边缘世界 RimWorld

边缘世界 RimWorld

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Compositable Loadouts
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Mod, 1.5, 1.6
文件大小
发表于
更新日期
1.380 MB
2021 年 12 月 11 日 上午 12:43
8 月 28 日 下午 11:59
23 项改动说明 ( 查看 )

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Compositable Loadouts

描述
A mod designed to make pawn inventory & apparel management modular and extensible. Designed to be performant, and simple to use.

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 bill which targets a tag to another bill, copy the tag with it.
- Pick up and Haul: Disable pick up patch from our side when PUAH is loaded (duplicate functionality).
- Better Pawn Control: Panic mode integrates with the panic mode in BPC
- RPG Gear Tab: Adds CL UI to their revamped gear tab

Incompatibilies:
- Awesome Inventory: Both mods work in the same space, and will never be compatible.
- Combat Extended: Has its own conflicting loadout system with differing requirements.
- [MUS]太空基地家具Space Base Furniture: Adds new ways for pawns to seek out apparel, bypassing this mod entirely


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
热门讨论 查看全部(19)
28
5 月 4 日 上午 7:03
2022.01.02 version bugs and general comments
thailyn
14
2024 年 1 月 2 日 上午 7:12
Help Configuring Loadouts
Gideon
6
1
8 月 28 日 下午 10:33
Suggestion: Allow many conflicting items in a tag's loadout
chphilli
655 条留言
Hugalafutro 17 小时以前 
fwiw I only started using CE recently and was not aware of it being incompatible with CL and it seems to work. I use setup as as @VincentC outlined, i.e. CL for armor and CE only for ammo (I will never enable ammo in future colonies again, so much micromanagement it's disgusting). Couldn't for the life of me figure how to make armor loadout in CE, they just kept lugging the items around as extra weight).

Note I do not use armor "sets" my colonists wear the same stuff all the time it's too much micromnagement for me. So I just have 1 CE loadout with ad hoc and 5 mags of ammo assigned to everyone, then I add CL tags for armor and only thing I have to do manually is tell the pawn which weapon I want him to use and rest is automatic.

Just have to assign shortcut key to CL in mod settings as CE takes the button to add tags away.

I do not want to bash either mod, they're both great I just can't figure out how to make CE to do what CL does in same intuitive and comfortable way.
Wiri  [作者] 23 小时以前 
Thanks for the heads up! Its great this is something they are working on; and I'm happy to accept patches from their side to make the mods integrate better.

I've simply never been able to implement the features I "required" for parity with their implementation, in a way where I would be happy/confident saying that I had improved their system.

fwiw, imo - this mod provides a (slightly simpler) but more composable loadout system, with arguably a much more complex UI. I don't think that that balance is correct for everyone, so I'm not sure it should be the default for CE, where they do require some minimum baseline QoL for keeping ammo on hand.
MysteriousFawx 10 月 17 日 上午 1:17 
@VincentC Works perfectly! Thanks for the PSA.
Phooenix 10 月 15 日 上午 11:01 
@VincentC I think they should just botch their version and let people getting their own mod for that. CE is more of a "framework" and shouldn't touch UI in my opinion. Their version of loadout manager should be a separate mod. And i have tried using it but can't figure out how to set loadouts for armor? Or is it even possible in theirs?

With 50k items in my game its just a huuuge list of stuff uncategorized, even the vanilla is better.

This mod looks soo much more user friendly and i have had it favorized for some time and haven't had the gut to test it on my CE playthrough, especially showing all layers on all different body parts as it can be hard to keep track if you've actually covered it all. If it really works as you are saying i am willing to give it a try. Do you have any errors so far? Or problems?
VincentC 10 月 14 日 下午 6:50 
PSA again. Seems like Combat Extended made some changes in their loadout setting and now play very nice with Compositable Loadouts.

All we need to do is to is setup a generic CE loadout with drop other stuff uncheck and check the ad hoc indicator with nothing else. Set how many mags pawns are going to carry and let Compositable Loadouts handle the rest.

Works great so far.
Vril 10 月 12 日 上午 3:41 
Would be great if we could get an option to create a tag from a current pawn inventory with just one click.
BTAxis 10 月 11 日 上午 12:47 
This mod doesn't work for me as I expected. I'm unsure why.

I have three tags assigned to all my colonists, two for a state called "war" and one to "any", in that order from top to bottom. I also have a state called "peace" which has no tags assigned to it. The "war" tags contain armor, the "any" tag contains tribalwear.

The outfit policy is set to permit everything, so I turned on the mod option to only wear apparel that's in a tag. But now, when I select "peace" for my colonists, they will remove all apparel, including the tribalwear. On the other hand, if I set them to "war", they will not wear the armor, even if I use the button to satisfy the loadout now.

I'm not sure what I'm doing wrong. If I look at the coverage panel, it does show the correct loadouts for each of the states, but for some reason the pawns aren't equipping themselves accordingly.
Mrooky 10 月 10 日 上午 10:58 
Can I somehow allow loadouts to ignore apprel policy? I have one global for all pawns and I want to create loadout for builder, but it will have items not allowed in the apparel policy. I would like my pawns to ignore it (I know I can make dedicated apparel policy)
OLeary 10 月 6 日 下午 1:09 
this is true. I suppose you get the same result from just having your gear in a storage and pulling the desired loadout with tags
Wiri  [作者] 10 月 5 日 下午 3:45 
Yep; Outfit stands are somewhat orthogonal to how loadouts work, they are very manual - and I don't immediately plan on trying to fix this. It doesn't seem like there is an obvious approach, and while the functionality is nice - its not essential.