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RimWorld => Releases => Mods => Outdated => Topic started by: soulkata on September 12, 2015, 10:04:43 AM

Title: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: soulkata on September 12, 2015, 10:04:43 AM
AUTO EQUIP

Description:
This Mod allows you to change the way the game chooses Apparel of colonists. Instead of always choosing Apparels with better armor, you can choose to prioritize other attributes, such as social impact, research, or crafting skills.

Changelog & Download
Quote
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Version a13* (22/04/2016) (Auto Equip (https://github.com/soulkata/AutoEquip/raw/master/AutoEquip.zip))
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* Changed the mod Auto Equip to be completely public (github (https://github.com/soulkata/AutoEquip)).
* Anyone can modify the source of it and send "Pull Requests".
* The "Pull Requests" should contain the file "AutoEquip.zip" already with the changes. This is the final file for downloads.
* Accepted the "Pull Requests" of the Killface1980 (https://github.com/Killface1980).

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Version a13v003 (22/04/2016) (Auto Equip (http://bit.ly/1SVWdf6))
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* Treating HeatWave and ColdSnap incidents for cold / warm needs.
* Created a option to priorize Stats of the works performed by the pawn.

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Version a13v002 (20/04/2016)
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* Changed to use CCL (Comunity Core Library) (https://ludeon.com/forums/index.php?topic=16599.0) detours to inject in the AutoEquip. Now, AutoEquip depends of the CCL.
* Sorted the Stats in the Selection Window.

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Version a13v001 (05/10/2015)
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* initial a13 release.
* Removed many unstable things for the precious version. Now, the pawns look only in the storage for apparels to wear.

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Version a12v013 (05/10/2015) (Auto Equip (http://bit.ly/1FRQCq8)) (Auto Equip - Infusion Handler (http://bit.ly/1L1l1iQ))
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* Fixed Equip tab.

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Version a12v012 (01/10/2015) (Auto Equip (http://bit.ly/1MLzgLx)) (Auto Equip - Infusion Handler (http://bit.ly/1Vr7yes))
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* Send right files, previous are old ones.

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Version a12v011 (01/10/2015)
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* Now the colonist equip items that aren't in inventories. (Now equip dropped on the ground.)
* Screen of Outfit Selection: Created a Button "Status..." on Apparel selection. This button allows manually chooses the status by colonist. The game will combine the status of the outfit and the status of the Pawn to make the selection.
* Screen of Outfit Edition: Created a Check-box for allowing the colonist status make part of the selection.
* Speed improvements, rewritten the code that makes the apparel selection.

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Version a12v010 (26/09/2015)
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* Changed to make harder to a colonist drop its outfits.
* Fixing UI on newly recruited colonist.
* Changed how Temperature change apparels.

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Version a12v009 (25/09/2015)
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* Fixed GUI bug on prisioner click.
* Add some Translation Text

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Version a12v007 (23/09/2015)
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* Fixed 2 colonist wanting the same Apparel.

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Version a12v006 (23/09/2015)
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* New Gear tab: Add the display of "To Wear" and "To Drop", to help find out what the mod is doing.
* On Gear tab: New Option: AutoEquip Details, to help find out how the item score is calculated.
* On Gear tab: New Option: AutoEquip Compared, to help find out why this item are equipped.
* Add Stats based on work: Now, AutoEquip chooses some stats, with low priority based on the work performed by the colonist.

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Version a12v005 (18/09/2015)
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* Bug fixing. Now, if 2 pawns need the same equip, the system check is one of them are currently using the apparel...

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Version a12v004
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* Bug fixing. Pawn going naked, now the always choose wear something...

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Version a12v003 (16/09/2015)
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* Now scan other pawns to find best equip.

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Version a12v002 (15/09/2015)
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* Recompile Infusion Handler to work with the last version of the Auto Equip.

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Version a12v002 (12/09/2015)
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* Cosmetic change on Outfit Screen.

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Version a12v001 (12/09/2015)
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* Initial Version.


Contributing
I put all the sources and (Defs, C#, Photoshop (With Shapes)) along with the Mod. Additional, I put the code on github https://github.com/soulkata/rimworld (https://github.com/soulkata/rimworld).

How to install:
- Unzip the contents of 'Auto Equip' and place them in your RimWorld/Mods folder.
- Activate the mods in the mod menu in the game.
- If you use Infusions mod, Unzip 'Auto Equip - Infusions' and enable both.
- Create a new world and a new game.

Modpacks:
Feel free to use and modify this mod, and include this in your modpacks.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats!
Post by: FridayBiology on September 12, 2015, 10:10:24 AM
actually awesome, doesn't seem to mess up with other clothing mods.

