边缘世界 RimWorld

边缘世界 RimWorld

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Choose Your Outfit
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Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
961.544 KB
2024 年 4 月 25 日 上午 3:03
10 月 1 日 上午 10:36
62 项改动说明 ( 查看 )

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Choose Your Outfit

描述
Overview
This is a mod to expand the apparel policy management dialog to make it easier to create filters.

The list of apparel displayed in the lower middle can be narrowed down by various filters, and the selected apparels can be applied directly to the filter.

There is also the feature to preview the appearance of pawns with selected apparels and the ability to register bills of selected apparels in worktables.

Features

To access the UI of this mod, open the "Manage apparel policies" dialog.


  • Filter by layers of the apparel
  • Filter by coverage of the apparel.
*The part of the body covered by the apparel moused over will be highlighted.
*Body parts covered by the apparels currently selected on the selected layer will be filled in.
*Apparel that cannot be worn together with the currently selected apparels will have a darker background.
*When "All Layers" is selected in the Layer List, for each body part, "the percentage of layers with apparel that the body part can wear that is actually covered by the currently selected apparel" is displayed as a color shade.


  • Filter by the offset effect that the apparel has or the value of a specific status item
  • Sort apparel list by status item with numerical values
  • Show only currently researched apparel in the apparel list
*Filterable status items turn a little yellow on mouse-over (you cannot filter on less meaningful items).
*Whether the item is filtered by value or by having that item is noted in the tooltip.


  • Select the quality and material of the apparel to be displayed on the information card
*If you are sorting by some status value, the sorting will be based on this selected material.
*If you change the material, the material of apparel with the same material category will also be changed.


  • Filter by apparels that can be worn by selected colonist
  • Reflects the specified apparels from the selected apparels in the preview with the specified material
*One colonist is always selected ("any colonist" was too laggy, so it was eliminated).
*Clicking on an apparel from the selected apparel list will deselect it.


  • Add the bills that make the selected apparels to the worktables on the map
*Options in the confirmation dialog enable to register only the previewed apparel and allows only the material you have specified for preview.
*It will be added to the first recipe found and the first worktable found. If there is more than one, no selection can be made for now.

Other Features
  • Right-clicking on the apparel list brings up a menu to add/remove apparel to/from all policies.
  • Right-clicking on an apparel with a pawn selected on the map adds a menu to add/remove apparel to/from the pawn's current policy.


    *If the selected colonist is missing a body part, the part will be hidden.*If the colonist has lost all body parts related to the apparel, that apparel will have a darker background.
    MOD Conflict
    Body part selection is done by BodyPartGroupDef for that part. The body part selection button also conforms to this, so for example, ears are selected together with the head in this mod alone, but if there is a new definition of ears as a BodyPartGroupDef, such as Jewelry, the ears can be selected by themselves.The display of body parts is limited to those with a defName or custom label that matches the path id defined in the svg in the ButtonColliders folder. So if you have a race composed of bodyparts with special names, the bodyparts may not be displayed.In other, If you have a mod that modifies Dialog_ManageApparelPolicies, there is a high possibility of conflict.And please let me know if there are any unnatural English expressions in the mod. The author is not an English speaker.For a list of known mod conflicts or to make a detailed report.Discord[discord.gg]GitHub[github.com]CC BY-NC-SA 4.0[creativecommons.org]
热门讨论 查看全部(1)
34
2 小时以前
置顶: Bug Reports
LS
315 条留言
VolatileGlitchAviator 10 月 25 日 上午 7:59 
no worries was just wondering :)
LS  [作者] 10 月 25 日 上午 3:32 
@VolatileGlitchAviator
Oh, right, I didn't handle that during the 1.6 update. I thought about it, but since it requires a bit more advanced implementation than a simple UI mod, please wait until I have time to work on this mod.
VolatileGlitchAviator 10 月 21 日 下午 12:34 
Hey LS I donno if you remember me from a long time ago, I was just wondering if you ever figured out a way to do personal outfits on a per pawn basis so there not clogging up the thing with a bunch of non-job pawn dress wear?
veoba 10 月 1 日 下午 2:04 
Thanks for Outfitted patch!
LS  [作者] 10 月 1 日 上午 10:39 
@Björnen
Did you verify that it occurs with the minimal configuration? I tried creating a policy earlier, but it didn't crash.
Please submit the Player.log file after the crash. Without it, I can't say anything.
The Traveler 9 月 30 日 下午 5:09 
Hello, first of all this mod is great because it really helps me create the outfits for my pawns easily and visually. I'm posting because the mod after some time while creating the appareal policies it crashes the game, hope that it can be fixed soon, great mod :praisesun:
LS  [作者] 9 月 19 日 下午 7:47 
@Nick Pride
After testing for about 30 minutes while switching previews, no increase in memory usage was observed. The fix for the memory leak we implemented last month probably hasn't been applied yet. Please update the mod.
Chromium 9 月 19 日 下午 12:38 
Even when you only use this one mod? Because I have almost 3 houndred mods and never had such 'memory leak'
Nick Pride 9 月 19 日 上午 11:56 
absolutely horrible memory leak while using this mod, in like 30 minutes of browsing through outfits previews - game eats all the RAM and eventually lags into oblivion
log is filled to the brim with "Resource ID out of range in SetResource ..." and "Resource ID out of range in GetResource ..." messages, but no errors or nothing before that, just normal log flow of other mods
lmgginspace 9 月 3 日 上午 12:10 
It is, I usually make characters from TV, video games and so on and these have recognizable color combinations, of more than one color. Inner wear, outer wear, jacket, pants and hat may add up to 5 different colors in the worst case. But thats respectable, trying to limit the scope of software is always a good practice, I'll keep searching or code it myself