RimWorld

RimWorld

Outfit Manager
66 Comments
FluffDragon 19 Sep @ 6:38pm 
As far as i can tell, this mod does literally nothing and is visible nowhere - i can see it's settings, but not any way to configure gear sets for colonists the way Outfitted worked, or really any hint of it in any menu.

Is there anything that could theoretically break it, despite being compatible with "Everything"? Changes to specific menus?
BobGrey 30 Aug @ 6:52am 
I see that this mod can use environmental conditions to judge which equipment to wear. Does this mean that it could force the colonists to equipment a vac suit (if one is available) before going out of the grasshopper when in orbit? If so, could it be set to also force them to remove the vac suit and put it back where they got it when they return to a pressurized room?

I have been looking for a mod to get ky colonists to unequip their vac suits when they are in the ship or on the planet, but not require me to micromanage them every time they need to go outside in orbit.
ZzZombo 22 Aug @ 6:38pm 
Thank you for understanding.
Michieru  [author] 22 Aug @ 9:43am 
I'll try to do that in the future. Few latest updates of this mod had no changes in functionality, just recompiles due to changes in common lib.
ZzZombo 22 Aug @ 2:22am 
Please populate the Changelogs section when updating mods on the Workshop! It's not fun guessing which mod update causes an issue w/o being able to make an educated guess thanks to the update notes in them!
Michieru  [author] 10 Aug @ 3:26pm 
@Axiom
They are similar in ideas but Outfit Manager uses different apparel scoring algorithms (e.g. normalized stat weights calculation vs absolute stat values), prioritizes mod compatibility and for now lacks outfit customization that Outfitted has. I plan on adding more features, but my other mods are higher priority for now.
Axiom 10 Aug @ 2:39pm 
I noticed a Outfitted 1.6 continuation just went up {LINK REMOVED}

Will this mod basically be the same thing as that, or is Outfit Manager an improved version with more features?
allaryin 8 Aug @ 9:04am 
@Belgarion - But yes, Better Pawn Control has the emergency mode button you're looking for.
allaryin 8 Aug @ 9:03am 
Gear Up and Go has not yet been claimed by anyone for update to 1.6 afaik, dunno if Meme Goddess is going to be working on it or not.
Michieru  [author] 3 Aug @ 1:01am 
You can use Gear Up and Go and/or Better Pawn Control alongside this mod, they are compatible.
Belgarion 3 Aug @ 12:02am 
I wish there was an emergency option (threat) that I could auto swap Worker profile for soldier and they would go get armor.

I am in a mountain base and have generally enough time to armor up. Now I still have to micro them equipping armor and its a pain.

