RimWorld

RimWorld

How do you manage clothing?
Hey, loving the game but one thing I can't seem to handle the micro-management for is the clothing.

It seems your settlers will pick up the best stuff if you make them nude but once they pick something up they don't seem to automatically replace it with something better.

Anyone figure out a decent system to use?

I know you can edit their base clothing quality but the problem with that is if I say "don't wear anything less than 50% condition" they take off all their clothes under 50% and then will go nude instead of wearing anything unless there is something with 50% + available. I wish there was a command that stated "don't wear anything under 50% but if you can't find something that nice wear anything."

Or a command that states.

"always wear the next best piece of clothing unless it is under 50% condition and not worse than 20% of the condition of what you currently wear."

Catch my drift? I can deal with the micro of making them wear armor/helmets etc, but I have a hard time with basic shirts/pants etc as I forget who has been wearing tattered clothings and that extra bit puts them over the edge to berserk mode.
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Showing 1-15 of 18 comments
Doomeetrue Aug 5, 2016 @ 2:21am 
I've seen them automatically change clothes when temperature(seasons) change.
MisterSpock Aug 5, 2016 @ 2:24am 
i set wear only till 50%

than i have a stockpile outside with cloth under 50%

for making new cloth i pause the game and count how many cloths are missing.

ps: yeah its a mess.
Last edited by MisterSpock; Aug 5, 2016 @ 2:25am
LadyAth Aug 5, 2016 @ 7:47am 
I tend to set up a few outfits. Summer, Winter, Combat and Poor. Occasionally I might add a few more, but that is usually the base I work with. The last one is for when there is a shortage of better quality clothes around. Any colonists with modd bosting traits get punished with poor outfit settings while the neurotic pyromaniacs will get first choice on summer or winter outfits. Combat is obvious.

It takes minor effort to set up initially, but once set, I find managing clothes a lot easier.
ꌗꉣ꒒ꂦ꓄ Jun 12, 2019 @ 8:08am 
Generally have three stockpiles, one accepts good clothing over 51%, two are trashpiles, one accepts all tainted clothing and the other accepts anything under 50%. When the trashpiles fill up, molotov time. Colonist general outfit is everything allowed at 50%-100%, quality Normal or better, and with all the tribal stuff (Tribal wear, bug helms, masks, war veils, etc) turned off. Though I do leave a storage rack in my prison with a pair of tribalwear for the prisoners to wear, as I strip them all before capturing them. Once they are recruited, they immedately take off the tribalwear and return it to the rack if there's space.
Last edited by ꌗꉣ꒒ꂦ꓄; Jun 12, 2019 @ 8:09am
Aldehydra Jun 12, 2019 @ 8:32am 
You can let them manage it themselves as long as you've got your tailoring bench set up to make sure that there's always at least one of everything in storage that's above 50% durability and above whatever quality you want. Ignore the tattered apparel message unless it's a colonist who is at very low mood (if so you give them someone else's fantastic pants).

One problem I thought I had run into was that the colonists were actually better at determining which clothes were best. It's almost always better to suffer the mood boost from wearing a tattered-but-excellent duster than to switch to one that's pristine but only normal quality. And if their other clothes are warm, it really does make more sense to wear a great duster instead of a mediocre parka in the winter. They'll switch if there's a cold snap.

The only thing I don't think they handle well on their own is that they love flak jackets/pants, which I personally don't think are really worth the speed penalty. Some mods also add new clothing that you might want to restrict.

Originally posted by Psyra:
When the trashpiles fill up, molotov time.
That's a waste of trade goods. Just bury the dead with their clothing and sell all your non-tainted <50% clothing to passing traders. Or bring them along with caravans; they're still reasonably valuable and weigh very little.
ꌗꉣ꒒ꂦ꓄ Jun 12, 2019 @ 8:57am 
Originally posted by Aldehydra:
That's a waste of trade goods. Just bury the dead with their clothing and sell all your non-tainted <50% clothing to passing traders. Or bring them along with caravans; they're still reasonably valuable and weigh very little.

Eh, most stuff that's left at 30%-ish durability and tainted is often worth less than a buck. Unless one's using Holy Wash and Mending, maybe. Or recycling old clothing back into useful textiles.

