RimWorld

RimWorld

Armor Racks
587 Comments
Kaschey Apr 22 @ 11:20pm 
@Trip, Yeah, it's a common bug in this mod. Just make them try a rack in another location for that colonist.
Trip Apr 22 @ 11:06am 
hey, my pawn wont put his armor on the rack. others will tho
Kaschey Mar 31 @ 8:01am 
@YoungCartWright, Had the same issue. So far, the solution: make the struggling colonist to do the same on any other rack. Basically, there's a little bug that makes a random colonist not accept a particulat rack (maybe related to its coordinates on the map or something I dunno) but be complteley chill with any other.
惠惠 Mar 30 @ 8:25pm 
打了其他种族模组,老是显示只有智人种才能显示,其他种族用不了装甲架,希望能更新一下
YoungCartwright Mar 18 @ 8:54am 
i'm telling my colonist's to put their armor on the rack, they do the action of putting it on but the armor doesnt actually go onto the rack and it stays empty
braydengames07 Mar 14 @ 7:39am 
would be great if we had additional simple sidearms compatibility, to further clarify, i wish sidearms got stored in armor racks too
Gobsnek Mar 8 @ 4:52pm 
Understood, pathfinding in multifloors seems to find ways around to work orders. (e.g: pawns can carry resources / find work from on level to another) But I have no idea how that works in principle, so I understand it might not work in this case.

I always thought the assign window where I can search was a part of basegame, but apparently it's a part of Dub's Mint menus! I have had this mod for so long that I didn't realize that it was not how it worked in basegame.
khamenman  [author] Mar 7 @ 10:51pm 
Pathfinding doesn't work across different maps, and the assignment window is the default one used for beds and such. So no to both, sorry
Gobsnek Mar 7 @ 6:25pm 
First of all, I love this mod! Best alternative for quickly gearing up / removing armor for combat pawns. I have 2 requests, could you add so you can search for pawns when assinging a owner? Also would it be possible to patch this so it works better with multifloors? Currently you can only equip / transfer from a assigned rack if it's on the same layer (map).
PartyCowboy Mar 6 @ 12:50pm 
Thanks!
khamenman  [author] Mar 5 @ 6:21am 
Default settings are Off/Off/40/70/20
Although you could try redownloading the mod by unsubbing and resubbing
PartyCowboy Mar 4 @ 12:54pm 
Hi, the restore defaults button isn't visible for me in the mod settings (there is a general one to restore ALL settings, but I don't want to do that, for obvious reasons in a 300+ mod game). Could you maybe share the default values so I can set them manually?
Kaschey Mar 3 @ 9:32pm 
Yup, all working fine.
Kaschey Mar 2 @ 10:18pm 
Ah, I just finished playing for today. Gonna check it out tomorrow and thanks a lot for responding :D
khamenman  [author] Mar 2 @ 9:49pm 
No idea how that happened but it should be fixed now
If you're still having issues go to mod settings and click the "restore to defaults" button
Kaschey Mar 2 @ 6:37am 
This mod was functioning perfectly fine for weeks but yesterday, all the racks (both wooden and mechanical ones) suddenly started working instantly - literally moving clothes around in a single tick.

I couldn't see anything related to it in the log but can get it if it's necessary.
khamenman  [author] Feb 27 @ 11:54pm 
Apologies, should be fixed now
Desgun Feb 27 @ 2:55pm 
the settings are not saved
Dizzy Ioeuy Feb 16 @ 11:54am 
wow. ty. love this mod!
khamenman  [author] Feb 15 @ 10:58pm 
Added mod settings to change equip speed due to popular demand
Giełdowski Feb 15 @ 8:14am 
Is there any way to increase equip rate from racks? Does it scale with increases to standard apparel equip rates?
TheRedLewis Jan 26 @ 6:49pm 
Installed in a pre-saved game, built 5 mechanized racks, got a damn heavy lag that would'nt stop.
Lunasulpix Jan 25 @ 12:51pm 
I do love this mod mostly for it's visual aspect since armor and guns stored on shelves is kinda meh but the racks working on container logic makes having them as an automated repair station for example really impractical as pawns won't equip things by themselves from the rack as per their apparel or equipment setting from CE and only when forced to do so- In a colony of 20+ people checking equipment just gets really tedious.
Mangalores-x_x Jan 6 @ 11:09am 
I like the idea of the mod. However the equipping is so slow the enemy may already be over the first line of defenses before everyone has grabbed their gear. At least on standard maps. Would be nice to play with the equipment speed maybe to make it more viable.