All i need is mending EdB interface and i'd feel that the game is pretty much perfect :3
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats!
Post by: notfood on September 12, 2015, 11:02:07 AM
This is great.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats!
Post by: Shinzy on September 12, 2015, 11:26:42 AM
Ooooo! *drool*
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats!
Post by: 1000101 on September 12, 2015, 03:36:02 PM
Nice, I've been waiting for something like this and I just didn't know it!

Anyway to get it to inject weapons into outfits?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats!
Post by: soulkata on September 12, 2015, 04:20:06 PM
Quote from: 1000101 on September 12, 2015, 03:36:02 PM
Anyway to get it to inject weapons into outfits?

Well, I don't understand your question pretty well... If you are asking about the outfit chooses the weapon of the colonist as it does for the other apparels, I have plans for it, but right now I am having doubts about the better way to accomplish that.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats!
Post by: Match on September 13, 2015, 08:29:55 PM
quick question soul, do we download does infusion handler work as a patch? With the original still needing to be downloaded?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats!
Post by: Ninefinger on September 13, 2015, 08:32:07 PM
Quote from: Match on September 13, 2015, 08:29:55 PM
quick question soul, do we download does infusion handler work as a patch? With the original still needing to be downloaded?

Yup load original first and then the infusion one after it, I would also recommend having them loaded after infusion too, but dont know if that is entirely necessary.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats!
Post by: Match on September 13, 2015, 08:43:03 PM
Thank you nine!
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats!
Post by: TheRedOne on September 14, 2015, 02:43:05 AM
I am very looking forward to seeing this mod rise and shine
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats!
Post by: soulkata on September 15, 2015, 08:52:05 AM
Recumpiled Infusion Handler to work with the last version of the Infusion Mod.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Better scaning.
Post by: soulkata on September 16, 2015, 11:29:50 AM
Now scan other pawns to find best equip.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Better scaning.
Post by: ansik on September 16, 2015, 03:22:27 PM
I've got a few colonist I've come to know by the color of their clothes (among others), would it be possible to directly get to chose clothes by material? (Instead of looking up the materials stats and then trying to make a filter which only fits one or a few materials)
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Better scaning.
Post by: Herc18 on September 16, 2015, 04:35:17 PM
How long does it take for a pawn to scan? I've set a colonist to have all the recruiting/speech buff options and he doesn't change any clothing? I have a cowboy hat in the stockpile that is better then the beret he has but won't equip it? Just confused on how it works exactly
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Better scaning.
Post by: r4ky on September 16, 2015, 05:29:34 PM
woow great mod !! good job thanks man!
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Better scaning.
Post by: soulkata on September 16, 2015, 05:47:47 PM
Quote from: Herc18 on September 16, 2015, 04:35:17 PM
How long does it take for a pawn to scan? I've set a colonist to have all the recruiting/speech buff options and he doesn't change any clothing? I have a cowboy hat in the stockpile that is better then the beret he has but won't equip it? Just confused on how it works exactly

Currently, you have to create a new outfit, and set the Stats that you want to prioritize... Ex.: Let's say that you want a "Research Set", Then, you create a new outfit, clear the used stats, and mark only the Research... Then set the outfit of colonist to this new one...
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Better scaning.
Post by: Herc18 on September 16, 2015, 07:17:47 PM
So only 1 stat can take priority?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Better scaning.
Post by: soulkata on September 17, 2015, 08:20:17 AM
Quote from: pestilenz on September 17, 2015, 02:36:35 AM
Great mod, thank you. But since introducing the scanning I have some problems.
In my recent colony, I set up multiple priorities for "Anything", I guess 3-4 selectors like movement speed, global work speed, more hauling capacity. First it worked fine, but after having more and more self-crafted apparel and some of them infused, 2 my 6 colonists sometimes walk around naked. 3 of them get undressed, and by the end of the day 2 of them at least wear a shirt but ignore the pants. The guys with the fine apparel seem to be stable and not undress themselves. Had some serios frostbites cause my colonists ignore getting suited.
In the last version, the problem was not there. I guess because of the scanning they always think they might improve their apparel, get awful worn out stuff, then undress themselves and another pawn in order to again wear what's there.

Hi thanks for the reply... This seems a problem related to no score gain on pants... :( So, they think that no pants is better than this pant... :( To handle that, in current version, add a litle to the armor stat, so the pants now have a litle score! I will be handlin this in the net versions...
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Better scaning.
Post by: soulkata on September 18, 2015, 06:15:30 AM
New version.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less troll changes.
Post by: soulkata on September 18, 2015, 07:18:11 AM
Ner version!
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less troll changes.
Post by: Tekuromoto on September 19, 2015, 01:04:19 AM
I'm a little unclear about what the -100% to +100% slider does. Does it allow you to set preferences of various stats relative to each other?

