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
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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
7
1
11 月 19 日 下午 12:35
Suggestion: Allow many conflicting items in a tag's loadout
chphilli
660 条留言
montaropdf 11 月 29 日 上午 7:51 
Is the mod save compatible?

It would be great to add that information in the mod's description.
Rumpled Foreskin 11 月 29 日 上午 5:33 
Would it be possible to add an "alternatives" selection in the tag editor? For example, I want my loadout to use a parka if available, but otherwise a jacket could be set as an alternative to be used instead.

This would be super useful for mods like Medieval Overhaul that adds a bunch of helmets that are all basically equivalent.
VitaKaninen 11 月 21 日 下午 11:29 
If pawns are allowed to wear a ranged shield belt and also a low shield pack, they will always prioritize the shield pack over the belt, even when it is a higher priority in the loadout.

I want my pawns to prioritize the ranged belt, but then if none are available to wear a low shield, but this makes it where I have to forbid them wearing the low shield, otherwise no one will wear the shield belts.

Can you fix this issue and have the properly prioritize the ranged shield belts from Vanilla Apparel Expanded?
aTom___02 11 月 11 日 下午 6:35 
i'm also getting the issue where the Add Tag button isn't clickable, but the workaround mentioned below doesn't work for me
Pholith 11 月 6 日 下午 1:08 
Can't add the mod, all ui become invisible, looks like incompatible with something else :/
Hugalafutro 10 月 17 日 上午 8:56 
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] 10 月 17 日 上午 3:16 
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.