RimWorld

RimWorld

Take off coat indoors
114 Comments
Dekent Apr 25 @ 1:09pm 
From my understanding, the pawn rendering code changed in 1.5 and modders haven't been able to figure out how to make this work for the body since.
[TR] James [YT] Apr 23 @ 11:32am 
i really like this mod too bad it doesn't work in 1.5 i also looked and there is a src folder with the mod if anyone wanna try to have this mod work for 1.5
seregasimyan Mar 31 @ 3:20am 
update!!!!!!!!!!!!!!!
Асура Mar 20 @ 7:49am 
update
LOTO Mar 13 @ 3:58am 
we need it so much:steamsad:
Vra4 Mar 7 @ 1:26pm 
Dude? Are you ok?
Антон Ковалёв Feb 27 @ 10:20am 
It will soon be a year since the release of 1.5, and the mod hasn't been updated yet :(
Jet_Mishemoto Feb 1 @ 12:33pm 
I didnt know how much i needed this mod... .·´¯`(>▂<)´¯`·.
ErLouwer Dec 29, 2024 @ 5:42am 
Gamerhell Dec 19, 2024 @ 6:21pm 
Someone should send this mod to the continued team for it to be forked to 1.5
tri_idias Sep 16, 2024 @ 4:15pm 
Hopefully this mod gets an update, I would like to see my pawns remove their coat once this are inside.
TWrecks Sep 7, 2024 @ 5:51pm 
+1 for updating this mod. I really miss it.
.ʘƺɀ₅ Sep 3, 2024 @ 6:48am 
Hopefully someone picks this mod up or updates it, I would do it myself if I knew anything about coding
SetzerKonig Jul 26, 2024 @ 9:13am 
o7
Fenrir Apr 30, 2024 @ 7:41am 
This can currently cause some issues in 1.5. In Example: False Rendering in the Topbar (Missing Items), Corpses that are invisible and Lua Errors everytime someone enters Indoors. Also the Menus seem to no longer work and the hiding of layers just works sometimes.
Duncy Apr 16, 2024 @ 9:09am 
Will you be updating this mod?

Thanks
Michiko Apr 11, 2024 @ 1:20pm 
I get the feeling this mod will not work properly in 1.5 without a proper update because of the new rendering system. I can test it later on or something, but yeah. Some other mods related to pawn rendering seem to not work properly either, hence my worries.
VolatileGlitchAviator Nov 24, 2023 @ 5:58pm 
I don't know if ive asked it before or if someone else has, would it be possible to add shields to the list of clothing not to be displayed? from ve or ce?
VolatileGlitchAviator May 3, 2023 @ 12:50pm 
Does this also hide shields?
g0jira Jan 7, 2023 @ 10:29am 
ok i have kind of issue with this mode in 1.4, in 1.3 it worked fine. now mod do not apply to pawns unless i go to mod settings and change something, then it execute rules on pawns and they change layers. im using CE like i did in 1.3
Filipino Goku Dec 27, 2022 @ 5:50am 
Hi there! It turns out it was a conflict with another mod. I sorted everything and it works perfectly! Please forgive me for the confusion, and again this is a very good mod! Thank you!!
Kushiyaki  [author] Dec 20, 2022 @ 5:15am 
@Filipino Goku
Thanks for using.

Normally, it is designed pawns that don't belong to the player's colony (pawns whose "RoomWear" tab is not displayed) are not affected. However, I cannot deny the possibility of unexpected conflicts.

Hats display settings are often set with ShowHairWith... or HatsDisplaySelection, have you checked those?
Filipino Goku Dec 18, 2022 @ 5:59am 
Hi I have a question about this mod! I noticed that an enemy faction is required to wear visage masks... but whenever they spawn on my map, they are not visible. I have tweaked with my settings and can make their hats visible and invisible as normal, but does this mod do anything to NPCs? That problem aside, I love this mod very much. It's very immersive, thank you!
Kushiyaki  [author] Dec 7, 2022 @ 3:16am 
@Dagorath
Thank you for your feedback.

It is technically possible to add it, but I thought it was strange as a concept, so I didn't implement it.

That being said, there are actually two functions to hide outdoors.
1. Use the temperature settings
 Be sure to set a temperature that satisfies the conditions (ex. set to over -99°C)
2.Use apparel individually visible settings
 This update has made it work properly, so please filter by Layer: Shell and toggle Force Display settings to "invisible" of the clothes you want to hide.

If there are many requests, I will implement it.
Ðagorath Dec 6, 2022 @ 10:31am 
Thanks for the mod, I like the custom config you can do for all pawns or even for each pawn, one thing I would like to add as a functionality:

Inside "Choose a layer of" menu, we have 2 options, "indoor" and "In private room", could you add another one as "Outdoor" ?, this way I can hide parkas and some other Outer equipment at all times, I would like to show only Medium layer for outdoor, and skin layer for private room, and naked for bed, I guess I'm just kinda tired of watching parkas 24/7 for years now and also hiding them indoors doesnt work for all my needs for example I like to see my slaves in their "Medium" outfits (from a mod) at ALL times, not just indoors.
muppet2011ad Dec 5, 2022 @ 8:18am 
@Kushiyaki I've just done a quick test on my end and it looks like debug is working again. Thanks for the fix <3
Kushiyaki  [author] Dec 5, 2022 @ 7:49am 
@yirny.g,muppet2011ad,Dekent,LOTO,FreeClaw
Thank you for your feedback.