That is, say I'm making a melee outift and I set heavy emphasis on sharp armour (+100%), major emphasis on melee cooldown (+70%), and minor emphasis on melee accuracy (+20%).

And say I have three shirts, one with 105% sharp armour, one with 110% melee cooldown, and one with 150% melee accuracy. If I understand the system correctly, a pawn with the melee outfit will choose the sharp armour shirt over either of the others even though it's got the smallest bonus - because I've set armour as the highest priority.

Does that sound right? And if so, what's the -100% end of the slider for? Sort of a "put this on as a last resort" setting?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less troll changes.
Post by: soulkata on September 19, 2015, 08:57:30 AM
Quote from: Tekuromoto on September 19, 2015, 01:04:19 AM
I'm a little unclear about what the -100% to +100% slider does. Does it allow you to set preferences of various stats relative to each other?

That is, say I'm making a melee outift and I set heavy emphasis on sharp armour (+100%), major emphasis on melee cooldown (+70%), and minor emphasis on melee accuracy (+20%).

And say I have three shirts, one with 105% sharp armour, one with 110% melee cooldown, and one with 150% melee accuracy. If I understand the system correctly, a pawn with the melee outfit will choose the sharp armour shirt over either of the others even though it's got the smallest bonus - because I've set armour as the highest priority.

Does that sound right? And if so, what's the -100% end of the slider for? Sort of a "put this on as a last resort" setting?

you are right... The system picks the average value of all stat sets... And use the equip with the better results... the -100% is for 2 reasons, some stats are negative, like poison change (minus plus minus gets plus!!), and the second reason, is for penalty some Stats... Like Ranged Accuracy, for example... You want to prioritize the ranged outfits over the melees... If one equip give both melee and range bonuses, penalizing the ranged here, makes the aparel gos tho the other outfit!
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less troll changes.
Post by: notfood on September 19, 2015, 09:50:05 AM
Ah... and I was wondering why my colonists kept dropping all their clothes in Hardcore SK.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - UI Improvements
Post by: soulkata on September 23, 2015, 06:12:36 AM
New Version
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - UI Improvements
Post by: Neal Raven on September 23, 2015, 09:34:57 AM
Just a quick note, the url in the about-file is the link to your alien ants mod.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - UI Improvements
Post by: T-Wrecks on September 23, 2015, 06:53:28 PM
Hey Soulkata, I have been having a lot of problems with your mod  :'(.

Here are some errors:
Could not find a type named AutoEquip.MainTabWindow_OutfitsAutoEquip

Could not find type named AutoEquip.JobGiver_OptimizeApparelAutoEquip from node <IiClass="AutoEquip.JobGiver Optimize ApparelAutoEquip" />

Exception loading list from XML: System.MissingMethodException: Cannot Create an abstract class 'Verse.AI.ThinkNode'.

I have the infusion mod as well as a bunch of extra apparel from mods like Ish's Medieval Armour Pirates Norbals. I am using the version infusion handler because I noticed that the other version makes them strip down instead of suit up, but as far as I can tell the infusion handler version doesn't work at all. I am loading it in last.

Edit: Soooooorrry! I didn't realize I needed both Auto equip and Auto equip infusion handler. :3
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - UI Improvements
Post by: Ninefinger on September 23, 2015, 09:08:06 PM
Good looking update i hope this fixes the auto unequip issue :)
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - UI Improvements
Post by: soulkata on September 24, 2015, 06:01:02 AM
Quote from: Ninefinger on September 23, 2015, 09:08:06 PM
Good looking update i hope this fixes the auto unequip issue :)

Hi! The last version fixes! Somehow it reserved the same equipment for 2 colonists! With the new windows, it was easy to identify! :)
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - UI Improvements
Post by: 1000101 on September 25, 2015, 12:10:22 AM
Hello!

With the latest version I'm finding significant bugs.

1)  Pawns will strip themselves without putting new clothes on, even though "To wear" shows the clothes they want.
2) Errors are thrown in the output log about the UI window.

Exception filling tab AutoEquip.ITab_Pawn_AutoEquip: System.NullReferenceException: Object reference not set to an instance of an object
  at AutoEquip.Saveable_PawnNextApparelConfiguration.ApparelScoreRawStats (RimWorld.Apparel ap) [0x00000] in <filename unknown>:0
  at AutoEquip.Saveable_PawnNextApparelConfiguration.ApparelScoreRaw (RimWorld.Apparel ap) [0x00000] in <filename unknown>:0
  at AutoEquip.ITab_Pawn_AutoEquip.DrawThingRow (System.Single& y, Single width, Verse.Thing thing, Boolean equiped, Color thingColor, AutoEquip.Saveable_PawnNextApparelConfiguration conf) [0x00000] in <filename unknown>:0
  at AutoEquip.ITab_Pawn_AutoEquip.FillTab () [0x00000] in <filename unknown>:0
  at Verse.ITab+<DoTabGui>c__AnonStorey23B.<>m__29A () [0x00000] in <filename unknown>:0


GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

As a result, I have to micromanage my pawns to force-wear clothes.

