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My farm-oaf had a cloth cowboy hat on all year, was fine with it, then a cold-snap struck and temperatures dropped below her comfort zone, I got a warning message, then she herself went and got one of the wool tuques from the store-room.
If ita an aesthetics thing then it will have to be done manually.
Yes.
The mod is called Rimworld
To a degree, indeed.
I semi-micromanage my colonists clothing (it's one of the areas I don't mind micro-managing.)
I have a clothes room where I keep a few of every type of clothing we need, and check it regularly to see if I need to make some new clothes. And I generally let everyone dress themselves, which they seem to do based on whether what's available in storage is "better" than what they're wearing.
And "better" can be based on the temperature, but I think they're also selective based on armor protection rating. (I'm sure someone will know the exact clothes-picking-algorithm, heheh.)
A typical "clothing focus moment" in my base goes like: Tailor crafts a nice elephant leather shirt, some random pawns grabs it and drops his 93% Pigskin shirt for it. A bit later I get the message someone's wearing a tattered 49% rhino leather shirt or something, but still they still consider that "better" than the pigskin shirt in storage, they won't automatically switch it out, so I order them to to it manually. And then I follow them til they got changed and immediately disallow the 49% rhino shirt, otherwise some other pawn with an 86% birdskin shirt is going to switch that out for the tattered one, since that one, though tattered, is technically still "better."
That's sorta how it works. They do seem to switch out parkas for dusters etc when the temperatures change though (but again with some occasional intervention required when they think the options available aren't good enough.)
Just set that and they'll never complain or wear crappy clothing.
Yes, that much I know, but like I said, I kinda enjoy semi-micromanaging the clothes that way, even though I know it's not exactly the most efficient method. Also, there are some cases where I want them to keep wearing their tattered expensive helmet, for instance, a bit longer until I have a suitable replacement.
But it's mostly the first reason: for some weird reason I get a little jolt of excitement whenever an item of clothing needs to be replaced and I get to pick the material and decide whether to use my top crafter to try and make a fancy ass version of the item or let one of the lower level crafters get some skill points and reduce the stacks of cheap material in storage, stuff like that.
It's not exactly a dress-up thing. I don't actually care, for the most part, about what individual pawns wear, and I lack the ability to color coordinate. :) But I enjoy the process on some control freak/micromanagement-urge level.