I'm sorry, but it seems that the debugging system makes unexpected calls on the window side.
Now I can call the debug window even without HAR. I think it's probably fixed.

@Michiko,stinkydiamond
Thank you for your feedback.

It seems that I made a wrong correction just before the update, so I fixed it.

@Thetaprime
Thank you for your feedback.

I'll check it out, but I don't know if it will improve, so please don't expect it.
In my environment, RimThreaded is always conflicting with some other mod.
FreeClaw Dec 3, 2022 @ 4:09am 
I have the same issue as yirny.g, trying to access developer action dialogs throws an error.
In fact it can be reproduced with only harmony loaded alongside this mod.
LOTO Dec 3, 2022 @ 12:12am 
same issue with stinkydiamond
Dekent Dec 2, 2022 @ 12:22pm 
Having issues with this mod since the update too, can't open the dev menu. It seems it works if you use HAR, but if you have that mod inactive you get the errors.
stinkydiamond Dec 1, 2022 @ 10:17pm 
Hello. I can't see any symbol when i try to change settings for some cloths in the apparel indivisually visible settings. This happend with your last update.
Michiko Dec 1, 2022 @ 9:54am 
Hi. I can't seem to edit the filters anymore with one of the recent updates. I can't see the apparel items. I keep getting this error [pastebin.com] in the log. I have BioTech and Royalty but not HAR.
Thetaprime Dec 1, 2022 @ 7:31am 
I'm getting a weird reproducible issue with this mod and RimThemes that is load order independent.

If I remove RmThemes, this mod pops up its update notes (usually seen on the colony view at the start of a new game) on the world map after new world generation. With RimThemes the UI is locked on the world map (probably because the UI changes for RimThemes doesn't know how to draw the update notes or something at that particular time.

The frozen world map isn't a crash, but UI unresponsiveness, but I can run Prepare Landing options fine, but just cant rotate the world or interact with the hex grid or buttons in any way.

The workaround right now is to remove RimThemes or this mod.
muppet2011ad Dec 1, 2022 @ 7:09am 
I'm having the same issue as @yirny.g, exact same error log too
yirny.g Nov 30, 2022 @ 5:39am 
It seems this mod prevents dev mode command windows from opening with following error message since the last update.

Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not resolve type with token 0100002e (from typeref, class/assembly AlienRace.ExtendedGraphics.ExtendedGraphicsPawnWrapper, AlienRace, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)

At least for me, disabling this mod solved the error. And it was working fine until yesterday.
Kushiyaki  [author] Nov 21, 2022 @ 5:46am 
@supervette222
Thank you for your feedback.

Probably because it uses the Overhead layer.
Try adding "<li>Overhead,Headgear</li>" to "<DefsList>" in "Defs > CustomLayerDictionary.xml".
In addition, I'll try to debug it and if it looks ok, I'll add it as an initial value on the next update.


Warcasket has many reports, and even now there are problems when adding functions, so I will check the settings so that it can work with the initial settings.
However, I have only debugged some elements and have not used this mod, so please let me know if there are any elements that are causing problems.


BTW
@Moon Cheese
Thank you for your feedback.

I am currently creating a preset & automatically apply function.
Phel Nov 20, 2022 @ 9:21am 
Thanks for your work !
supervette22 Nov 18, 2022 @ 6:48pm 
I cant get it to show helmets in bed, I've tried all settings and even the individual clothing setting to forced but it wont show the helmet in bed. everything else works fine but when my pawn goes to bed his head is missing because hes wearing a warcasket helmet.
Filipino Goku Nov 14, 2022 @ 8:09am 
When I found this mod I wondered how I could have ever lived without it. Amazing!
SaltMerchant Nov 11, 2022 @ 7:56pm 
Thank you!
SCREAMS INTO VOID: Please Ignore Nov 11, 2022 @ 7:45pm 
Thank you so much for the update, much appreciated! Hands down one of the best immersion mods on the workshop.
Scarlytte Nov 9, 2022 @ 2:10pm 
please update! I miss this mod so much
Juniemo Oct 30, 2022 @ 1:28pm 
1.4 please :(
qks_oliver012 Oct 27, 2022 @ 9:25am 
1.4 nunk? :steamsad:
FranCSGO Gameplays y Tutoriales Oct 26, 2022 @ 7:51pm 
1.4?
LOTO Oct 21, 2022 @ 11:42pm 
update 1.4 version please
Eclipse Sep 12, 2022 @ 12:15am 
BTW thanks for this mod :cozybethesda:
Eclipse Sep 12, 2022 @ 12:14am 
Lol I've just realised that there is a fuction to exclude some apparel
Forgot about that. It solves pirate problem but I think that custom rules for traits is a nice idea to consider
Eclipse Sep 12, 2022 @ 12:13am 
Another function I would grately appreciate - colony pawns only checkbox
Eclipse Sep 12, 2022 @ 12:11am 
Is it someway posssible for you to make an option for different rules for pawn with certain traits?
VFE pirates pawns with warcaskets look very strange. There is a trait "warcasket" for those pawns

I know that is it is technically possible to fix this with custom rules but it is VERY inconvenient in that particular case because mercenaries from this mod are hired for a short period of time so set custom rules for a temporary pawn is extremely tedious.

I would be so much grateful if you implement this function. I would even donate some $ if you want