Additionally, there are no language files so most of the text display shows various accents.

eg:  "ManageOutfits".Translate()

This requires a keyed language file with the translation strings.

If you need more information or have questions, I'm happy to help.  :)
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - UI Improvements
Post by: soulkata on September 25, 2015, 08:09:15 AM
Hi, you can send me the savegame, like the ones send in the Alpha test? In the UI, I fund only a error when selecting prisioner tab... The Strip bug I cannot reproduce! :(
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Fixes in UI
Post by: soulkata on September 25, 2015, 09:32:49 AM
New version!

Fixes on UI!
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Fixes in UI
Post by: 1000101 on September 25, 2015, 09:12:02 PM
Ok, it seems they will strip things off if they want something different but there can be a delay before they put the new thing on.  Perhaps they should only strip the item off at the time they put the new one on so they don't run about naked.

Also, thanks for the language files and UI bugfix, this mod is grape.  :)
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Fixes in UI
Post by: notfood on September 26, 2015, 02:10:08 AM
I agree about that, they're stripping their clothes and leaving them in odd places. It'd be better if they'd only strip if they grabbed their target apparel.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Fixes in UI
Post by: soulkata on September 26, 2015, 08:02:09 AM
Quote from: notfood on September 26, 2015, 02:10:08 AM
I agree about that, they're stripping their clothes and leaving them in odd places. It'd be better if they'd only strip if they grabbed their target apparel.

Well, my concern if is every colonist keep waiting the other to start stripping... But I will be thinking about it!
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: soulkata on September 26, 2015, 08:49:02 AM
New version!
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: macrosblackd on September 26, 2015, 10:12:45 AM
I can't seem to get the new gear ui to show up in the UOM pack
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: soulkata on September 26, 2015, 12:16:19 PM
Quote from: macrosblackd on September 26, 2015, 10:12:45 AM
I can't seem to get the new gear ui to show up in the UOM pack

They appear in the Autoequip Comparer?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: NoImageAvailable on September 26, 2015, 12:48:23 PM
The AlienAnts.dll in the latest release is throwing an exception

ReflectionTypeLoadException getting types in assembly AlienAnts: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)

  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0

  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0



Loader exceptions:

   => System.TypeLoadException: Could not load type 'AbilityPack.AbilityRequeriment' from assembly 'AbilityPack, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.


Is that file supposed to be there?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: notfood on September 26, 2015, 03:39:04 PM
I get the above as well. I deleted it and things work... somewhat.

There is this error spammed in console:
WorkTypeDef Lovemaking not handled
WorkTypeDef Fishing not handled

Could they be ignored?

Testing it more, I don't think it works with those errors. Colonists aren't changing clothes.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: skullywag on September 26, 2015, 04:35:49 PM
I get frequent 1-2 second pauses when using this on a colony with 20+ colonists, makes it pretty unplayable, is this normal?

Also 3 starting colonists, ive touched nothing, 1 pawns has now decided at 93% shirt health that she will not wear it...wut? thats broken...

edit - not 2 mins later the 2nd pawn decides she not liking her shirt at 95%, this mod needs some love, great idea though.

edit 2 - and removing it from a save recks it....great....

edit 3 - so thought id just force them just so i could continue with the save (its a good one), now my other guy just swapped out 95% hyperweave pants for 80% boomalope ones, still nothing touched in the menu, sharp defence should therefore be priority, it obviously isnt.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: macrosblackd on September 26, 2015, 10:53:17 PM
I figured out why I wasn't getting the new gear UI, auto equip & auto equip infusions both need to be loaded after the infusions mod.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Fixes in UI
Post by: 1000101 on September 27, 2015, 02:51:43 AM
Quote from: soulkata on September 26, 2015, 08:02:09 AM
Quote from: notfood on September 26, 2015, 02:10:08 AM
I agree about that, they're stripping their clothes and leaving them in odd places. It'd be better if they'd only strip if they grabbed their target apparel.

Well, my concern if is every colonist keep waiting the other to start stripping... But I will be thinking about it!

tbh, they shouldn't be looking at what other colonists are wearing at all.  They should only be looking as what is currently available and picking from that.