Also I found an issue with simple sidearms in how it drops all weapons equipped.
Kaŵr mab-Alan Nov 24, 2024 @ 12:30pm 
If there is any mean to change layer recognition for racks in the mod.
Kaŵr mab-Alan Nov 24, 2024 @ 11:58am 
I've noticed that the rack works very well with helmets that only have outer(head), but those that have skin(head) or other like marines, recon, cataphract helmets (base and prestige) are counted as armor and appear at armor height. Is there anyway to mod that quickly ourself?
Kaŵr mab-Alan Nov 24, 2024 @ 8:50am 
Hello. Headgears appear systematically lower, behind the armor. I don't understand what's causing this visual bug. Lots of people have the same problem but no answer. A problem with the mod's place in the list, perhaps. Compatibility with CE? Any help?
jayandtui Nov 4, 2024 @ 2:02am 
This is one of my favorite mods of all time. Thanks for taking the time to put it up.
GVLT Oct 26, 2024 @ 7:15am 
One of the mods I can hardly imagine playing without. To bad 1.5 reworked rendering and made the mod worse.
Daemonjax Oct 1, 2024 @ 7:17pm 
This is the way. Thanks for the mod!
kyrambox Sep 29, 2024 @ 8:43am 
Is it possible to save rack owner after reinstalling rack to a new location?
braydengames07 Sep 28, 2024 @ 3:20am 
is this compatible with simple sidearms?
Speak Into The ♥♥♥♥ Sep 25, 2024 @ 11:50am 
The issue I'm having is that when I make a piece of clothing, and put it on the rack, it is no longer being counted. So If I set up a bill on the tailor bench that states I want 2 shirts per colonist, and I have 2 shirts per colonist, if one gets placed on the rack, it's no longer counted, and a new one is made. Is there something I can do to fix this?
khamenman  [author] Sep 7, 2024 @ 5:23am 
@车雨辰 Please ask the authors of those mods for compatibility patches. Most likely they've overridden something from BasePawn in their custom defs.
车雨辰 Sep 7, 2024 @ 12:52am 
This mod is not working with the Mincho and Miliar,Can you fix this?
Teiya, the Blue Dragon Sep 5, 2024 @ 5:23am 
This mod is an absolute godsend - I'm so glad I don't have to make everyone wear plate armor or something silly ALL the time and can just tell them to put their armor on when it's needed
Kincaid Aug 28, 2024 @ 4:53pm 
Unfortunately equipment stored in an armor rack doesn't count if you set a bill to make until X. Tried with count equipped checked and unchecked.
WhoCanItBeNow Aug 18, 2024 @ 8:28pm 
The Helmet rendering lower bug is from CE, just informing here, they might've replace or transfered their helmet rendering layer or something.
WhoCanItBeNow Aug 18, 2024 @ 8:17pm 
Helmet rendering lower in my armor rack for some reason, is anyone getting this bug?
gRaveyard Aug 8, 2024 @ 9:52am 
I did run into an issue though - while I figured out how to make a loadout use generic articles on any one type, unrestricted by available materials, unfortunately I can't set the quality of each item individually.

Instead, if I, say, set the weapon to be of excellent quality, then your mod sets *everything* in that loadout to the excellent quality. This is bad, because I don't necessarily get to decide that the siegebreaker armor I got as a quest reward isn't of merely *normal* quality.^^
gRaveyard Aug 8, 2024 @ 9:26am 
Hey @khamenman, thanks for the mod, it's much appreciated. :)

Is there any way I can just have a pawn walk up to a new armor rack and have it automatically accept what that pawn is currently wearing as parameters?
khamenman  [author] Aug 4, 2024 @ 11:36pm 
@Werewolfie Racks use the same apparel graphics pawns use when wearing it. Not sure what could be causing your issue
@Tas Cani There's nothing like that, no. Make sure you're modifying defs that are in the folder corresponding to the game's version (e.g. 1.5)
Tas Cani Aug 4, 2024 @ 12:10pm 
Hi khamenman,
Thanks for the mod!

I tried to modify some basic values (e.g. cleanliness for the Basic Armor Rack) but when I modify the ThingDefs the values are not changing in game. Is there patching/resetting or anything else going on that would reset the values and ignore the .xml changes?

For reference, I changed things from other mods and it worked as expected.
Werewolfie Aug 4, 2024 @ 10:58am 
I have armor off another mod which appears fine when worn or dropped on the floor, but putting it on the armor rack gives you that pink box of a missing image. Any idea what kind of image is required on the rack, so that I can see about fixing that other mod?
kyrambox Aug 4, 2024 @ 8:57am 
it's a good mod but need to treat it very carefully or you'll get multiple annoying errors :(
Lord_Eol Jul 1, 2024 @ 1:44pm 
Hmm maybe a mod conflict then, ok if you can't recreate I'll just chalk it up to that.
khamenman  [author] Jun 30, 2024 @ 12:34am 
@Lord_Eol I am unable to reproduce this in quicktest. No errors are thrown, pawns with assigned racks go to them, pawns without racks keep doing their current tasks. That's vanilla gizmo behaviour and I'm not sure what could be interfering with it.
Lord_Eol Jun 29, 2024 @ 12:33pm 
Nah I figured it out but it's still a "bug", if some of the selected don't have an assigned armor rack it gives a "error" for some of them "A/B/C don't have a rack assigned" but then it cancels it for EVERYONE so you have to go back and just select those with assigned racks.

This is different that lets say defensive positions, etc where it still works for those that do have it assigned, i.e. the error isn't blocking but just a warning unlike here.
Mr_Pixel Jun 29, 2024 @ 10:49am 
Depuis que j'ai utiliser ce mod, mon micromanagent est complétement cassé ! Mod a ne pas utiliser !
khamenman  [author] Jun 24, 2024 @ 12:30am 
@Lord_Eol
>if I multiselect all my pawns I want to click the rack/unrack button and them each to go to the rack they are assigned
That is literally how it works. Must be some sort of weird mod conflict if it doesn't