RimWorld

RimWorld

Outfitted 1.6
81 Comments
Dranseer 9 Oct @ 1:01pm 
Seeing the out of bounds error a fair bit as well, but I am playing a heavily modded colony.
Hammey 8 Oct @ 12:58pm 
https://gist.github.com/HugsLibRecordKeeper/12acac5176d07da7c5af89c66b4bca5b

Here, take at a look at the
"[Outfitted] Stat is out of bounds [min, max][Apparel_FlakVest][PainShockThreshold]
" errors i am getting. Thanks for continuing this mod by the way, i use it a lot. Good work!
TheNexus 5 Oct @ 12:18am 
@franzoor, I also have that problem with the equipping and unequipping loop but I don't think that this is what causes it, I still get the error even if that does not happen. I also have another problem where my pawn will not equip apparel that is clearly stated to be better based on the stat weights. A specific example that I am having a problem with right now is boots. Even though boots are enabled they still don't want to equip them, I have increased the mass weight to the max as that seemed to solve some problems with other apparel, but not with this. I also added the movement speed weight since the boots have that and they are still not equiping them. The slot for feet is left empty. This produces no errors however so there is either something that I am not understanding or there is something wrong with the way the mod calculates the apparel score.
franzooor 2 Oct @ 12:32pm 
@TheNexus, i seem to be having the same issue. Maybe its related to my pawns getting stuck equipping and unequipping infinitely?
Anex 1 Oct @ 8:16am 
nvm got it, just enable the hud option below the speed settings
Anex 1 Oct @ 8:10am 
Hi, i have a pawn selected, mod is active and the outfitted panel is open just like in your yt video, but I do not have the score overlay on the apparel , is there some setting I have to enable or something else I have to do to get the scores overlay?
TheNexus 30 Sep @ 4:49pm 
I seem to be having a problem. The mod works great for any game specific apparel, but it does not touch anything from vanilla apparel expanded. Checking the dev log there is always a "stat out of bounds [min,max]" error, following any attempt to auto equip modded apparel. Any ideas, is anyone else having this problem?
Strix 26 Sep @ 7:57am 
What do I do with "stat out of bounds" errors?
franzooor 26 Sep @ 6:19am 
Lovely to see that my favorite mod finally gets the attention it deserves. I sometimes have issues with unequipping/reequipping loops tho but i assume its incompatibilities with my 900 mods modlist lol
Lucien Febvre 25 Sep @ 3:17am 
same as me.
Just  [author] 24 Sep @ 9:46pm 
@Lucien Febvre, for me it was one of the most important mod. I could not play without it, because I'm too lazy to manually set all apparels =)
Lucien Febvre 23 Sep @ 5:37am 
Thanks for updating, I love this mod because it facilitates my pawns' choices for various clothes.
Just  [author] 22 Sep @ 5:23pm 
@catweaselcrow, @Lucien Febvre, thanks for reporting! It is really helpful and allows to cover overlooked areas.
Just  [author] 22 Sep @ 5:12pm 
P.S. while fixing this one, I encountered another rare potential issue - if your pawn has low health regarding movement and therefore the movement speed is also lower, and therefore the inventory capacity is lower by huge amount (let's sat 60% of nominal), than it could lead to wrong score (division by negative value =/).

I have hotfix for it, but I want to address it properly. And because it is rare, I hope nobody will encounter it before :)
catweaselcrow 22 Sep @ 9:13am 
@Just Sorry for late reply. Yes, I was using Work priorities, with apparel mass factor disabled. Thanks for sorting the problem so quickly!
Lucien Febvre 22 Sep @ 7:08am 
@Just Thanks for fixing the issue:steamhappy:
Just  [author] 22 Sep @ 5:21am 
@Lucien Febvre, I was able to reproduce the issue. I overlooked the Working priorities, when tested. Now it should be fixed.
Lucien Febvre 22 Sep @ 5:18am 
The new version seems temporarily Ok.
Lucien Febvre 22 Sep @ 4:28am 
@Just Yes, I enabled the option "auto work priorities" but I have not checked what the condition likes provided the option is disabled.
Just  [author] 22 Sep @ 3:47am 
Just have pushed updated version. Please check.
Just  [author] 22 Sep @ 2:51am 
Also question: did that happen with policies, for which "auto work priorities" was enabled?
Just  [author] 22 Sep @ 2:32am 
@Lucien Febvre, @catweaselcrow, I reverted to previous version until I investigate it. Would it be for you possible to send me your save files please?
catweaselcrow 22 Sep @ 12:51am 
Same as Lucien. Everyone strips naked as soon as you load in, regardless of temperature or thoughts about uncovered groin. All clothes are sitting around -23 on the pawn score overlay.
Lucien Febvre 22 Sep @ 12:15am 
hello, after you updated the mod, my pawns started to take off all their outfits. There must be something wrong, thanks.
veoba 18 Sep @ 4:53pm 
@Just
If you don't mind, I would prefer to correspond in private messages to avoid cluttering the comments
Just  [author] 18 Sep @ 4:27pm 
@veoba, which mod do you mean exactly?
veoba 18 Sep @ 1:45pm 
Just, can you help with reading shedule mod?
veoba 18 Sep @ 1:44pm 
Thank you!
Just  [author] 18 Sep @ 12:30pm 
@veoba, nope, this mod doesn't delete any existed outfits: https://imgur.com/a/R6hBfgj
All vanilla outfits are simple converted.