"No, I'm not trading pants with you, you weird-o."
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: Arief on September 27, 2015, 01:16:02 PM
My pawn are constantly changing clothes. Playing UOM

Quote from: macrosblackd on September 26, 2015, 10:53:17 PM
I figured out why I wasn't getting the new gear UI, auto equip & auto equip infusions both need to be loaded after the infusions mod.

Hey, I stil cant seem to get it working.

Great mod btw when it was working :P

Edit: The UI isseu is fixed in the UOM.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: soulkata on September 28, 2015, 06:15:26 AM
Quote from: NoImageAvailable on September 26, 2015, 12:48:23 PM
The AlienAnts.dll in the latest release is throwing an exception

The AlienAnts was sent by mistake. I will delete-it in the next version...
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: soulkata on September 28, 2015, 06:19:13 AM
Quote from: notfood on September 26, 2015, 03:39:04 PM
There is this error spammed in console:
WorkTypeDef Lovemaking not handled
WorkTypeDef Fishing not handled

Could they be ignored?

Testing it more, I don't think it works with those errors. Colonists aren't changing clothes.

The errors show because these worktypes aren't in the vanilla version of the game... and the game doesn't know with StatDef prioritize, when a colonist has this wortype... In the next versions I want to make a screen to allow the user to edit this values... I think that you can ignore the messages for now...
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: soulkata on September 28, 2015, 06:28:37 AM
Quote from: skullywag on September 26, 2015, 04:35:49 PM
I get frequent 1-2 second pauses when using this on a colony with 20+ colonists, makes it pretty unplayable, is this normal?

Also 3 starting colonists, ive touched nothing, 1 pawns has now decided at 93% shirt health that she will not wear it...wut? thats broken...

edit - not 2 mins later the 2nd pawn decides she not liking her shirt at 95%, this mod needs some love, great idea though.

edit 2 - and removing it from a save recks it....great....

edit 3 - so thought id just force them just so i could continue with the save (its a good one), now my other guy just swapped out 95% hyperweave pants for 80% boomalope ones, still nothing touched in the menu, sharp defence should therefore be priority, it obviously isnt.

I have created the GUI to you analyze why the colonist have the behaviors mentioned above. Look into it for further information...
For big colonies the AutoEquip process can take some time...
And, for last, If you are happy with the "love" I give for this mod, I present you 2 ways: Mod it yourself, the fonts are in a public Git Repository (I would love someone continue my work, so I can spend my free time playing the game instead of modding it) or Don't use it at all.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Fixes in UI
Post by: soulkata on September 28, 2015, 06:32:32 AM
Quote from: 1000101 on September 27, 2015, 02:51:43 AM
Quote from: soulkata on September 26, 2015, 08:02:09 AM
Quote from: notfood on September 26, 2015, 02:10:08 AM
I agree about that, they're stripping their clothes and leaving them in odd places. It'd be better if they'd only strip if they grabbed their target apparel.

Well, my concern if is every colonist keep waiting the other to start stripping... But I will be thinking about it!

tbh, they shouldn't be looking at what other colonists are wearing at all.  They should only be looking as what is currently available and picking from that.

"No, I'm not trading pants with you, you weird-o."

I have changed to the colonist pick his gear even if It wasn't in the stockpile, this seems to solve some major problem's about going naked... Next version I will release with this behavior...
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: skullywag on September 28, 2015, 07:06:58 AM
Quote from: soulkata on September 28, 2015, 06:28:37 AM
Quote from: skullywag on September 26, 2015, 04:35:49 PM
I get frequent 1-2 second pauses when using this on a colony with 20+ colonists, makes it pretty unplayable, is this normal?

Also 3 starting colonists, ive touched nothing, 1 pawns has now decided at 93% shirt health that she will not wear it...wut? thats broken...

edit - not 2 mins later the 2nd pawn decides she not liking her shirt at 95%, this mod needs some love, great idea though.

edit 2 - and removing it from a save recks it....great....

edit 3 - so thought id just force them just so i could continue with the save (its a good one), now my other guy just swapped out 95% hyperweave pants for 80% boomalope ones, still nothing touched in the menu, sharp defence should therefore be priority, it obviously isnt.

I have created the GUI to you analyze why the colonist have the behaviors mentioned above. Look into it for further information...
For big colonies the AutoEquip process can take some time...
And, for last, If you are happy with the "love" I give for this mod, I present you 2 ways: Mod it yourself, the fonts are in a public Git Repository (I would love someone continue my work, so I can spend my free time playing the game instead of modding it) or Don't use it at all.

You dont seem to understand what im saying, i havent touched any of the gui therefore sharp is on 100% and blunt 80% (ish), no other things are set, pawns are not following this rule and just decide to remove their clothing at different times, 2 pawns wearing the same shirt decided to remove said shirt at different percentages of health. That is broken, no?

