RimWorld

RimWorld

Apparel Ownership
72 Comments
JayBird 14 Oct @ 8:41pm 
@Djinn There's been a few, and I think all of them have been from Vanilla Apparel expanded. Off the top of my head I know one they really like to try stealing from each other is the Chef's Toque (a hat).
Djinn  [author] 12 Oct @ 12:39am 
@JayBird could you tell me which apparel they're trying to equip, so I can try to replicate it and eventually find the reason?
JayBird 11 Oct @ 2:43am 
I'm having the same issue as Synthhawk, my pawns endlessly try to equip apparel that is not theirs, to the point of starvation or exhaustion.
Djinn  [author] 16 Sep @ 4:09am 
@CloakerM I can't replicate that without the optional setting I mentioned. With that setting ON, I can replicate what you describe (and that's intended), without everything works normal. Maybe some conflict with other mods? Can't say, but I'm not able at the moment to replicate the issue.
CloakerM8 11 Sep @ 1:54pm 
No. When you have no personal apparel selected for a pawn they still will not collect any new apparel. It blocks the optimise apparel job entirely whether someone has personal apparel or not.
Djinn  [author] 11 Sep @ 7:15am 
@CloakerM8 That's not very clear, please explain better the dynamic. If you mean that when the optional setting to "prefer own apparel even if something better non-their is available" is ON they don't pick up anything else if it's not their...that's intended. It's an optional setting on purpose.
CloakerM8 10 Sep @ 4:30pm 
I'm having a problem with this mod that it breaks the optimise apparel job meaning that this mod breaks pawns from automatically getting apparel if its allowed.
pfe 30 Aug @ 9:43am 
I love your mod and it's amazing as is. There is one small thing that would help me in particular though is if I could add support for Outfit Stands Plus where I could make the Mechanized Outfit Stand capable of designating to restrict for Pawn apparel setting.

Only other comment is perhaps an additional tab either on the pawn or a completely new interface to track where the owned items are who they are attached to. Things start getting messy with very large colonies.
pogopogo 16 Aug @ 9:08am 
Simple and elegant, great mod! However, I'm having the same issue as Mikey Yakson: If I set the mod option to prefer owned apparel, the pawns stop wearing any other (unassigned) apparel (I'm on Odyssey/1.6). Hope you can find a way to replicate and fix it when you have time!
Djinn  [author] 8 Aug @ 11:57pm 
@Synthawk Cargo bay storage? I'm not sure what mod adds that kind of storage options of if you're just calling shleves in your ship that way...I need more info to debug that. Consider that impossibility to wear clothes that are not "your" is the core of this mod, so if pawns don't do it is because some other mod is overwriting the logic.
Synthawk 7 Aug @ 10:03pm 
Having issues with this mod. I can tag things as owned but pawns repeatedly try to use other pawns hoods. For example, I have thrumbofur hoods for every pawn in the colony. If I set *one* of them as owned and put them back in the cargo bay storage, another pawn will inevitably decide that it's better than their own one and just get stuck endlessly trying to equip it.
Djinn  [author] 31 Jul @ 11:28pm 
I don't see it as competition, I made this mod for myself and shared with the world, not to win anything. That mod is more complex and more in-depth, so it might fit some people better than other.

It's always good to have more choices ^=^
S.S.Mogeko 31 Jul @ 2:10am 
Looks like you have some competition:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535813796

I like this mod better because it doesn't need all of those menus and doesn't depend on Adaptive Storage Framework.
Raziel 23 Jul @ 10:21am 
Honestly, if we could just have an ownership tag to the new outfit stands, it would aleviate a lot of the issues with clothing in general imo. Similar to the mod Armor Rack, it makes it so pawns cannot equip clothes that are in the armor rack they don't own.
Djinn  [author] 18 Jul @ 7:32pm 
@S.S.Mogeko Thanks for the feedback! I didn't test Odissey yet, I'll work on it as soon as I have some time to test ;)
S.S.Mogeko 18 Jul @ 1:24pm 
Mod option "Allow owned-by-pawn-only filter in built storage" does not allow pawns to use the new Odyssey Outfit Stands and the "Allow owned-by-pawn-only filter" does not show for the Outfit Stands

Other than that, this is the mod i've been looking for and when this is fixed i'll finally have locker rooms and such. Thank you!
Djinn  [author] 16 Jul @ 10:51pm 
@Mikey Happy you're loving it! I didn't manage replicate your bug, I'll do some more testing during the week and if I find something I'll patch it.
Otba 16 Jul @ 5:39am 
I'm having an issue where pawns don't wear any unassigned clothes automatically if the "Prefer owned apparel" is checked.
Other than that - love your mod! Finally stops those crooks trying to steal the locust armor xd
ThisIsBlecki 13 Jul @ 12:29am 
When I change apparel policy and have two colonists who own clothes, then the others all just stay naked and don't wear anything.
Dima 🥔 10 Jul @ 7:33am 
Yay, seems to be totally working in 1.5. Thank you @Djinn for your time and efforts!
Djinn  [author] 10 Jul @ 2:41am 
I finally had time (just 1 day before patch ><) to rewrite the logic and make the mod 1.6 ready as well. Let me know if you encounter any issue!
Djinn  [author] 4 Jul @ 2:39am 
Yeah I still didn't have time to look into it cause I'm busy at work, but I'll fix it for the new patch (and retroactively for the others), don't worry.

