RimWorld

RimWorld

62 ratings
I'm Trying To Save You! (Pawn Dressing Rework)
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Mod, 1.6
File Size
Posted
Updated
834.976 KB
26 Jul @ 12:23am
9 Aug @ 4:38pm
6 Change Notes ( view )

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I'm Trying To Save You! (Pawn Dressing Rework)

Description
Details
GitHub[github.com]

Removes faction penalty when forcing a pawn to wear something.

When dressing a pawn from another faction in apparel that replaces something they're wearing, their apparel is stored in their inventory.

Records what any non-hostile, humanlike pawns that enter the map are wearing so that only their apparel is placed in their inventory. Apparel that was originally yours will be dropped.

Performance
Since apparel is only recorded once when pawns load onto the map and ignores any pawns that are from a hostile faction or that aren't humanlike and clears the record when they die or leave the map, there shouldn't be any noticeable performance impact unless a massive amount of friendly pawns are loaded onto the map at once for some reason.

Note
The new apparel tracking feature won't apply to pawns that were already on the map before the tracking update. To force the tracker to update manually, turn on developer mode and check the bottom right of the debug options under "ImTryingToSaveYou" and select "Rebuild Original Apparel Tracker"

Thanks
The Bard of Hearts for the original idea for the mod
Alma_S for the idea of adding the pawns clothes to their inventory
26 Comments
SP4RTAN  [author] 25 Aug @ 2:40pm 
Dropped whenever you make them wear something that takes up an apparel layer that's already in use. Let's say a pawn from another faction is downed in a fight and they're wearing recon armor. If you force them to wear a parka, their recon armor will be moved to their inventory. If you then decide to make them wear a jacket, your parka will be dropped on the ground.
Eclipse 25 Aug @ 2:26pm 
“ Records what any non-hostile, humanlike pawns that enter the map are wearing so that only their apparel is placed in their inventory. Apparel that was originally yours will be dropped.”

Dropped when? Upon leaving? Or reaching the border?
SP4RTAN  [author] 24 Aug @ 4:19pm 
Yet another QoL mod for those interested: Am I Gonna Make It, Doc? (Disease Prognosis)
SP4RTAN  [author] 20 Aug @ 8:20am 
In 1.6 the ability to dress other pawns was added to the game. But you'll get a faction penalty if you try to dress a pawn from another faction. I'm guessing this was done to prevent you from stealing people's clothes.

This mod removes that penalty and instead moves the apparel they were wearing to their inventory so you can't steal it.
lpoxb 20 Aug @ 7:53am 
i am stupid... How is this working?
Iirly 18 Aug @ 7:06am 
I'll give that a try.
SP4RTAN  [author] 18 Aug @ 1:06am 
no cooldown and it doesn't matter what work the pawn is assigned to. I would make a test save with just this mod installed and see if you still have the issue.
Iirly 17 Aug @ 10:36pm 
I did manage to dress one patient. But when I try to dress subsequent patient, I get the option i click on them like I did the first one and the target disappears and nothing happens. Is there a cool down? Does it have to be someone who is a care taker? or a warden?
Iirly 13 Aug @ 2:21pm 
I have the option to 'force target to wear' but the only options under the list are just my colonists. I had 3 patients and a prisoner at the time. what Im wondering is if it is because I am using progression core and I don't have Hospitality researched? My people are still pre neolithic.
SP4RTAN  [author] 13 Aug @ 12:40pm 
@Iirly I tested it, and I'm able to make patients and prisoners. The only difference between the old Dress Patients mod and this mod, is that this mod hooks into the new "force target to wear" option that was added in 1.6. If you're still having issues with this, you can add me and send me your save if you want