RimWorld

RimWorld

Lalunamuerta May 23, 2024 @ 4:17pm
Is there a mod to make clothing show what it covers a little clearer?
I've got ADD or just slow brain time, so when I go to make clothing and it starts going COVERS: chest, left pinky toe, right pinky toe, left thumb, Legs, left inner toe.

my mind just makes the dial up noise as it tries to put it all together. Is there a mod to kinda...clean this up and focus it? Like, Covers: chest, legs, feet.
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Jaggid Edje May 23, 2024 @ 4:38pm 
There are several different mods each that does it in different ways but it sounds like you are looking for one that presents the info in the crafting interface. All the ones I know present it in the equipping or apparel policy interface.

Also, it's not clear if you realize that there is more to apparel than just 'what it covers'. Apparel also has a "layer". So you can wear more than one thing that cover the same part of the body, if they don't share the same layer.

Shirt covers the torso, for example, and is the skin layer. A jacket also covers the torso, but it is the outer layer. So you can have pawns wear both. There's more layers than just that, but that's an example.

I use this mod so that I can quickly visualize what parts and layers a pawn has equipped, in a layout that is familiar to me because I've played RPG's for many years:
https://steamcommunity.com/sharedfiles/filedetails/?id=2478833213

Another mod I subscribed to, but haven't used yet, is this one which looks to have some very interesting features for easily keeping the whole layer/body part thing readily apparent when making apparel policies:
https://steamcommunity.com/sharedfiles/filedetails/?id=3231731155
Kittenpox May 23, 2024 @ 4:40pm 
Deleted my comment, because you beat me to it. ^_^

@OP - This may also be useful as a reference: https://rimworldwiki.com/wiki/Apparel_layers
Lalunamuerta May 23, 2024 @ 4:44pm 
It looks like the second option you posted might be what I'm looking for. I do have the first mod and my issue is putting together a set of clothing to cover up each area properly cause I will forget something simply and my colonist riots because they're not got a covered up groin, etc.

Its when I go to make a piece of clothing where my problem is cause it kinda regurgitates info all over me before my smooth brain can keep up

Thankyou for your reply.
Jaggid Edje May 23, 2024 @ 4:53pm 
Originally posted by Lalunamuerta:
It looks like the second option you posted might be what I'm looking for. I do have the first mod and my issue is putting together a set of clothing to cover up each area properly cause I will forget something simply and my colonist riots because they're not got a covered up groin, etc.

Its when I go to make a piece of clothing where my problem is cause it kinda regurgitates info all over me before my smooth brain can keep up

Thankyou for your reply.
Yah, I get it. When I was newer to the game I had similar issues.

My approach was to first create the apparel policies and then go to the work benches to actually make the things I needed for those policies. Doing it that way, I didn't need to care about the details at the crafting bench, because i already knew which specific apparel items I would be making.

If you do it that way, that 2nd mod should be helpful.

But honestly, the game doesn't actually have all that much apparel, so in short order you'll just know what covers what, because it's not all that many things to learn. Until you start using mods that add a bunch more gear....
Kittenpox May 23, 2024 @ 4:56pm 
If it helps, you can set up the tailoring bills to be like "Do until 1, more than 50% durability, exclude worn items", and anytime you don't have one of that item spare your tailor will make a replacement item. https://steamcommunity.com/sharedfiles/filedetails/?id=2647078759
Then let your own people decide for themselves what (non-armour) clothing they want to wear. :-)
Lalunamuerta May 23, 2024 @ 5:00pm 
I don't get it kittenpox, you can tell them to make a parka and it must be above above 50% durability? but the parka you make is at 100% anyway?
Jaggid Edje May 23, 2024 @ 5:03pm 
Originally posted by Lalunamuerta:
I don't get it kittenpox, you can tell them to make a parka and it must be above above 50% durability? but the parka you make is at 100% anyway?
Not quite. "Do Until X" looks at what gear you already have, not at what you are about to make. So if you set it to 50% or higher health requirement, then as soon as that gear type is no longer available in an untattered version, the bill will unpause so your crafter makes a new one.

It's how you automate the long-term supply of your apparel without ever needing to get involved unless you want to change what you are making.
Kittenpox May 23, 2024 @ 5:14pm 
Originally posted by Jaggid Edje:
Originally posted by Lalunamuerta:
I don't get it kittenpox, you can tell them to make a parka and it must be above above 50% durability? but the parka you make is at 100% anyway?
-snip-
Thankyou :-) I can't type very quickly via phone.

The reason you might want to set the durability is because your people don't like wearing clothes that are falling apart, and they'll get a mood debuff for it (-3 to -5, depending upon how damaged the item is).
(The item that gets crafted will be at 100% durability, yes. But the bill is checking against what you already have, to know when to make a replacement.)

In the early game, your pawn's moods are a relatively minor thing - but as you progress through the game and have more wealth in your colony, the mood-management becomes more important and even a "Ate without table" (-3) can cause someone to have a tantrum if they were already close to their breaking-point.
Last edited by Kittenpox; May 23, 2024 @ 5:16pm
Jaggid Edje May 23, 2024 @ 5:17pm 
What I do is use the mod "Everybody gets one" and set the bills themselves to look at what pawns are wearing and when what they are wearing reaches ~60%, the bill unpauses.

It also lets you define 'everybody' by assigned apparel policies, so you can quite literally have it craft exactly what your colonists need for the policies you have assigned and keep 0 extra in storage. The bills will unpause shortly before the colonist is going to need a new one, basically.
Kittenpox May 23, 2024 @ 5:20pm 
Originally posted by Jaggid Edje:
What I do is use the mod "Everybody gets one" and set the bills themselves to look at what pawns are wearing and when what they are wearing reaches ~60%, the bill unpauses.

It also lets you define 'everybody' by assigned apparel policies, so you can quite literally have it craft exactly what your colonists need for the policies you have assigned and keep 0 extra in storage. The bills will unpause shortly before the colonist is going to need a new one, basically.
I've used the mod before and it can be really helpful (especially for cooking). The main reasons I prefer not to use it for tailoring is that there are no pre-made clothes available for a new recruit; and that it doesn't mesh well with another mod I use to copy+paste my tailoring bills between playthroughs.
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Date Posted: May 23, 2024 @ 4:17pm
Posts: 10