And trust me if i had my modding pc back from being repaired id be all over this, i think its a great mod, if it can be made to work which in my experience it doesnt. In a few weeks id be happy help if its still not fixed. :)
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: soulkata on September 28, 2015, 07:39:10 AM
Quote from: skullywag on September 28, 2015, 07:06:58 AM
You dont seem to understand what im saying, i havent touched any of the gui therefore sharp is on 100% and blunt 80% (ish), no other things are set, pawns are not following this rule and just decide to remove their clothing at different times, 2 pawns wearing the same shirt decided to remove said shirt at different percentages of health. That is broken, no?

And trust me if i had my modding pc back from being repaired id be all over this, i think its a great mod, if it can be made to work which in my experience it doesnt. In a few weeks id be happy help if its still not fixed. :)

Steps:
1 - Click on the pawn that has a erroneous apparel.
2 - Select the Gear tab.
2.1 - Now, the pawn has 2 more groups: To Wear and To Drop. Normally, the pawn drops a apparel to pick another one. Here you can view why he does that.
3 - Right click on a apparel, it will show the option: AutoEquip Comparer, here the mod will show all apparels order by it value to the colonist. The colonist will equip the higher value.
4. If you click on the value column, you go to the Autoequip Details that shows how the game calculates the apparel value.

Use this data to analyse why the pawn drop the apparel.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: skullywag on September 28, 2015, 07:45:13 AM
ok didnt see those other screens, now im not at the code/game right now but is this the issue of them trying to wear other pawns clothes so they just strip but as the clothes arent available they just stay stripped?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: skullywag on September 30, 2015, 07:08:20 PM
ok tried again with a new game on a new world, pawns are still dropping clothes for no reason and i dont seem to have the "todrop" gui stuff, is this incompatible with edb by any chance? im loading this last.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: NoImageAvailable on September 30, 2015, 07:22:23 PM
Quote from: skullywag on September 30, 2015, 07:08:20 PM
ok tried again with a new game on a new world, pawns are still dropping clothes for no reason and i dont seem to have the "todrop" gui stuff, is this incompatible with edb by any chance? im loading this last.

I've had issues trying to run this with EdB, you might want to disable the gear tab in EdB's interface options.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: skullywag on October 01, 2015, 03:42:37 AM
I forgot edb even had that option. Thanks NIA ill give it a go.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Less naked runs!
Post by: soulkata on October 01, 2015, 08:06:32 AM

Hi!
First of all, new version...

Quote from: NoImageAvailable on September 30, 2015, 07:22:23 PM
Quote from: skullywag on September 30, 2015, 07:08:20 PM
ok tried again with a new game on a new world, pawns are still dropping clothes for no reason and i dont seem to have the "todrop" gui stuff, is this incompatible with edb by any chance? im loading this last.

I've had issues trying to run this with EdB, you might want to disable the gear tab in EdB's interface options.

Which Edb are you mind? Prepare carefully? Edb UI?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: skullywag on October 01, 2015, 08:14:16 AM
he means the UI mod, but im running both to be clear. Ill retest this tonight when im at my pc.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on October 01, 2015, 08:27:15 AM
Quote from: skullywag on October 01, 2015, 08:14:16 AM
he means the UI mod, but im running both to be clear. Ill retest this tonight when im at my pc.

I was believing that the UI mod hasn't been released wet! Lol, gonna try it too!
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: skullywag on October 01, 2015, 03:17:48 PM
nope still not getting the UI even with alternate tabs turned off, how you getting on Soulkata?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on October 01, 2015, 03:21:38 PM
Quote from: skullywag on October 01, 2015, 03:17:48 PM
nope still not getting the UI even with alternate tabs turned off, how you getting on Soulkata?

Im working now... At lunch I have add the Edb and the game crashed...
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: skullywag on October 01, 2015, 03:27:56 PM
i just tried with nothing but this mod and still no gear tab ui??? should i see it straight away on landing?

Also you left alienants dll in again...
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on October 01, 2015, 04:29:10 PM
Quote from: skullywag on October 01, 2015, 03:27:56 PM
i just tried with nothing but this mod and still no gear tab ui??? should i see it straight away on landing?

Also you left alienants dll in again...

Is on Main Tab Apparel.... A new button "Status..." appears after the "Modify", for each colonist....
Or, if you select the colonist, in the Gear Tab a button Status aperas too!
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: skullywag on October 01, 2015, 06:48:34 PM
can you screengrab these buttons cuz i definitely am not seeing them. Can anyone else wade in here and confirm if this works or not, or is it just me?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on October 01, 2015, 06:57:34 PM
Quote from: skullywag on October 01, 2015, 03:27:56 PM
i just tried with nothing but this mod and still no gear tab ui??? should i see it straight away on landing?

