RimWorld

RimWorld

Compositable Loadouts
627 Comments
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
Wiri  [author] 28 Aug @ 9:53pm 
Latest update is now fixed; I've also pushed a handful of UI improvements while there. Enjoy
Joe 28 Aug @ 9:22pm 
@Wiri Recent game update causes this error on game start:

"[Loadout Compositing] Error in transpiler for JobGiver_OptimizeApparel.TryGiveJob - Pawns drop apparel from outside their loadout if the setting is set will not work."

Please fix.
Grimmas 28 Aug @ 1:50pm 
There is an error on load after the recent game update. I put the bug report and log link on github issues.
Halfman 24 Aug @ 8:30am 
Awesome mod! I am able to use it with CE as long as i stay out of equipment, only using it for apparel, but it would be awesome if this was integrated into CE or something.
Septentrix 21 Aug @ 10:20pm 
Is there any way to mass assign States to Tags or to "lock" a state to a tag so when the tag is assigned the state is automatically applied?

I created my rimatomics "M.O.P.P Suit" tag but I only want them to wear it when I assign them to the "Radiation Outfit" state. Do I have to manually go through all the pawns to then assign the "Radiation Outfit" state to their "M.O.P.P Suit" outfit tag?
Swordie 14 Aug @ 6:18pm 
I know to not really remove mods mid save, but is this mod safe to remove mid save?
Its a great mod but I find I so rarely use it and just use the vanilla system.
Plus I have space base furniture :(
lloki 14 Aug @ 7:29am 
@Caramel yes, just delete this folder completely, thought you will probably need to check it with each update. Or just keep it as a local copy only.
Caramel 14 Aug @ 4:52am 
anyway to fix Space Base Furniture? remove the patch?
Hypersomnia 14 Aug @ 2:44am 
Hi, It's not an error but, I just noticed that the "Copy thing setting from tag" button is gone from "X per Tag" Better Workbench Management Integration. I think it was 2-3 weeks ago when I last used it.

Has it been removed? It was pretty handy because I didn't have to select the materials one by one for all the bills.

https://imgur.com/a/jsFSEot
lloki 14 Aug @ 2:30am 
@Johnald P. Redham there's a great manual on youtube made by MysteriousFawx. In fact I started to use this mod once I watched it and I am very happy that I did it. https://www.youtube.com/watch?v=SczjMn7jGs4
Wiri  [author] 13 Aug @ 11:53pm 
I've pushed an update to fix a couple rough spots. Let me know if anyone encounters any errors.
Notably I've added the space base furniture mod as an explicit incompatibility.
Joe 13 Aug @ 11:21pm 
Mod's updated. Please change the thumbnail to reflect this. I thought the mod was outdated before checking it's page.
neologia 12 Aug @ 1:24pm 
Unholy Randy! Thanks to those who found out the issue with the space base furniture mod. I was loosing my mind trying to troubleshoot this. Cheers
Johnald P. Redham 11 Aug @ 7:15am 
Would be nice if ti worked, or made things simpler to understand, it doesn't do either. Thanks though.
llunak 10 Aug @ 10:42pm 
@Wiri You have a github PR, in case you do not watch those.
Di Immortalis 6 Aug @ 8:35am 
This is _EXACTLY_ what i needed to complete out Better Pawn Management - love the compatibility, love the implementation, love the thought that went into it. Thanks a ton!
Shadowzfire 3 Aug @ 3:53am 
Mod is not too friendly with listing Flak Dusters from https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2563894152&searchtext= mod in the search bar. If you have some time to spare, could you take a look and add that to the searchables please and thank you for your mod.
VitaKaninen 2 Aug @ 1:30am 
I am getting another error, that I think is related to this mod: [Loadout Compositing] 0 Failed to apply Better Workbench Management's workbench transpiler, will not be able to count pawns that are off map

https://gist.github.com/HugsLibRecordKeeper/a22f608a6820577463607fd2d31bfd7d
Dizzy Ioeuy 31 Jul @ 5:19pm 
Is this anything worth me going extra to report using a log?
Dark red error, so game still runs.

"Loadout Compositing] 0 Failed to apply Better Workbench Management's workbench transpiler, will not be able to count pawns that are off map"

??
UltraEmailMan 31 Jul @ 4:40pm 
This is exactly what I've been wanting. It makes outfit management so much easier.
RomainG 31 Jul @ 4:02pm 
Hi @Wiri ! Unfortunately, it does not seem like it works with outfit stands.
Aquiles 30 Jul @ 4:22am 
Hello, @Wiri. BetterWorkbenchManagment mod updated again and it seems that it brought the transpiler error back.
Fwiffo 30 Jul @ 3:52am 
Is there a way to make a "one of" setting? For instance, there are 2 pieces of headwear with the only different being the sprite, Consequently, I don't care which piece the colonist wears as long as it's one of them, but if I add one to the tag, it automatically removes the other from the list.

Is there an option to add "one of" items, or do I have to make a tag for each possible combination?
VitaKaninen 29 Jul @ 6:19am 
I am getting an error for one of my pawns, and I can not draft them and all the gizmos at the bottom of the screen disappear.

Exception in Verse.AI.ThinkNode_Tagger TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 170D6A80]
at Inventory.Loadout+<>c__DisplayClass36_0.<WeightAtWhichLoadoutDesires>b__0 (Inventory.Tag t) [0x00000] in <0c5d8c8493714fdca9766caba86a7ab5>:0

https://gist.github.com/HugsLibRecordKeeper/0b4f5c8c5235d5753673adb3d2da99c9
VitaKaninen 28 Jul @ 8:54am 
I have a bug to report. Pawns will prioritize a Low Shield pack over a Ranged shield belt when they have access to both. Here is a quick clip showing a fresh game with minimal mods, and them ignoring the loadout. https://youtu.be/JFE4e4sRB9s