Also having your stockpiles full of clothes no one will wear every 5 days you're getting raided by 30+ pirates, if you're not using some sort of stacking mod or clothes storage item, well, my colonists have better things to do than find places for 90 useless clothes items a week. :D
Last edited by ꌗꉣ꒒ꂦ꓄; Jun 12, 2019 @ 9:00am
Raymond Jun 12, 2019 @ 10:05am 
set bill "make until you have x", set the condition to only count clothing above 70% durability so fabric and leather can continuously stock pilling extra clothes. I wish they allow smelter to destroy apparel again, not a huge fan of having to upkeep a fire place, so my best solution to handle old clothing is to put them into drop pods and send them to another settlements for those relationship bonus.
Hellakazoo Jun 12, 2019 @ 10:28am 
Originally posted by YariMurai:
set bill "make until you have x", set the condition to only count clothing above 70% durability so fabric and leather can continuously stock pilling extra clothes. I wish they allow smelter to destroy apparel again, not a huge fan of having to upkeep a fire place, so my best solution to handle old clothing is to put them into drop pods and send them to another settlements for those relationship bonus.

You can also burn clothes at a crematorium. Good to have one anyway if you get tired of digging graves for random raiders.
Preechr Jun 12, 2019 @ 11:38am 
Are you able to make new clothes for them? Set up a tailoring bench with bills for each piece of clothing you want them to have, restricting the type of material(s) to what you want, set the bill so only your best crafter can work on it, set it to "Do until X" for 1, move the sliders below that to 52% to 100% and good to legendary and then check the box for Restrict to Material Type. Mke one more bill to deconstruct awful-normal apparel that's not something like power armor and flak vests that you would want even if its awful quality and another to deconstruct anything below 52% quality. You can decide if you want to put the deconstruct bills at the top or the bottom of the list depending on how desperate your colonists are for new clothes at that time, but eventually you'll want them up top.

Make sure you have plenty of the allowed materials... put a shelf for them right next to the bench so you can easily see if they are running low. Set your best crafter to tailor at a high priority and he will quickly level up to the point that he's consistently making nothing but good or better clothes and all of your colonists will start swapping out their crappy gear for better stuff. They will keep anything like power armor that's better than the regular clothing or anything you've forced them to wear. Be careful with forcing them to wear stuff, as that can lead to them wearing stuff until its 0%. Better to make new outfits for them.

Finally, make a new outfit that disallows tattered and anything less than 52% along with anything you'd rather not have them wearing. One by one, assign that outfit to each of your colonists, watching what they do to make sure they don't just get naked so you can see you've got everything set up right. Optionally, you can start out by setting up Do X Times bills for all the clothes you want where X is the number of colonists you have and then assign everyone to that new outfit all at once as soon as you have those bills complete.

Once everyone is outfitted correctly, set your Anything outfit to be identical to that new outfit you made so any new colonists will automatically put on the correct clothing. Since you have those first bills set up for "Do Until 1" there will always be a nice new set of clothes for a new recruit. If any item of clothing gets worn out your pawns will automatically go grab a new one of whatever it is and your crafter will run over to the bench and make a replacement.

If you want to train up a new crafter, grow a ton of cotton and make a bill for Dusters set up like you have for your good clothes but with the restriction to stop only when there's one of masterwork to legendary quality, assign it only to your trainee and move those deconstruct bills to the top of the list. Set your trainee to do nothing but tailor and he will start making and deconstructing dusters until he's an expert.
Aldehydra Jun 12, 2019 @ 11:49am 
Originally posted by Psyra:
Eh, most stuff that's left at 30%-ish durability and tainted is often worth less than a buck.
Tainted clothes are worthless, but regular worn clothes are still worth a decent amount. Just don't strip raiders and you won't be buried under a mountain of useless clothing. Tainted stuff is almost always useless, so just pretend that it doesn't exist.
BitterSwede Jun 12, 2019 @ 1:13pm 
A half decent tailor, a stockpile big enough for 5 items of clothing, set to 51-100% and a tailoring order for each of the 5 main pieces of clothing.
In the details for each order, I set "Look at stockpile [the stockpile mentioned above]" and "Do until you have 1".

When a pawn takes a piece of clothing, the tailor will make a new one. And that way you'll never run out of clothes again.