Also you left alienants dll in again...

Find the problem. Last version was sent with old files.... :( sorry guys... Fixed now.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: Tekuromoto on October 01, 2015, 08:49:51 PM
The link on the first page for the infusion handler gives a 404.  :o
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: notfood on October 01, 2015, 10:21:04 PM
Tested with Hardcore SK pack and it works good so far, thank you!

I even get the status button next to edit, I tried it some and it seems to work. I can't find the compare button though.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on October 01, 2015, 10:24:39 PM
Quote from: Tekuromoto on October 01, 2015, 08:49:51 PM
The link on the first page for the infusion handler gives a 404.  :o

Fixed! Thanks!
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on October 01, 2015, 10:29:34 PM
Quote from: notfood on October 01, 2015, 10:21:04 PM
Tested with Hardcore SK pack and it works good so far, thank you!

I even get the status button next to edit, I tried it some and it seems to work. I can't find the compare button though.

Well, the mod is not "EdBInterface" friendly... Both modules overrides the Gear Tab... You are using "EdBInterface"?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: notfood on October 01, 2015, 10:59:30 PM
Quote from: soulkata on October 01, 2015, 10:29:34 PM
Well, the mod is not "EdBInterface" friendly... Both modules overrides the Gear Tab... You are using "EdBInterface"?

The compare interface is not required for the mod to work, I can work with this.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: TheRedOne on October 02, 2015, 04:41:05 AM
For me, it works perfectly fine with EdBInterface. However, it will stop showing the numbers in the gears tab when I have Hospitality (v1.08) (https://ludeon.com/forums/index.php?topic=11444.0) loaded at the same time. The mod order does not change it either. If I want to see the numbers in my game, i have to disable Hospitality.

If you have that Hospitality mod too, maybe you check if this is the one that's causing the trouble for you.
Please note that the Gear tab numbers only refresh after the game ran for a moment.


edit: I load EdBInterface before AutoEquip

edit2: It seems like Hospitality is NOT the culprit. See my post #71 (https://ludeon.com/forums/index.php?topic=16069.msg176903#msg176903) below. I suspected Hospitality before, because I needed to create a new colony when I deactivated the mod and it worked. Again, please refer to my post below.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on October 02, 2015, 06:12:47 AM
Quote from: TheRedOne on October 02, 2015, 04:41:05 AM
However, it will stop showing the numbers in the gears tab when I have Hospitality (v1.08) (https://ludeon.com/forums/index.php?topic=11444.0) loaded at the same time. The mod order does not change it either. If I want to see the numbers in my game, i have to disable Hospitality.

Well, I don't know exactly what hospitality does... My mod replaces the original "Gear" tab for a new one... Probably theses mods change the game tab System...

Quote from: TheRedOne on October 02, 2015, 04:41:05 AM
Please note that the Gear tab numbers only refresh after the game ran for a moment.

Yep, the numbers are pretty expensive to obtain... So the mod store them to recalculate themselves every 5.000 tics or then the user change the value of any stat...
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: TheRedOne on October 02, 2015, 11:38:01 AM
Okay, after I returned home today, I wanted to play and the numbers were gone again. I played around a little and activated Hospitality, too. Nothing changed.

However, I noticed something! If I load my old colony, no numbers will show up; not even the new buttons of AutoEqip show up in the Gear menu. But then, I returned to the main menu and create a new colony. Nothing yet, but after checking the interface menu (making no changes, aka ticking and unticking a random item), the numbers and Gear menu appeared! Then I can even load my old colony and the numbers are there, too.

I presume the mod only loads properly on new colonies, but stays active after it initialized (?)




How I make it work on my game




Quote from: skullywag on October 01, 2015, 06:48:34 PM
can you screengrab these buttons cuz i definitely am not seeing them. Can anyone else wade in here and confirm if this works or not, or is it just me?
See screenshot attached to this post. Yes, I also have problems with them.

[attachment deleted due to age]
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on October 02, 2015, 11:52:27 AM
Quote from: TheRedOne on October 02, 2015, 11:38:01 AM
Okay, after I returned home today, I wanted to play and the numbers were gone again. I played around a little and activated Hospitality, too. Nothing changed.

However, I noticed something! If I load my old colony, no numbers will show up; not even the new buttons of AutoEqip show up in the Gear menu. But then, I returned to the main menu and create a new colony. Nothing yet, but after checking the interface menu (making no changes, aka ticking and unticking a random item), the numbers and Gear menu appeared! Then I can even load my old colony and the numbers are there, too.

