RimWorld

RimWorld

Lone Wolf Jan 4, 2023 @ 1:52pm
Tattered Apparel Questions:
1. Will pawns replace clothing on their own if you have the same garment in stock of better quality?

2. Does material matter or just condition? Will a pawn replace a tattered garment with one that is made of a lesser material/less beautiful/less Hit Points as long as the condition is higher and not in the "tattered" state itself?

3. If a garment/item is set to "force wear" , will the pawn still replace it with one that's in better condition?

That's all I can think of at the moment.
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Showing 1-15 of 15 comments
brian_va Jan 4, 2023 @ 1:59pm 
1. on the assign tab you can select an outfit, set the hit points to 51-100 and they will change when it gets worn down but before its tattered. you can also set it to allow only good or excellent if you are able to make that

2. they will equip better stuff, but thats going to be relative to what you set on #1. it seems they go with "best" of what you have available, meaning if they have good quality stuff on and you make a masterwork quality item, someone, usually the guy who made it, will put it on fairly quickly.

3. force wear is theirs til it falls apart. you can go to the assign tab and clear the force equip.
marcusaddamsson Jan 4, 2023 @ 2:20pm 
FYI, I tend to use this outfit (if I can): t-shirt, pants, duster, flak vest, flak helmet and a 'lance' thingie (either one) in the belt position. If I can, I'll make that outta devilstrand. I also pretty much let 'em wear that all the time ('cuz ♥♥♥♥ happens fast in the Rim), so we're ready to rock all the time. An alpaca t-shirt can help you with lower temps...

Apparently you wanna have your pawns use 'good' to 'excellent' quality and sell off everything else, so you can keep your colony wealth from sneaking up on you. And those insanity lances are the bomb and the best counter to rocket launchers/grenadiers I've found, plus even a complete idiot can be useful with one of those.

Lastly, once you have a supply of clothing and you're messin' with prisoners, you can set up one-cell zones in the prisoner room to move appropriate clothing in there.. then 'strip' the prisoner. He'll re-dress himself... just make sure you cart off anything that is 'tattered'.
Astasia Jan 4, 2023 @ 3:04pm 
If you ignore the outfit system colonists will still automatically equip replacement clothes to try to avoid mood penalties. They look at the stats of the item and try to pick the highest protection replacement, the only material that matters is human leather which most colonists will avoid. This system is not updated very quickly/often, sometimes colonists can take a while to get new clothes as long as what they are currently wearing is allowed. Most people will set a 51-100 rule on colonist outfits as mentioned above to force them to instantly remove anything if it drops to tattered, and if colonists are missing a piece of gear they are usually pretty quick to replace it.
Lone Wolf Jan 4, 2023 @ 3:45pm 
Originally posted by brian_va:
1. on the assign tab you can select an outfit, set the hit points to 51-100 and they will change when it gets worn down but before its tattered. you can also set it to allow only good or excellent if you are able to make that

2. they will equip better stuff, but thats going to be relative to what you set on #1. it seems they go with "best" of what you have available, meaning if they have good quality stuff on and you make a masterwork quality item, someone, usually the guy who made it, will put it on fairly quickly.

3. force wear is theirs til it falls apart. you can go to the assign tab and clear the force equip.

Hey Brian, thanks for the pointers. Still pretty new to the game. Just under 300 hours(120 in the last two weeks). So I'm definitely still in the learning process.

Originally posted by brian_va:
1. on the assign tab you can select an outfit, set the hit points to 51-100 and they will change when it gets worn down but before its tattered. you can also set it to allow only good or excellent if you are able to make that

Must have moused over that tab about a million times:steamfacepalm:. That's a huge help right there. Thanks


Originally posted by brian_va:
2. they will equip better stuff, but thats going to be relative to what you set on #1. it seems they go with "best" of what you have available, meaning if they have good quality stuff on and you make a masterwork quality item, someone, usually the guy who made it, will put it on fairly quickly.

Good to know they pick the best of the best.

Originally posted by brian_va:
3. force wear is theirs til it falls apart. you can go to the assign tab and clear the force equip.

Just did that after you made me aware of the "Assign Tab".lol They didn't throw anything on the ground so I guess their cool with what their wearing.

