RimWorld

RimWorld

Truthowl Aug 20, 2018 @ 8:09pm
Auto Equip Mod?
Anyone know if there is a Mod that makes pawns auto equip if a better clothing/armor piece becomes available?

I have my tailor making clothes. But when he makes something of say, Good quality, and a pawn is wearing something of lesser quality, say Poor, they do not seem to auto equip. So I was hoping there was a Mod that fixed that?
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Morkonan Aug 20, 2018 @ 8:15pm 
You can set up specific clothing schedules in-game, already. I don't know if they differentiate between craftsmanship quality, but they certain differentiate in terms of durability status. I use 52% as a general target for all clothing.

As far as what they actually care about, they only care about durability, IIRC. (ie: <50%) I can't remember offhand if they get a bonus from highly crafted clothing, like Masterwork. I don't think they do.
Astasia Aug 20, 2018 @ 9:07pm 
They will in vanilla switch to higher stat clothes/armor on their own, but there is a minimum difference threshold to prevent them from constantly swapping clothes all day long. There is no real difference in stats between a poor quality shirt and a good quality shirt, so it's likely outside that threshold range.
Truthowl Aug 20, 2018 @ 9:24pm 
@Sly_Fox Thank you. I've used this in previous plays a long time ago but could not remember the name.

@Morkonan & Astasia, You may be right that there's not much difference between various apparel qualities. However, I do believe some items provide slightly better defense and/or temperature protection.Might not be much but every little bit helps.

Also, the idea my little guy's and gal's are wearing poor quality items when there's an Excellent quality item sitting there in the warehouse... just seems wrong.

Additionally, I use the Mod Infused and it's great to see there's a Patch to include that in Outfitter as well.
CellNav Aug 20, 2018 @ 11:50pm 
Most of the time (b18), my pawns seem to follow the default vanilla using the following priorities in this order (observation) ;

1. Summer/Winter temperature.
2. Market Value
3. Durability

Well, market value and durability come hand-in-hand, but during the winter they will grab an awful wool shirt before wearing a good cloth shirt (temperature) @ 100% durability. If I craft a good devilstrand shirt instead ... well, it's a coin toss now because the devilstrand is worth more than the wool shirt, and now it's debatable what the pawn grabs, but temperature might win the argument ... maybe.

I "force wear" better clothes if the pawn doesn't understand, and then immediately "forbid" the garbage they dropped that I don't want them to wear, then I clear the forced parameter to release them back into default mode again.

TBH, I really don't care what they wear, however, I won't tell them to wear clothing over 50% and force them to switch when it drops below 50%, mostly because they might not put on any clothing if it's not available ... I'd rather have them wear tattered than nothing and "craft when needed" is my policy (to save space).
Last edited by CellNav; Aug 20, 2018 @ 11:50pm
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Date Posted: Aug 20, 2018 @ 8:09pm
Posts: 5