HarmonyException: Patching exception in method static System.Reflection.MethodInfo"

This happens even if Compositable Loadouts (and Harmony) are the only enabled mods.

Full text of those two errors: https://pastebin.com/Y5rTs4F2