RimWorld

RimWorld

419 ratings
Compositable Loadouts
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.168 MB
Dec 11, 2021 @ 12:43am
Jul 18 @ 6:27am
19 Change Notes ( view )

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Compositable Loadouts

Description
Features:
- Create tags containing items which a pawn will wear / pick up / equip automatically
- Create loadouts consisting of multiple tags for flexibility (composition)
- Create bills which make `x` number of items, where `x` is the number of pawns with the tag `y`
- Compatibility by default with mods which add apparel/apparelLayers/body parts etc.

FAQ:
Q - Why aren't my pawns immediately equipping their loadout?
A - Loadout resolution is staggered, and happens at the natural pace of the game. This may be between ~10-15 thousand ticks after the pawn last checked. But you can get your pawns to immediately equip their loadout by pressing the 'Satisfy Loadout Now' gizmo on a pawn.

Q - How does this interact with the vanilla outfit system?
A - The vanilla outfit system is still the root dictator of what a pawn can/cannot wear. This is for simplicity, and helps avoid bugs.

Q - Where do I access the GUI?
A - The GUI can be accessed in the Gear Tab, the Assign Menu, or via Keybinds.

Q - Non steam download?
A - Download it from Github [github.com]

Q - Where can I suggest features or report bugs?
A - The github issues page for the mod is the place I am most likely to read Here [github.com].

Mod Integrations:
- Better Workbench Management: When copying a bills settings, copy extended data maintained by this mod along with it.
- Pick up and Haul: Disable duplicate functionality from this mod when PUAH is loaded

Incompatibilies:
- Awesome Inventory: Both mods work in the same space, and will never be compatible.
- Combat Extended: This mod will likely integrated into Combat Extended in the future.

Credits:
- DrowsyCorgi ( NotooShabby ) for their incredible work on Awesome Inventory. I hope that the influence their mod has had; with regards to both the functionality of the mod, and the aesthetics of the GUI is visible.
- Madman666 for his work creating the custom textures which this mod uses
- All those who helped test and gave feedback - it all helps
Popular Discussions View All (17)
28
May 4 @ 7:03am
2022.01.02 version bugs and general comments
thailyn
14
Jan 2, 2024 @ 7:12am
Help Configuring Loadouts
Gideon
4
1
Jul 14 @ 2:03pm
Suggestion: Allow many conflicting items in a tag's loadout
chphilli
559 Comments
Vane 19 hours ago 
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?
Yeeoo 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?