Try to "generate policies" button. It will re-create "standard" outfits. If you don't want to loose filter selection, uncheck the checkbox in settings.
veoba 18 Sep @ 4:13am 
And slaves! Where is basic "shlave"? Ma pawns best outfit is not in house. is this mod removes standard apparel outfits?
Just  [author] 13 Sep @ 7:33pm 
So, currently mod provides a way to tune the apparel based on selected stats. Would it be better to have an additional menu/selection/whatever to apply "common" group of stats? Let's say for general "workers", or "researchers" or "soldiers".
Or another way - combine stats by some specific groups and allow apply them as group.
Just  [author] 13 Sep @ 7:28pm 
@Ryuuoo_, well, I also never been glad about UX... But I decided to concentrate more on fixing issues when I took over the maintenance.
Also because after first learning steps it doesn't really required to modify anything very often.

One of the most simple way to start - is to not try apply as many stats as possible. Add couple, let Pawns do their thing. Then after some time check them - do they wear approximately what you would expect? If not, then investigate which stat is more important and why doesn't it affect.

But yeah, UX in general could be better. Well, every suggestion is very welcome!
Ryuuoo_ 12 Sep @ 6:21pm 
It looked really interesting, but I found this too cumbersome to use.
Just  [author] 9 Sep @ 5:35am 
okay, I simple added an option for it.
Just  [author] 9 Sep @ 5:12am 
@ZzZombo, implemented! Please check if it is what you expected. About the filter modification - check if it is a good behavior. I have doubts about modifying the current filter.
ZzZombo 7 Sep @ 4:23pm 
Yes, that is it! Looking forward to this!
Just  [author] 7 Sep @ 3:18pm 
@ZzZombo, ah, okay, you want a button to add the policies, which mods add itself if new game started?

Yes, it shouldn't be a big issue to implement. Cannot promise for today, but I'll do.
ZzZombo 6 Sep @ 11:57pm 
No. If the mod found any existing policies, then it didn't add any of its own, thus you had to add all priorities yourself.
Just  [author] 6 Sep @ 7:14pm 
@ZzZombo, I'm not sure if I get your question correctly.
You mean that if you have any existing policy, then in the past this mod didn't allow to create any new?

Well, it definitely allows now. All existed outfits will work and also new outfits can be freely created.

During the load mod checks if there are vanilla outfits and then apply to them some standard set of priority stats (this is a point for discussion btw).
ZzZombo 6 Sep @ 6:01pm 
I remember previously the mod's policies wouldn't get created unless you had zero existing ones in your playthrough when enabled initially, which only happens when you start a new game. Did that change? If not, can you please add a button to add such policies manually?
Just  [author] 31 Aug @ 5:21pm 
For Animal Genetics I found it. It is created directly in .dll Assembly. So, as expected, this stats are not comming the "normal" way from XML defs, but are created during runtime. And the mod doesn't set the usual-now variable "modContentPack", which would indicate where these stats come from.

So yeah, in menu they will be from "unknown" mod. At least category is shown.
M0rr1s0n 31 Aug @ 4:32pm 
Yeah, checked it also afterwards ;-) I havent found the def which define stat category though, I think for Animal Genetics its probably not defined because its such an old mod
Just  [author] 31 Aug @ 3:35pm 
Just  [author] 31 Aug @ 3:21pm 
Nice to hear it!

While you are in game try to now enable displaying "mod" and "category" (it takes effect immediately, you don't need to restart or anything). Let's see. I expect "<UNKNOWN>" to be shown as mod
M0rr1s0n 31 Aug @ 3:11pm 
It worked! Thank you for fixing this, amazing work!
I'm still trying to figure out which mod screws this up, and after your recent changes all the stats of the mods "Animal Genetics" are appearing at the end. I made a screenshot of the unfiltered stats screen: https://imgur.com/a/QnLiO0s

There is also everything from the "skilled work speed" setting from Niilos QOL appearing at the end
Just  [author] 31 Aug @ 1:58pm 
well, I found the issue point previously and addressed it... But I forgot 1 single symbol in 1 additional check...

I wasn't able to load your mod list still, but I "simulated" the potential issue and I got the very same error log without fix. After fix no errors, stats displayed.
M0rr1s0n 31 Aug @ 1:49pm 
C# still looks like magic to me, thank you again! Will check this out maybe in a bit, if I get the opportunity
Just  [author] 31 Aug @ 1:38pm 
btw, if more such things occur, please try to turn off mod names and categories in the mod's settings. It will reduce potential issue count.

But I hope it should be fixed now.
Just  [author] 31 Aug @ 1:36pm 
@M0rr1s0n, updated again. This is the error in previous fix... https://imgur.com/a/vXbXDlK