Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






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.
It's always good to have more choices ^=^
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.
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!
Other than that - love your mod! Finally stops those crooks trying to steal the locust armor xd
The load order issue is only for considering or not containers to be filtered with the optional setting, not for the apparel to wear.
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.
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.
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]
@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).
@<<APEX>> I'll look into it when I've even more free time :P
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.
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!