RimWorld

RimWorld

451 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 (18)
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
627 Comments
VitaKaninen 11 hours ago 
@chez, I use both mods together without issues. What problem are you having?
chez 15 hours ago 
This mods isn't compatabile with "Numbers" at the current version, in older version that is compatible.
晓山alreShan 23 hours ago 
@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.