Disabled for better pawn control which has an emergency button.
Michieru  [author] 1 Aug @ 12:11pm 
@Blacksoul
You're right, it was rewritten from scratch for 1.6 only.
Blacksoul 1 Aug @ 11:29am 
Is it compatible with 1.5? I see it was created years ago, so it must be... unless you rewrote it just for 1.6?
Michieru  [author] 23 Jul @ 1:15am 
Not at the moment, no. For now mod only adds calculation of apparel score in regard to work types assigned to pawns making items with work-related stats more preferable. I will probably add more features in the future, though.
Arkantos Eli 22 Jul @ 1:59am 
Is there a way to force my soldier pawns to disregard temperature and maximise sharp and blunt protection?
Azraile 30 Dec, 2020 @ 9:56pm 
i'm going to switch over to differntly outfited but i'm guessing it's havving the same problesm i had with outfited...... Every time I hit the + button to add stat priorities nothing happens..... any clue what could be causing that or what to do? or am I doning it wrong?
Michieru  [author] 18 Oct, 2020 @ 10:44am 
Updated for Rimworld 1.2.
Please read the disclaimer in mod description.
pickers101 7 Jun, 2020 @ 8:02am 
Currently incompatible with Awesome inventory, would a patch need to come from this end or from AI?
TheToric 28 May, 2020 @ 1:10pm 
when are you planning on submitting a PR to the main mod?
Michieru  [author] 23 May, 2020 @ 3:27am 
@Lord Dudelsack
Thanks for the info, will keep that in mind.
Lord Dudelsack 22 May, 2020 @ 6:24pm 
yeah it was the glitter tech(no surgery) which gave the bogus, after deleting it the scoring seems normal
Lord Dudelsack 22 May, 2020 @ 4:33pm 
just tested it with CE, infused , rh faction apparel and more trait slots, all seem to work as intended, as soon as they get naked all apparel gets a score buff. which seems logical for me. in my game it seems like the buff is a penalty
Lord Dudelsack 22 May, 2020 @ 4:04pm 
the same also happens for no-.mod apparel like pants, as soon as the pawn gets naked the gearscore drops. the debug version would may help to find the reason, could be a incompability. for apparel i got atleast CE, infused + the red horse faction apparel
Michieru  [author] 22 May, 2020 @ 12:58pm 
@Lord Dudelsack
That is strange indeed. You can't see the calculation process In the release version of the mod. I use separate version for debugging purposes to keep release version as lightweight and optimal as possible. I can upload debug version in my cloud storage and give you a link to download it. I will make a comment as soon as it is ready.
Lord Dudelsack 22 May, 2020 @ 9:31am 
hmm ok i found atleast one reason why the gearscore drops to hell: with your hunter preset, which i modified to the clothes i want them to wear the gearscore for said combat uniform msf is like -15 when my pawn is naked cause i switched from the anything preset and he wore some shitty apparel. as soon as i force wear him a combat uniform msf and then clear the force wear, the gear score for the same piece of apparel jumps to -0.1.
its weird behavavior. is there any way to see how the gearscore is actually calculated?
Lord Dudelsack 22 May, 2020 @ 8:41am 
in fact its even ligher (0,33kg with devilstrand) than a ds pant (0,48kg) and mor or less same as a shirt (0,29) .
for some of my pawns setting the work speed slider to left also improved score. do i understand them wrong and left is better?
Lord Dudelsack 22 May, 2020 @ 8:38am 
that light is important i didnt knew, but they were lying around in my tailor shop, so it was lit 100% , ive played aorund with the sliders a bit but didnt seem to really understand how they affect the score.
the overalls im talking about were combat uniform MSF made out of devilstrand, giving 25% global work speed bonus, but setting work speed slider fully to right didnt affect any of the score. meanwhile, setting the slider for mass to the left improved the score alot, which is weird as devilstrand should make it almost the lightest it can be or?
Michieru  [author] 22 May, 2020 @ 5:53am 
@Lord Dudelsack
No, it can't ignore any apparel whatsoever. Behavior you describe can occur if, for example, your pawn is wearing pants only (still considered naked) and these pants score higher then overalls you have in storage. Also, to assure that your overalls score optimally make sure it is stored in well-lit room, because light level affects apparel scoring.
Lord Dudelsack 22 May, 2020 @ 5:26am 
could it be that it ignores modded clothing somehow? specificly talking about the rimmu nation ones together with CE, ive quite some overwalls in my colony, some tainted, some tattered but even with everyone on anything allowed some people just prefer running around naked, jsut to complain they run around naked...
Axiom 16 May, 2020 @ 5:48am 
Something seems to be up on my end. When I click the + button to add a new priority to an outfit, literally nothing happens. It doesn't allow me to add any new stat priorities at all. Has anyone else experienced this? Any ideas what might be prohibiting that?

