RimWorld

RimWorld

Capataina Jan 23, 2022 @ 10:26am
Do Pawns prioritise smelting/destroying apparel or do they wear it first?
I have a colony of 24 pawns at the moment and after each raid sorting through hundreds of apparel gets very tiring. I want to set up a smelt/destroy all apparel bill from my smelting benches, where I destroy everything from poor to mastercraft quality with 0-100% apparel but I want to make sure that my pawns wear the things they want to wear before they destroy all the apparel. Does the pawns prioritize wearing the things they want to wear or do they prioritize bills from the benches, like the destroy/smelt apparel bills?
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Showing 1-12 of 12 comments
Valykry Jan 23, 2022 @ 10:29am 
I don't know the answer to that, but an alternative would be to make a stockpile outside so things deteriorate slowly and store all clothes there. Pawns should swing by soon enough and snatch up what they want before it degrades much and just allow the rest to rot away.
Capataina Jan 23, 2022 @ 10:31am 
I tried this but since I am playing heavily modded, theres usually hundreds of apparel laying around to the point where a stockpile of 25x25 gets rather full
Capataina Jan 23, 2022 @ 10:38am 
Edit: I think they do prioritize wearing over recycling/destroying but I am not sure
Pillowkitty Jan 23, 2022 @ 12:04pm 
I've embraced the deep storage mod. Keep clothing and weapon racks for tainted I want to smelt down near the forges. Then have a large stockpile on the ground, so animals can haul the stuff there too, specifically for tainted burnables which I ignite with some kind of fire based weaponry. Vanilla expanded offers a decent weapon variety for all tech levels.

Actual clothing my pawns wear I have handcrafted and on a build order as needed. Any clothing with 51% or less durability is automatically dumped. That being the range they typically discard their clothing at. If my crafters are decent I'll add another order to burn away clothing below a specific quality. Can always suspend that order if available options get too low and you just want everyone clothed.

Management gets even more complicated if you want to make adjustments for pawns that don't mind taint or durability loss so I opt not to bother once the colony gets large. Prefer when the colony can be set to max speed without too many road bumps.
Xeno42 Jan 23, 2022 @ 12:08pm 
Originally posted by Pillowkitty:
I've embraced the deep storage mod. Keep clothing and weapon racks for tainted I want to smelt down near the forges. Then have a large stockpile on the ground, so animals can haul the stuff there too, specifically for tainted burnables which I ignite with some kind of fire based weaponry. Vanilla expanded offers a decent weapon variety for all tech levels.

Actual clothing my pawns wear I have handcrafted and on a build order as needed. Any clothing with 51% or less durability is automatically dumped. That being the range they typically discard their clothing at. If my crafters are decent I'll add another order to burn away clothing below a specific quality. Can always suspend that order if available options get too low and you just want everyone clothed.

Management gets even more complicated if you want to make adjustments for pawns that don't mind taint or durability loss so I opt not to bother once the colony gets large. Prefer when the colony can be set to max speed without too many road bumps.
yeahi used to try to sell all of the worn out clothing and armor but now i just smelt and then burn anything thats below 51%
Astasia Jan 23, 2022 @ 1:35pm 
They do not prioritize wearing as you put it. The way colonists decide to change their apparel is somewhat random, they finish a task and then based on probably some sort of timer they decide whether or not to check for better clothes, they don't do it very often and can sometimes go a day or so without upgrading, other times they might seem to equip something instantly.

The bill to destroy clothes has no awareness of this or what your colonists are wearing, whenever a colonist decides to do that work type they will destroy everything as fast as they can. Setting up a bill like you describe, occasionally a colonist or two might be able to grab a piece of clothing to wear, it's going to depend on how busy your crafters or haulers are doing other tasks and how quickly they destroy the clothes, but likely eventually much of your colony is going to be naked.
AngleWyrm Jan 23, 2022 @ 1:47pm 
I use this mod to mend anything that's Normal or better quality, and recycle the rest
https://steamcommunity.com/sharedfiles/filedetails/?id=735241897
gimmethegepgun Jan 23, 2022 @ 3:58pm 
If you haven't modded out apparel becoming tainted when the wearer dies, you can change your apparel settings to only wear clean apparel, and the smelter settings to only smelt/destroy tainted apparel. Then the only stuff your pawns will wear is the clean stuff you made yourself.
ichifish Jan 24, 2022 @ 11:36pm 
Originally posted by Capataina:
Does the pawns prioritize wearing the things they want to wear or do they prioritize bills from the benches, like the destroy/smelt apparel bills?

For donning apparel it depends what you’re making. The higher the protection, the sooner some yutz with no combat skills will put it on, usually while you’re distracted by something else, forcing you to click through all 42 of your dudes until you find the culprit.

As for smelting apparel, the higher the likelihood that you screwed up the bill by, just-for-example-not-personal-experience-really, accidentally unticking “tainted” instead of clean, the faster the item will be smelted. If it happens to be legendary recon armor the crafter will smelt it immediately after making it.
Tam Jan 25, 2022 @ 12:51am 
Originally posted by AngleWyrm:
I use this mod to mend anything that's Normal or better quality, and recycle the rest
https://steamcommunity.com/sharedfiles/filedetails/?id=735241897
Tried this mod, completely ruins the whole balance of the game, honestly do not know why people love it.
Originally posted by Tamm:
Originally posted by AngleWyrm:
I use this mod to mend anything that's Normal or better quality, and recycle the rest
https://steamcommunity.com/sharedfiles/filedetails/?id=735241897
Tried this mod, completely ruins the whole balance of the game, honestly do not know why people love it.

Not everyone cares about balance. Some see repairable and recyclable stuff as logical, while others prefer convenience in not losing good equipment to wear and tear.
Hoki Jan 25, 2022 @ 3:58am 
mending does allow repaircosts (using repairkits IIRC) as a form of balancing so you only repair things you need repaired.
the recycling component on the other hand is use or ignore case
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Date Posted: Jan 23, 2022 @ 10:26am
Posts: 12