I was just looking to make my pawns as self-reliant as possible as far as apparel goes. Thanks again for the reply & Happy New Year!
brian_va Jan 4, 2023 @ 4:00pm 
Originally posted by Lone Wolf:
120 in the last two weeks
damn dude, go to work
marcusaddamsson Jan 4, 2023 @ 4:08pm 
Originally posted by Astasia:
and if colonists are missing a piece of gear they are usually pretty quick to replace it.

My only issue with the colonists replacing their own gear (which I let 'em, cuz why fight the system?), is when you start using dye to change clothing color. Then you make a new set of helmets, and one guy upgrades... then his old helmet goes to a different pawn, etc. as they play 'pass the hot tater' with the equipment.
Lone Wolf Jan 4, 2023 @ 4:19pm 
Originally posted by brian_va:
Originally posted by Lone Wolf:
120 in the last two weeks
damn dude, go to work

Lol Don't have to anymore. Hence the hours.
brian_va Jan 4, 2023 @ 4:21pm 
alright, fair enough then.
Lone Wolf Jan 4, 2023 @ 4:22pm 
Originally posted by marcusaddamsson:
Originally posted by Astasia:
and if colonists are missing a piece of gear they are usually pretty quick to replace it.

My only issue with the colonists replacing their own gear (which I let 'em, cuz why fight the system?), is when you start using dye to change clothing color. Then you make a new set of helmets, and one guy upgrades... then his old helmet goes to a different pawn, etc. as they play 'pass the hot tater' with the equipment.

Haven't really painted/dyed to many things in the game yet, but good to know. Thanks.
marcusaddamsson Jan 4, 2023 @ 5:38pm 
Just a thought... you know what they should add to the game? If you've got a legendary/masterwork armor/clothes you get a +1 mood, and same thing for weapons. Might give you a good reason to let 'em use that stuff...

I do, but usually only on my 'special' guy that's really valuable.
di eshor ribly Jan 4, 2023 @ 5:39pm 
Originally posted by Lone Wolf:
Originally posted by marcusaddamsson:

My only issue with the colonists replacing their own gear (which I let 'em, cuz why fight the system?), is when you start using dye to change clothing color. Then you make a new set of helmets, and one guy upgrades... then his old helmet goes to a different pawn, etc. as they play 'pass the hot tater' with the equipment.

Haven't really painted/dyed to many things in the game yet, but good to know. Thanks.

It's not worth it unless you like color coding your pawns for some reason. Your reward for growing and harvesting the tinctoria (dye) and using it on all of your pawns clothes is.... +1 mood.
marcusaddamsson Jan 4, 2023 @ 5:52pm 
Shrug. Yea, it's worthless... 'cept I kinda enjoy trying to come up with a 'look' that suits a pawn after they dye it. Silly, but still what I do. I've been using a mod that allows you to set field priorities, so I just make a little guy at low... and eventually when I wanna, I'll use 'em.

I haven't ever dyed anything other than pawns tho. I should.
pgames-food Jan 4, 2023 @ 11:50pm 
im still learning new stuff all the time regarding outfits (i never used the outfit manager so far) :)

but here is another aspect you might find interesting, if you want pawns to keep what you assign to them, but sort of want a "fire & forget" regarding clothing maintenance:

https://steamcommunity.com/sharedfiles/filedetails/?id=1447372624&searchtext=Nano+Repair+Tech
(it really is a fun mod, and basically you can store clothing in nano storage which repairs them bit by bit, or just sleep on a nano bed, which repairs your clothing over time while sleeping :)

i actually prefer a mending mod for loose items and clothing, but use the beds for what my colonists are actually wearing :)
Last edited by pgames-food; Jan 4, 2023 @ 11:50pm
Lone Wolf Jan 5, 2023 @ 10:40am 
@pgames-food: Actually I think one of the mods I use has a cabinet or something that slowly repairs clothing when stored inside. But thanks for the heads up.
pgames-food Jan 5, 2023 @ 10:20pm 
Originally posted by Lone Wolf:
@pgames-food: Actually I think one of the mods I use has a cabinet or something that slowly repairs clothing when stored inside. But thanks for the heads up.

ah ok cool ;)
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Date Posted: Jan 4, 2023 @ 1:52pm
Posts: 15