RimWorld

RimWorld

Compositable Loadouts
611 Comments
VitaKaninen 3 hours ago 
How did I get caught up in this conversation? I was just explaining what I thought another person meant. I did not make the original comment.
Uncle Jack Hughes 3 hours ago 
@VitaKaninen

I'm getting the same error, but I don't even have numbers installed.
VitaKaninen 6 hours ago 
No, I think you are confused. The message from llunak was not meant for you, so it does not apply to you unless you are also getting a error about the numbers mod.
time_san 6 hours ago 
@VitaKaninen oh, but in my case I don't have Numbers mod. Is it a requirement now?
VitaKaninen 6 hours ago 
@time_san, I think he means you need switch back to using the official Numbers mod instead of the Temp version, now that it has been updated.
time_san 6 hours ago 
Same errors as @The_Psyborg. Also, can you elaborate @llunak?
llunak 10 hours ago 
@The_Psyborg Switch back from the temp Numbers version.
Joe 12 hours ago 
@Wiri Yep, same errors as @The_Psyborg
The_Psyborg 12 hours ago 
Currently getting this error on game start:

"[CL] Failed to apply 'Numbers' compatibility patch, Loadout overview column will not show up. "

immediately followed by

"Error while instantiating a mod of type Inventory.ModBase: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> HarmonyLib.HarmonyException: Patching exception in method static System.Reflection.MethodInfo"

This happens even if Compositable Loadouts (and Harmony) are the only enabled mods.

Full text of those two errors: https://pastebin.com/Y5rTs4F2
Wiri  [author] 12 hours ago 
Latest update is now fixed; I've also pushed a handful of UI improvements while there. Enjoy
Joe 13 hours ago 
@Wiri Recent game update causes this error on game start:

"[Loadout Compositing] Error in transpiler for JobGiver_OptimizeApparel.TryGiveJob - Pawns drop apparel from outside their loadout if the setting is set will not work."

Please fix.
Grimmas 20 hours ago 
There is an error on load after the recent game update. I put the bug report and log link on github issues.
Halfman Aug 24 @ 8:30am 
Awesome mod! I am able to use it with CE as long as i stay out of equipment, only using it for apparel, but it would be awesome if this was integrated into CE or something.
Septentrix Aug 21 @ 10:20pm 
Is there any way to mass assign States to Tags or to "lock" a state to a tag so when the tag is assigned the state is automatically applied?

I created my rimatomics "M.O.P.P Suit" tag but I only want them to wear it when I assign them to the "Radiation Outfit" state. Do I have to manually go through all the pawns to then assign the "Radiation Outfit" state to their "M.O.P.P Suit" outfit tag?
Swordie Aug 14 @ 6:18pm 
I know to not really remove mods mid save, but is this mod safe to remove mid save?
Its a great mod but I find I so rarely use it and just use the vanilla system.
Plus I have space base furniture :(
lloki Aug 14 @ 7:29am 
@Caramel yes, just delete this folder completely, thought you will probably need to check it with each update. Or just keep it as a local copy only.
Caramel Aug 14 @ 4:52am 
anyway to fix Space Base Furniture? remove the patch?
Hypersomnia Aug 14 @ 2:44am 
Hi, It's not an error but, I just noticed that the "Copy thing setting from tag" button is gone from "X per Tag" Better Workbench Management Integration. I think it was 2-3 weeks ago when I last used it.

Has it been removed? It was pretty handy because I didn't have to select the materials one by one for all the bills.

https://imgur.com/a/jsFSEot
lloki Aug 14 @ 2:30am 
@Johnald P. Redham there's a great manual on youtube made by MysteriousFawx. In fact I started to use this mod once I watched it and I am very happy that I did it. https://www.youtube.com/watch?v=SczjMn7jGs4
Wiri  [author] Aug 13 @ 11:53pm 
I've pushed an update to fix a couple rough spots. Let me know if anyone encounters any errors.
Notably I've added the space base furniture mod as an explicit incompatibility.
Joe Aug 13 @ 11:21pm 
Mod's updated. Please change the thumbnail to reflect this. I thought the mod was outdated before checking it's page.
neologia Aug 12 @ 1:24pm 
Unholy Randy! Thanks to those who found out the issue with the space base furniture mod. I was loosing my mind trying to troubleshoot this. Cheers
Johnald P. Redham Aug 11 @ 7:15am 
Would be nice if ti worked, or made things simpler to understand, it doesn't do either. Thanks though.
llunak Aug 10 @ 10:42pm 
@Wiri You have a github PR, in case you do not watch those.
Di Immortalis Aug 6 @ 8:35am 
This is _EXACTLY_ what i needed to complete out Better Pawn Management - love the compatibility, love the implementation, love the thought that went into it. Thanks a ton!
Shadowzfire Aug 3 @ 3:53am 
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.
Dallas Dog 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.