I'm currently using this, Awesome Inventory, and Infused. Can't think of anything else I'm using that would cause an issue with me adding a new stat priority.
Michieru  [author] 30 Apr, 2020 @ 12:26pm 
@NRFBToyStore
Sorry, but your problem lies elsewhere. Firstly, this mod does not change the 'RimWorld.PawnColumnWorker_Outfit.DoCell' method in any way. Secondly, I've played hundreds of hours with both this mod and the 'Outfitted', never had any problems. It seems you have a mod incompatibility or something else.
NRFBToyStore 29 Apr, 2020 @ 10:43am 
I really wish I could get this mod to work...but this is the 3rd time it's nuked a colony. Everything is fine, could be 2 hours in or 20 hours into game, at some point I'll click to change someones outfit and get "RimWorld.PawnColumnWorker_Outfit.DoCell" 1000 times and it kills my UI...and removing the mod does NOTHING, but only happens on games I have this or Outfitter installed. Having to manually put on every piece of equipment for my colonies sucks but it's only option I have until I can figure out why this mod hates me, heh. :)
Michieru  [author] 27 Apr, 2020 @ 1:39am 
@Jellypowered
Thank you. I've changed your code a bit, but your pull request has finally pushed me to add CE presence checks.
Jellypowered 26 Apr, 2020 @ 3:36pm 
I've submitted a pull request for us non combat extended users :)
Michieru  [author] 18 Apr, 2020 @ 12:19am 
@Daeris
I haven't tried 'Awesome Inventory', but from it's description, yes, it should be compatible.
Axiom 17 Apr, 2020 @ 10:55pm 
Is this compatible with Awesome Inventory? Don't really see why it wouldn't be, but wanted to check.
pickers101 10 Apr, 2020 @ 9:56am 
Although I'm now getting masses of red errors on loading a game or in process of creating a new game. Only thing I can think of is latest Official update? Anyone else had problems?
pickers101 9 Apr, 2020 @ 3:02am 
This is a life saver. Outfit choices are far improved over Outfitter. I currently use RPG inventory which works great with it as well, would strongly recommend to anyone else. However was wondering if this could me made compatible with Awesome Inventory?
Learnign 4 Apr, 2020 @ 8:15pm 
Dear lord why didn't I know of this mod earlier, makes life so much easier on the rim
Michieru  [author] 29 Mar, 2020 @ 2:50am 
@TheToric
If you're using the mod on an existing save, try deleting all outfits and reloading the game. Outfits will be recreated and everything should be fine.
TheToric 28 Mar, 2020 @ 2:53pm 
colonists will not change clothes. works with the base outfitted mod. tested by making everyone take their clothes off and then allowing everything on the map. after 1 day, no one had put their clothes back on.
markus_cz 22 Mar, 2020 @ 1:26am 
You're amazing. I'll test this and let you know, thanks!
Xenire 21 Mar, 2020 @ 11:31pm 
Thanks for working on this. Outfitted is a great mod but the scoring system needs a lot of work to be anywhere near consistent. Your version seems to be a slight improvement, keep it up!
Michieru  [author] 21 Mar, 2020 @ 2:19pm 
Change log:
- reworked apparel insulation scoring again, so the system should be much more responsive to temperature changes.
Michieru  [author] 21 Mar, 2020 @ 4:27am 
It gets current season's temperature range, but maybe it doesn't prioritize the extreme temperatures enough. I will try to make it more responsive to temperature changes.
markus_cz 21 Mar, 2020 @ 3:24am 
It's working correctly but it seems like it's loading the overall temperature range across the whole year, am I right? Meaning that even in winter, my pawn are wearing clothing that will help them endure summer temperatures, and vice versa. It might be useful if they reflected only the current season's temperatures.

The reason I'm talking about this is that my map has 60°C in summer, which basically means everyone has to wear dusters, sombreros and not much armor. In winter, it gets down to 40°C, allowing them to wear armor, which is great. I want them to wear as much armor as possible, but they can only wear it in winter. So far I've been manually changing the requirements each season but it gets tiring quickly.

Another solution would be to abandon this playthrough and start on a map with reasonable temperatures :)
Michieru  [author] 16 Mar, 2020 @ 10:39am 
It gets seasonal temperature range for current map and tries to dress the pawn to match it's comfortable temperature range to [minimum seasonal temperature - 15; maximum seasonal temperature + 15]. The code for this is actually from the original mod with slight modifications and it wasn't tested extensively. If you can provide a save file that proves it doesn't work properly, than I will look into it.
markus_cz 16 Mar, 2020 @ 8:12am 
How does temperature scoring work now?

(I have a map with summer temperatures of 60°C, and I was using this mod to force pawn to wear proper clothing - they didn't do that in vanilla, and got heatstrokes.)
Michieru  [author] 15 Mar, 2020 @ 8:08am 
Change log:
- changed apparel insulation scoring from vanilla system to custom one;
- updated to use new stats (general labour speed, etc.) instead of the old ones.
Axiom 15 Mar, 2020 @ 12:56am 
Sounds like it might be just what I'm looking for, because I agree that the apparel scoring could work better on Outfitted (no offense, it's still a great mod). I'll keep you posted what I think. I'm just still stubbornly holding out on a few mods to update to 1.1 before my next playthrough.