Also, nudity is only for the lower body, so if you're stretched for mats, set one order for pants with the above settings instead.
Morkonan Jun 12, 2019 @ 2:10pm 
Originally posted by Psyra:
Originally posted by Aldehydra:
That's a waste of trade goods. Just bury the dead with their clothing and sell all your non-tainted <50% clothing to passing traders. Or bring them along with caravans; they're still reasonably valuable and weigh very little.

Eh, most stuff that's left at 30%-ish durability and tainted is often worth less than a buck. Unless one's using Holy Wash and Mending, maybe. Or recycling old clothing back into useful textiles.

Also having your stockpiles full of clothes no one will wear every 5 days you're getting raided by 30+ pirates, if you're not using some sort of stacking mod or clothes storage item, well, my colonists have better things to do than find places for 90 useless clothes items a week. :D

A good many caravans will buy used clothing. Some used clothing can be very valuable, considering it's just one piece that can sell for a few hundred silver. That's even for the stuff that has passed below the desired durability limit the player has set. And... burning it is just burning money. :)

There has never been a decent "vanilla" Rimworld solution for the piles of used, but salable, clothing that can accumulate. Most vanilla "solutions" involve burning it.

Because of the huge list of variable attributes for clothing, it just doesn't "stack" in vanilla and that's the root of the problem, AFAIK.

*******************

What's everyone's favorite "I downloaded this mod with the sole intent of using it to solve my clothing stockpile problem" solution? :)

I thought about using the Wardrobe whatsits mod, but it looks like it's "a levitating nuclear monorail solution to get the mail out of my mailbox" kind of mod if one is just looking to reduce the space it takes to store clothing until it can be sold. Anything else out there that people like?

PS - I have thought about some kind of levitating monorail solution so I never had to go outside to get my mail. But, there's silly "rules" or some such against the construction of nuclear-powered equipment by amateurs or some such silly stuffs. That's what the guy with the Geiger-counter told me, anyways...
BitterSwede Jun 12, 2019 @ 2:21pm 
Originally posted by Morkonan:
What's everyone's favorite "I downloaded this mod with the sole intent of using it to solve my clothing stockpile problem" solution? :)
Orion's Hospitality.
It gives you more guests, and you can have certain social interactions with them, build guest rooms, recruit them (for a hefty reputation penalty, of course), if they were treated well they might leave a gift, but best of all, you can trade with them.

Every 5 days or so, a new group will come in to visit. Depending on the richness of your colony, the group could be between 2 and 13 people. Depending on the group size, they carry varying amounts of gold. Almost every group has at least one trader with them, and even if they don't, you can set up trading zones and put items you wanna get rid of there, and they'll just wander in there, browse around and pick something up, leaving a few silvers for the trouble.

Best way I know of to get rid of old clothes, especially towards mid-late game, when the materials are getting more expensive.

As for vanilla solutions, trading caravans. Clothes are super light. One or two traders can easily pack a large stockpile's worth and head out for a 2 day trip to the nearest settlement and just unload _EVERYTHING_.
Morkonan Jun 12, 2019 @ 2:42pm 
Originally posted by BitterSwede:
Originally posted by Morkonan:
What's everyone's favorite "I downloaded this mod with the sole intent of using it to solve my clothing stockpile problem" solution? :)
Orion's Hospitality....

Hmm, I already use that.

But, i sell them new clothes. :) Tribal Ware is a big seller right now that I have a lot of tribal groups I'm friends with. I suppose I could set up a "Used Clothing" store, though. Ideally I'd want a different solution, just so I'm not pushing everything off on that mod and abusing it too much.

As for vanilla solutions, trading caravans. Clothes are super light. One or two traders can easily pack a large stockpile's worth and head out for a 2 day trip to the nearest settlement and just unload _EVERYTHING_.

Hmmm.. That's an idea.

Will all towns buy used clothing of all types, though?
BitterSwede Jun 13, 2019 @ 12:38am 
Originally posted by Morkonan:
Will all towns buy used clothing of all types, though?
Towns buy just about anything you come with. The issue is generally not if they buy it, but how much they'll give for it.
The balance for that lies in what they got to sell back, and how much that costs.

So you could bring pretty much any junk you have laying around, as long as you got space in your caravan.
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Date Posted: Aug 5, 2016 @ 2:14am
Posts: 18