The load order issue is only for considering or not containers to be filtered with the optional setting, not for the apparel to wear.
Acc Original 24 Jun @ 2:20am 
Ok, I'm trying to get this to work properly for over a week now. When I change apparel policy they always go and wear the best they can find and only after that going to wear the ones they own. I#ve got the prioritize own clothing even if worse enabled in the mod settings and been moving the mod in the load order up and down. Nothing seems to fix it. At this point I don't think it's a load order issue anymore.
Dima 🥔 16 Jun @ 11:32am 
@Djinn I wasn't sure, so rechecked right now, and no, "Prefer owned apparel over non-owned (even if worse)" was unchecked. Though if enabled, owner pawn can now also get stuck in different loop. If there are multiple owned similar clothes, i.e. pants (even different ones, like normal and flak pants), owner pawn begins endlessly switching over all that are present.

I don't know how it's coded, maybe there is a way to return result "no better apparel to optimize, finish job" when only better items are already owned so there is no even attempt to wear it? Maybe by default there is some timer for jobs that is used by default?

And for enabled option I don't know. It's different Job here being repeated (Wear), and when comparing output in console from Job Logging to vanilla, it doesn't seem to be any differences, except in vanilla pawn equips what they need and stops, and with mod job keep being assigned again and again.
Acc Original 16 Jun @ 5:55am 
Gotcha. Thanks for explaining :)
Djinn  [author] 15 Jun @ 11:55pm 
@Dima Yeah, this loop is caused by the option "Prefer owned apparel over non-owned (even if worse)". I tweaked the priority values, but I made them too close together, so they overlap for certain apparel. That creates a loop of "ownership wins" vs. "this one’s better, it wins.". It usually stops happening if you uncheck that option or if the "better" apparel is not so close in priority value to the owned one. I'll fix it in the upcoming patch. Thanks for pointing it out!
Djinn  [author] 15 Jun @ 11:54pm 
@Exacerangutan Glad you're enjoying the mod! There are only two reasons I didn't consider weapons:

1- I didn’t feel the need for it in my own games, so I didn’t think to include it. Since pawns remember their weapons, I never saw a strong need to "mark" them as owned. It feels like an extra calculation that doesn’t add much value. There are very few cases where it would actually matter. (Since pawns don’t auto-arm by default, there’s no real risk of them accidentally taking someone else's weapon.).

2- There are already several older mods that handle auto-rearming (some for years), and I’d need to account for them, almost certainly causing conflicts. Weapons are more micro-managed than apparel, so adding ownership wouldn’t provide much benefit relative to the extra performance cost. I might be wrong, of course.
Djinn  [author] 15 Jun @ 11:54pm 
@Acc Original That’s probably a bad explanation on my part. The higher the value is, the easier it is for what it injects to be overridden by other mods (or it may not account for additions from other mods), so it's better for it to be closer to the end. But...at the same time, it should be higher if you want other mods that affect storage sorting to inject what I already inject. Sadly mods ordering is always a game of balance, so you'll have to place it where it works best :P. As a rule of thumb: after mods that add new apparel and new storages, before mods that "inject" the functions of sorting in storages. Worse case you'd notice that it won't work correctly, but it won't break a game if you misplace it.
Dima 🥔 15 Jun @ 6:40pm 
Hi Djinn. It seems mod doesn't fully prevent pawns from trying to wear apparel owned by someone else, so after some time they put themselves into loop of doing it instead of some useful work or even sleeping. Will not die to hunger though.

To reproduce:
Start dev quicktest map, drop all apparel from pawns and assign it all to one of them, unforbid, put stockpile zone around, switch to max speed and wait. After some time owner will put on something, and two other pawns will try too.


