RimWorld

RimWorld

I'm Trying To Save You! (Pawn Dressing Rework)
26 Comments
SP4RTAN  [author] 25 Aug @ 2:40pm 
Dropped whenever you make them wear something that takes up an apparel layer that's already in use. Let's say a pawn from another faction is downed in a fight and they're wearing recon armor. If you force them to wear a parka, their recon armor will be moved to their inventory. If you then decide to make them wear a jacket, your parka will be dropped on the ground.
Eclipse 25 Aug @ 2:26pm 
“ Records what any non-hostile, humanlike pawns that enter the map are wearing so that only their apparel is placed in their inventory. Apparel that was originally yours will be dropped.”

Dropped when? Upon leaving? Or reaching the border?
SP4RTAN  [author] 24 Aug @ 4:19pm 
Yet another QoL mod for those interested: Am I Gonna Make It, Doc? (Disease Prognosis)
SP4RTAN  [author] 20 Aug @ 8:20am 
In 1.6 the ability to dress other pawns was added to the game. But you'll get a faction penalty if you try to dress a pawn from another faction. I'm guessing this was done to prevent you from stealing people's clothes.

This mod removes that penalty and instead moves the apparel they were wearing to their inventory so you can't steal it.
lpoxb 20 Aug @ 7:53am 
i am stupid... How is this working?
Iirly 18 Aug @ 7:06am 
I'll give that a try.
SP4RTAN  [author] 18 Aug @ 1:06am 
no cooldown and it doesn't matter what work the pawn is assigned to. I would make a test save with just this mod installed and see if you still have the issue.
Iirly 17 Aug @ 10:36pm 
I did manage to dress one patient. But when I try to dress subsequent patient, I get the option i click on them like I did the first one and the target disappears and nothing happens. Is there a cool down? Does it have to be someone who is a care taker? or a warden?
Iirly 13 Aug @ 2:21pm 
I have the option to 'force target to wear' but the only options under the list are just my colonists. I had 3 patients and a prisoner at the time. what Im wondering is if it is because I am using progression core and I don't have Hospitality researched? My people are still pre neolithic.
SP4RTAN  [author] 13 Aug @ 12:40pm 
@Iirly I tested it, and I'm able to make patients and prisoners. The only difference between the old Dress Patients mod and this mod, is that this mod hooks into the new "force target to wear" option that was added in 1.6. If you're still having issues with this, you can add me and send me your save if you want
SP4RTAN  [author] 13 Aug @ 4:06am 
@lirly I'll look at it soon
Iirly 12 Aug @ 8:20pm 
I must be dumb or something. I like the original version of this mod because I could dress patients. But now I only have the option to force dress Colonists. Not Prisoners not Patients from shuttle crashes or space battles. How do you do that?
SP4RTAN  [author] 7 Aug @ 8:07pm 
Just published another QoL mod that adds something I've wanted to have for years! Individual Rotten and Fresh Corpse Filters

Hopefully others will find it useful as well!
SanguinarcAQL 6 Aug @ 12:43am 
THANKS FOR FIXING THIS
SP4RTAN  [author] 4 Aug @ 10:33pm 
For the people that don't read the description, the new apparel tracking feature won't apply to pawns that were already on the map before the tracking update. To force the tracker to update manually, turn on developer mode and check the bottom right of the debug options under "ImTryingToSaveYou" and select "Rebuild Original Apparel Tracker"
SP4RTAN  [author] 4 Aug @ 10:28pm 
@The Bard of Hearts Glad you like it!
The Bard of Hearts 4 Aug @ 10:19pm 
Very cool update dude! I'm so glad I found you and called attention to this (not that someone else wouldn't have eventually). But just seeing it get such thorough attention and care by skilled modders is awesome. Points Points!!!:YellowPresent:
Alma_S 4 Aug @ 4:34pm 
sounds epic
SP4RTAN  [author] 4 Aug @ 4:19pm 
@Alma_S I started adding this and it sent me down a rabbit hole lol

Now if you force a pawn from another faction to wear something, if whatever you're putting on them replaces something they're wearing, their apparel gets placed in their inventory.

But I also made it so whatever the target pawn was wearing when they loaded onto the map is tracked. So if you make them wear a parka and later decide to make them wear something else like a duster, your parka is dropped instead of being added to their inventory.
SP4RTAN  [author] 31 Jul @ 8:32am 
Good idea
Alma_S 31 Jul @ 6:41am 
a solution i can think of is dressing downed friendlies wont let them drop their equipment. the equipment gets added to said friendlies' inventory instead, then the penalty doesnt apply since you didnt actually strip tthem and you can only get access to their items only if you strip them, which is certainly penalized. the downside is you wont be getting your clothes back (you already gave it to them. its theirs now). i guess you can "exploit" this too by keep dressing them with clothes until their inventory is full...? even so, when you remove the clothing that wont fit, itll be a clothing that you put there to begin with, so you still get no access to their items unless you strip them, but with this, you basically can still "exploit" whenever their inventory is too full to accept the clothing that had to be removed to dress them up, which is not likely nor practical. after all, people drop their inventory the moment they are downed and all those items are yours without any penalty
DragonZephyr 29 Jul @ 6:13am 
Memory is vague on why this penalty exists but i think the intention was that this is a to work around tainted clothing for allied or neutral factions. The game currently has no "ownership" system, items are either natural or owned by the colony of the map so the caravan can't figure out theft. They don't know how much they lost, what they lost and by extension what to take back. It might be better if dropped items had a penalty for allowing them from neutrals/allies if they are gear from non corpses and making them find and carry them once they can walk again (like simple sidearms does for your own colonists). With the penalty clearing if they can't carry it.

Side-tangent: Why are all traders even from factions? I'd love some neutrals who oppose the violence of the world, like a mechanitor caravan or "Unkown Tribal Colony" migrating. Might be a mod idea for someone. Odyssey turns even the orbital guys into a faction and then you can't even gift them anything once they are hostile!
DragonZephyr 29 Jul @ 6:11am 
Forcing others to wear something is a newer feature then the penalty. The oversight is with making the gear be dropped instantly to make room for the new equipment because it conflicts while the goodwill check is only when the associated task that 'events' it completes. So the work around might just be the oversight and the penalty is how its supposed to be.
Around 1.4 goodwill for people leaving as healthy guests also got removed. Its currently unclear if its intentional (likely) or a bug. People figured out just before the updates you can turn your dining room into a walk-in air fryer forcing a trade caravan to drop their entire cargo, weapons and held out items like food and then also give goodwill for leaving after surviving as guests.

Example video: https://www.youtube.com/watch?v=24nT1pZBN2A
ZCW 29 Jul @ 4:51am 
@TurtleShroom afaik it's due to hand cuffs and other similar equipment being considered clothing, but iirc those are all modded...
TurtleShroom 27 Jul @ 10:17am 
I don't get why putting clothing ON someone causes a penalty.
The Bard of Hearts 26 Jul @ 1:35am 
:megamanjump::megamanjump::megamanjump::steamthumbsup: