RimWorld

RimWorld

Compositable Loadouts
586 Comments
Shadowzfire 11 hours ago 
Mod is not too friendly with listing Flak Dusters from https://steamcommunity.com/sharedfiles/filedetails/?id=2563894152&searchtext= mod in the search bar. If you have some time to spare, could you take a look and add that to the searchables please and thank you for your mod.
VitaKaninen Aug 2 @ 1:30am 
I am getting another error, that I think is related to this mod: [Loadout Compositing] 0 Failed to apply Better Workbench Management's workbench transpiler, will not be able to count pawns that are off map

https://gist.github.com/HugsLibRecordKeeper/a22f608a6820577463607fd2d31bfd7d
Dizzy Ioeuy Jul 31 @ 5:19pm 
Is this anything worth me going extra to report using a log?
Dark red error, so game still runs.

"Loadout Compositing] 0 Failed to apply Better Workbench Management's workbench transpiler, will not be able to count pawns that are off map"

??
UltraEmailMan Jul 31 @ 4:40pm 
This is exactly what I've been wanting. It makes outfit management so much easier.
RomainG Jul 31 @ 4:02pm 
Hi @Wiri ! Unfortunately, it does not seem like it works with outfit stands.
Aquiles Jul 30 @ 4:22am 
Hello, @Wiri. BetterWorkbenchManagment mod updated again and it seems that it brought the transpiler error back.
Fwiffo Jul 30 @ 3:52am 
Is there a way to make a "one of" setting? For instance, there are 2 pieces of headwear with the only different being the sprite, Consequently, I don't care which piece the colonist wears as long as it's one of them, but if I add one to the tag, it automatically removes the other from the list.

Is there an option to add "one of" items, or do I have to make a tag for each possible combination?
VitaKaninen Jul 29 @ 6:19am 
I am getting an error for one of my pawns, and I can not draft them and all the gizmos at the bottom of the screen disappear.

Exception in Verse.AI.ThinkNode_Tagger TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 170D6A80]
at Inventory.Loadout+<>c__DisplayClass36_0.<WeightAtWhichLoadoutDesires>b__0 (Inventory.Tag t) [0x00000] in <0c5d8c8493714fdca9766caba86a7ab5>:0

https://gist.github.com/HugsLibRecordKeeper/0b4f5c8c5235d5753673adb3d2da99c9
VitaKaninen Jul 28 @ 8:54am 
I have a bug to report. Pawns will prioritize a Low Shield pack over a Ranged shield belt when they have access to both. Here is a quick clip showing a fresh game with minimal mods, and them ignoring the loadout. https://youtu.be/JFE4e4sRB9s
Thilenios Jul 27 @ 10:53am 
Love the idea of this mod, but kinda wish it had some sort of "premade configurations". I fnid myself just not wanting to take the time to really dig in and learn it properly when I am already 50 hours into a run.
Church.exe Jul 26 @ 1:49pm 
at the risk of being a broken record Im a bit confused at where this mod is at wrt CE.
The description itself says "This mod will likely integrated into Combat Extended in the future" but evidently thats been there for years and it just hasn't really gone anywhere
But then there are some comments saying it actually does work fine so long as you don't try to use both systems at once.
But then there are some other comments saying that they actually do have hard conflicts and can fight eachother.
And then there are more recent comments saying that CE actually IS currently making major changes to their loadout system, but are those changes unrelated or are they actually implementing a sort of compositional system like this?

I'm confused what the actual state of this mod is wrt CE compatibility because at least at some point it seems like it was supposed to be integrated natively, but now it's seemingly in a weird limbo where I can't tell whether it's soft-compatible or hard-incompatible
mreledil Jul 25 @ 3:35am 
does this work with outfit stands?
VitaKaninen Jul 24 @ 3:24pm 
@Omega13, is it allowed in their vanilla policy?
Omega13 Jul 24 @ 1:36pm 
For some reason my character absolutely refuses to equip an eltex skullcap despite it being at the top of her priority list and having a perfectly good quality version on hand.
Jallas Jog Jul 24 @ 12:23am 
Everytime I load a save, quick or otherwise: all my tags turn off. They're saved, but not enabled. Is this intended?
Luma Jul 23 @ 9:57am 
@Wiri Sadly it seems like the author has declined to fix it. Apparently they are not able to. Would it be possible for you to add the Space Base Furniture mod to the list of incompatibilities?
Luma Jul 23 @ 8:32am 
@Teh T thank you for your work, it was driving me insane. I did not expect a furniture mod to be the one messing with Compositable Loadouts! Hopefully the mod author will fix it - in the meantime I will use your hotfix <3
Wiri  [author] Jul 23 @ 8:00am 
Yeah if another mod adds other jobs which automatically equip apparel through some other mechanism, this mod just won't work. I think it wouldn't be unreasonable to ask for a toggle from the other mod to disable that functionality.
Teh T Jul 23 @ 6:16am 
update: I poked around a bit, and it looks like the cause is space furniture's styling station has it's own JobGiver which likely bypasses the #apparel tags only' option in CL.

A quick dirty fix for this is to go into the mod folder for space base furniture, open the 1.6/patches/ folder and rename or delete the Core.XML file (to something other than .xml)

the styling bench won't function correctly but it's better than losing either mod completely!
Teh T Jul 23 @ 6:04am 
It did work fine for me for a few days with both mods installed, but I guess something updated.
It does appear like the author of space base furniture has confirmed the conflict in the comments of that mod, but no resolution at the moment other than 'don't use both'
Knight.Chaos Jul 22 @ 7:21am 
@punk
I noticed it also on wearing non-tag clothing, I thought it was a new update.
MHartus Jul 22 @ 6:10am 
I think I maybe misunderstanding how this system is supposed to work. I want pawns to have at least something to shoot back with so I setup a tag with set of pistols raiders usually bring in, but when that state is active pawns grap one of each pistol defined in the tag. Is there toggle that tells them "pick one of these" instead of trying to haul a whole arsenal?
punk Jul 22 @ 3:49am 
Just a heads up, the mod Space Base Furniture is causing this mod to not work correctly. Pawns are ignoring loadout limitations often and wearing clothing outside of loadouts as well as changing clothing constantly. I narrowed it down to that mod being the issue for some reason.
Ragnarok Jul 21 @ 7:45am 
Especially when there are 20 to 30 people present.
Ragnarok Jul 21 @ 7:44am 
Thank you for your work. I would like to make a few suggestions. Configuring labels for each character seems a bit troublesome. Most of the time, we still tend to uniform the dress of some people. It would be even better if we could replicate the collection of these labels.
NoTimeLeft Jul 20 @ 12:46pm 
I also have issues with the X per Tag. It doesn't combine the bills into a bigger one.

For example, I've made multiple loadouts, all with beads with the same settings. When I click the "Create bills" button, it shows multple "Make Beads 10/2" instead of a single "Make Beads 10/10", which causes production to stop when the highest "Make Beads" has been fullfilled.
Sylos, M.D. Jul 20 @ 11:03am 
Am I using the x per tag correctly? I have 15 pawns with a tag(it's a default), but the x per tag is saying I'm 2 short, which would indicate the slaves I have aren't being counted. However, the slaves themselves have the same tag that all the other colonists have(it's a basic clothes tag). For some reason, it looks like it's not counting the slaves clothes, which messes up the fixing and wearing of clothes, since new clothes aren't fashioned
Vane Jul 18 @ 7:10pm 
Hello, mister Wiri. Can you add an option to ignore apparel policy for specific tags?
Also, is it possible to have a generic weapon/armor option, like, "best sharp armor helmet", or "best melee weapon"?
Dizzy Ioeuy Jul 18 @ 12:13pm 
So core to the game for me. Thank you for updating.
Senjai Jul 18 @ 12:04pm 
Also this video https://www.youtube.com/watch?v=SczjMn7jGs4 , at least until its out of date, honestly should be in the mod description, or the list of media items.
Senjai Jul 18 @ 11:34am 
This mod is so close to being a one stop fix for loadout management. All thats missing is the ability to rank apparel, despite the fact they may conflict, within a tag, instead of creating a tag for every type of apparel, mimicing the problem that vanilla has.

This also needs some work with the panic state, and ideally multiple ways to trigger different panic states or multiple states together.

You cannot combine states. I understand why this is hard. What I really want here is "Tag Sets". When applying tags to pawns, copy a list of tags from one pawn to the next, sets would allow you to recursively compose rules as long as how they are combined is kept simple.

E.g. Tag set A for meleet, and B, cold weather, and want both for a pawn, you should be able to apply them to pawns as you apply tags with the giventhat tags from one set are always above or below that of another set. Or just act as templates.

Also please add a patreon. I love this direction.
Wiri  [author] Jul 18 @ 12:47am 
> Yeah something doesn't seem right since 1.6 - Panic state doesn't seem to be working half of the time but haven't put my finger on what is happening (no errors in logs). They won't go change even if using the Gizmo or the Gizmo will say pawn is already actioning this but they won't even if you interrupt their current job and try and force it.


I can observe this *with a large modlist* - but can't identify the mod which is causing this issue in particular. if you can add reports on github with modlists which cause this behaviour, I can have an easier time bisecting the issue.
Meelonius Jul 17 @ 3:06am 
Is it compatible with Choose Your Outfit? Like using that one for overview and this one for final rules to setup?
Sekonda Jul 16 @ 6:42am 
Mod is broken, panic state doesn't enable.
Korath Jul 15 @ 7:10pm 
Yeah something doesn't seem right since 1.6 - Panic state doesn't seem to be working half of the time but haven't put my finger on what is happening (no errors in logs). They won't go change even if using the Gizmo or the Gizmo will say pawn is already actioning this but they won't even if you interrupt their current job and try and force it.

I'll test a few more things and see if running without other mods I can reproduce
Mexiharo Jul 13 @ 2:49pm 
I couldnt seem to get this mod to work sadly, setting them to wear only load out gear would work, but they would refuse to wear anything set in the "Panic" State, atleast the interface is neat for knowing what goes where and all.

No errors but im guessing its conflicting with one of many mods included in the "Extreme Warfare" Modpack
SugarCrash Jul 13 @ 10:26am 
i don't seem to be able to add ammunition to this anymore, i am doing something wrong?
Nuker1110 Jul 13 @ 8:50am 
Could we get an option to have a Saved tag/tags apply as a Default on new game? My pawns stripping to nude before I get to importing is tedious, and potentially deadly depending on climate.
blue Jul 12 @ 11:18pm 
THE GOOOAOATTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
Avers Jul 12 @ 9:32pm 
Is there any way to have this work with Better Pawn Control or Gear up & Go?
Wiri  [author] Jul 12 @ 8:22am 
Thanks Aquiles. I wasn’t aware of that breaking - I will fix that now. This won’t break anything, the functionality mentioned in the log line will just not work until I patch it.

I’ll wait a bit for other mods to update before pushing this patch - so I’ll wait a bit to collect any other possible incompatibilities before pushing another update.
Aquiles Jul 11 @ 11:38pm 
Hello, @Wiri. I don't know if it is important but with the new update of Better Workbench Managment a red error shows up at the start of the game:
[Loadout Compositing] 0 Failed to apply Better Workbench Management's workbench transpiler, will not be able to count pawns that are off map
McMookerson Jul 10 @ 4:06am 
Thank you for the update! This is THE QoL mod I cannot live without.
Korath Jul 9 @ 9:12pm 
Thanks for the 1.6 update! Amazing mod and super happy can go into 1.6 with it in my list :)
Vedrit Jul 3 @ 5:30pm 
I eagerly await the 1.6 update! This is one of my must-have mods
Lathium Jul 1 @ 6:10pm 
Looking forward to you pushing this one onto 1.6 Wiri - most appreciated.
Muon Jun 27 @ 2:27pm 
I believe I found a minor bug: right after opening the menu to edit a pawn's tags, hitting the "Previous colonist" key switches to the next colonist instead. The same thing happens after deleting a tag in that menu, but not after adding one.
I was trying to edit my pawns' tags in reverse order but kept being thrown off because this.
Przyhol Jun 27 @ 12:42pm 
Hey i have i question would it be possible to implement from to to value, for example if pawn has set to carry coffee to have range from 1 to 3, if it falls under the lower value then refill to full.
Because now mostly when my pawn have set it to 3 when it drops to 2 they stop working and going to refill the missing 1
Evono Jun 26 @ 11:55am 
Very likely yes sean woo , they do atm changes to their loadout system
SeanWoo Jun 26 @ 8:57am 
I tried to add this mod to my build with CE, I managed to do it yesterday, but today after entering the game I noticed that all states and tags disappeared, and the console shows the error Exception filling window for Inventory.Dialog_LoadoutEditor: System.NullReferenceException: Object reference not set to an instance of an object

Is this because of the Combat Extended mod that I have in my build?