Latest Rimworld 1.5.
Modlist: Harmony, Core, Apparel Ownership

Job from debug menu:
Wear (Job_1488) A = Thing_Apparel_Pants749 Giver = JobGiver_OptimizeApparel [workGiverDef: null]
Exacerangutan 15 Jun @ 10:25am 
This seems like a great mod (I only just added it so I'm still getting a feel for how it behaves), but I'm a little surprised it doesn't apply to weapons, and I haven't found a mod that does. Especially so since pawns seem by default to remember their weapons if they dropped them due to being downed. Is there a reason it would be difficult to include weapons under the same umbrella of ownership assignment? Mods are of course passion projects, so no expectations here, but it seems like it would be a great thing to have, both to go with repair mods, and to enable things like armories without having to micromanage weapon pickups. Either way, thanks for a very nice addition to the game!
Acc Original 12 Jun @ 4:41am 
Btw. in the "CAUTION" part of the mod description, it says "Because of this, make sure to have the mod quite high". That's why I put it high in the list. SO, it's kinda contradicting what's stated in the FAQ.
Acc Original 12 Jun @ 4:39am 
I'll try that, thank you. Much appreciated!
Djinn  [author] 12 Jun @ 1:18am 
@Acc Original, it should be later in the order to affect storages added with mods. Anyway I noticed as well some hauling hiccups when "allowed...." is checked, probably due to how I set the priorities values. Because patch 1.6 is going to be released in one month I'll do a refresh of the mod (maybe add some functionalities if I feel inspired) and definitely check this as well.
Acc Original 3 Jun @ 9:50am 
I'm trying to get the "Allow owned-by-pawn-only filter in built storage" to work. it's enabled in the mod settings and I can set the owner at the storage, but it get's ignored by pawns hauling apparel. I've put the mod high up in the mod list, third right after harmony and core. the storage I'm using is "SBZ Neat Storage", which uses "Adaptive Storage Framework".
Djinn  [author] 17 Apr @ 1:27am 
@123caboom No, anyone can freely repair apparel owned by someone else. The only restriction for a pawn is wearing apparel owned by someone else. So, while they can repair it (with the Mending mod), burn it, sell it, or even be forced to wear it—they’ll never automatically choose it when selecting clothes to wear during the game ticks.
123caboom 13 Apr @ 11:20pm 
Dies this interfere with mending the apoearal? Like crafter not be allowed to repair the appearal?
Djinn  [author] 18 Mar @ 2:22am 
@Antares It was trickier than I thought, but I managed to make an optional check (mod settings) to allow linking a furniture storage to a specific pawn. Then only his owned apparel would be allowed in the storage, still following priorities though (a higher priority storage would snatch the item from it).

@Knight I'm sorry but I can't replicate the issue, the mod for me works alone (of course) and with other 100+ mod I've in my list. Better if you check the logs to see which mod conflict is the underlining problem.

@<<APEX>> I added that optional check in the mod-settings. Owned apparel, in that case, would be counted in higher regard compared to non-owned one (even if they're better).
[Fr] Antares 9 Mar @ 9:49am 
hi, got an idea that would put this mod S tier for me, could it be possible to make shelf allowed for only apparel owned by XXX pawn? and maybe a setting to make them unable to use apparel that don't belong to them (unless forced)? trying to make a game were each pawn have a full house and propriety xD anyway thx for the mod <3
Knight of Songs 7 Dec, 2024 @ 1:53pm 
All item descriptions, including weapons, in game disappeared (just shows the name of item with blank screen) after activating this mod. Anyway to fix?
Djinn  [author] 11 Sep, 2024 @ 2:39am 
@hd83 I'll have to check as soon as I've some free time.

@<<APEX>> I'll look into it when I've even more free time :P
hd83 28 Aug, 2024 @ 2:38am 
Hello.
There is a mismatch in the tags within the Japanese translation file.

<apparelOwnerInfoDetails>この衣類を所有しているポーン。着用できるのはそのポーンだけです。</apparelOwnershipAssign>
<apparelOwnershipAssign>所有権を割り当て ({0})</apparelOwnershipAssign>

Please check and confirm.
<<APEX>> 21 Aug, 2024 @ 8:52pm 
It would be super nice if pawns preferred their owned apparel even if there is a higher quality/material available. Or at least an option to make it so
Sekh 16 Jul, 2024 @ 5:28am 
Thanks for the fix Djinn! I'll readd this to my mod list!
Djinn  [author] 12 Jul, 2024 @ 5:07am 
In the end it was not a simple null check that fixed it, but it should work normally now.
Djinn  [author] 11 Jul, 2024 @ 2:59am 
@Sekh Thanks for the thorough analysis! I'll look into it in the next few days and release a patch.
TheClinicallyInsane 10 Jul, 2024 @ 9:09pm 
Got the same issue as Sekh, figured out that it was this mod as well. Unfortunately I don't know how to do that fix so just gotta uninstall for now ://
Sekh 7 Jul, 2024 @ 10:36am 
Hi @Djinn

Thanks for the mod, I love the concept. Unfortunately I think it causes a problem with the mechanitor quests.

I've just done a test with running only with harmony and this mod, and upon trying to generate a dead mechanitor pawn (in either the crashing ship quest or ancient mechanitor complex) it throws a null reference exception:
Exception running QuestNode_Root_MechanitorShip: System.NullReferenceException: Object reference not set to an instance of an object

To replicate:
* Run with all DLCs + Harmony + Apparel Ownership.
* Enable Dev Mode
* Start a "Dev Quicktest" colony from the main menu
* Destroy the ancient strider mech on the map to have it drop the mech transponder
* Build a research bench
* Right click the mech transponder to decode it

Disassembling the DLL it looks like this may be a relatively simple fix by adding a null check to the PREFIX patch in Pawn_ApparelTracker_Wear_Patch.

Hope this feedback helps as I really like the idea of the mod!
fester_21 1 Jul, 2024 @ 9:52am 
:VBCOOL: :VBCOOL: :VBCOOL:
biowreck 29 Jun, 2024 @ 9:18pm 
:cozyspaceengineersc:
Djinn  [author] 29 Jun, 2024 @ 9:12pm 
@biowreck Fixed it, it was an unused method I needed for some tests, wasn't supposed to be pushed :P