RimWorld

RimWorld

Outfitted 1.6
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Update: 24 Sep @ 8:46pm
by Just

Change:
- Better score calculation for worn apparel for stats, which are affected by Pawn conditions (e.g. Health, Moving, etc.).
Explanation: The score of already worn apparel has been calculated based on what this apparel will benefit (or drawback) to the pawn if not worn. This, however, does not take into account the "factors" such as Pawn health. These factors are applied in the end of calculation and have been overlooked before. It could have lead to situations, where score was incorrect on the borders, when a couple digits will make a huge difference (even swap the sign).

Update: 22 Sep @ 3:46am
by Just

Fix:
- Overlooked work priority calculation resulted in strong negative score for all apparels.
- Some stats still have non-zero positive rating even if the apparel itself does not really benefit to it. Changed: only Pawn-related stats have now base value for stats.

Update: 22 Sep @ 2:31am
by Just

Temporary revert to previous version since newer version introduced some issues.

Update: 21 Sep @ 6:12am
by Just

Fix:
- Some stats still have non-zero positive rating even if the apparel itself does not really benefit to it. Changed: only Pawn-related stats have now base value for stats.

Update: 17 Sep @ 4:39pm
by Just

Fix:
- The last line in stats list is cut off.

- Some apparels gain negative score if their appropriate priority stat has been added with positive weight.
Example: Stat "Shield recharge rate", Apparel "Shield belt". All shield belts will get *negative* score based on this stat.
Explanation: This stat has in-game base value of 0.45. However Shield belts provide lower recharge rate (0.195). As a result, all shield belts gain *negative* score, because they provide lower value as "normally should". This is of course wrong behavior and is corrected now.

- Calculation of worn apparel ignores currently held weapon.
Example: if pawn wear a gun, then all shield belts get negative score (because pawn will not be able to shoot). The worn apparel did not have this check. Now it is. As bonus, CE shields (not belts) are also added.

Update: 9 Sep @ 5:34am
by Just

Add:
- Settings option to select if filter should be rewritten by re-generating the policies.

Update: 9 Sep @ 5:06am
by Just

New:
- Button to generate Outfitted standard policies.
Missing policies will be added.
Existing policies will be altered: add missing stats, ignore existing stats, reset the Filter to apparels with specific tag (vanilla behavior).

Changes:
- Internal C# db handling is rewritten.

Update: 7 Sep @ 3:14pm
by Just

Fix:
- Incorrect small offset for stats with base value lower than min value:
[MedicalPotency] Base[0] Min[0.2]
[BedRestEffectiveness] Base[0] Min[0.4]
[CookSpeed] Base[0] Min[0.1]
- Add post process curve (important for CookSpeed).

Update: 6 Sep @ 7:08pm
by Just

New:
- Add option to skip generation of typical outfits for new games / loads from save without Outfitted.

Update: 6 Sep @ 1:28pm
by Just

Change: to equip new apparel, its raw score should be higher than 0.

Previously possible situation: if worn apparel has greater negative score than available apparel with smaller negative score, the net difference was in favor of new apparel even if it has negative score. It can happen after policy change.
Now: worn apparel with negative will be simple removed.