I presume the mod only loads properly on new colonies, but stays active after it initialized (?)


How I make it work on my game

  • Start RimWorld and load old colony
  • Notice that there are no numbers nor buttons in the Gear tab
  • Return to main menu and create a new colony. Landing site and colonists do not matter.
  • Wait for Colonists to land and notice that no numbers nor buttons are in the Gear tab
  • Open the interface menu and do and un-do a random change
  • Notice that colonists' Gear tabs have numbers and buttons
  • Load into old colony and notice colonists have buttons and numbers in Gear tab

The mod changed the current Gear tab to the new one when it recalculates the apparel... Well, when he does this:

* When you change a the slider of an Stat.
* Every 5.000 ticks

If this doesn't do that, the Mod isn't initialized correctly... For existing colonies Enter in the apparel and changing one status initializes the game...

If none of this work, then I don't know...
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: TheRedOne on October 02, 2015, 12:06:09 PM
Quote from: soulkata on October 02, 2015, 11:52:27 AMThe mod changed the current Gear tab to the new one when it recalculates the apparel... Well, when he does this:

* When you change a the slider of an Stat.
* Every 5.000 ticks

If this doesn't do that, the Mod isn't initialized correctly... For existing colonies Enter in the apparel and changing one status initializes the game...

If none of this work, then I don't know...

Please see this screenshot. The mod calculated a pawns appeal (I guess), but the gear tab is not the one from AutoEquip. I hope it helps you.

[attachment deleted due to age]
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on October 05, 2015, 06:19:59 AM
Quote from: TheRedOne on October 02, 2015, 12:06:09 PM
Quote from: soulkata on October 02, 2015, 11:52:27 AMThe mod changed the current Gear tab to the new one when it recalculates the apparel... Well, when he does this:

* When you change a the slider of an Stat.
* Every 5.000 ticks

If this doesn't do that, the Mod isn't initialized correctly... For existing colonies Enter in the apparel and changing one status initializes the game...

If none of this work, then I don't know...

Please see this screenshot. The mod calculated a pawns appeal (I guess), but the gear tab is not the one from AutoEquip. I hope it helps you.

Fixed.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: bullet on October 15, 2015, 01:08:19 PM
Hi soulkata. I play with Mending mod and My colonists all day dress up and mending clothes with the 99% health with your mod   :( Can you create additional version without clothes health scanning?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: eternalglory on October 16, 2015, 02:05:25 AM
Hi! I appreciate your brilliant mod.

But i have problem.

My pawn always pick duster between Power armor and Duster... even i stregthed 100% 'armor - blunt' 'armor - sharp'.   

Why this happen? Same Hp, Same grade...

Sorry for my chidish english  :'(
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: syacucloud on October 30, 2015, 03:28:05 AM
No Number on gear tab with hardcore sk pack.
random it works.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: Dave-In-Texas on October 31, 2015, 11:15:51 PM
I like this mod (in concept) a lot.  in practice its very confusing and opaque what is going on.  i ended up with half my colonists with the naked debuff because they were not wearing pants unless forced.

As i don't feel the intent is to add more micro management, something is wrong with the implementation or my understand (grin). 

i'm not finding the various 'comparer' screens of any help.  lots of numbers and again very opaque in what it means.

I've been messing around with it for a day or so and have come to the decision to disable it, which makes me a little sad.   and on reading the thread more carefully I  did have sharp/blunt armor removed from the outfit as i didn't really care how much armor they had.   i've gone back to my last save and tried adding them back in..

(edit2)  On observation they seemed to stop stripping down :)  although there was quite a bit of shuffling of clothing (pants with the same armor stats and no infused stats on both sides of the shuffle for example).

(edit: further thoughts)
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: TLHeart on November 01, 2015, 11:53:48 PM
great concept, needs better implementation, and less stripping naked.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: Killaim on January 31, 2016, 07:23:55 PM
tried it out (using hardcore mod)

not sure if im doing it right or my colony is just to big with too much stuff lying around.

i presume that the 5000 tick thing is when it looks through all the stuff - then applies it to the colonists.

but my game comes to a complete halt, then after a good time it resumes.

guess its just too many colonists choosing between to many items.
*edit*
any thoughts if this mod would be applicable to say a stockpile ? so you had the slider options there ? id love that - would be able to place all my fighting gear in one room and know i can just send my guys there and they can be forced to pick it up or changed quickly into a new outfit type.

Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: RickyMartini on April 11, 2016, 10:21:58 AM
update?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on April 11, 2016, 02:40:16 PM
Quote from: Skissor on April 11, 2016, 10:21:58 AM
update?


Right now I am involved in some personal projects... And the last version is too bugged to update. I want to see if I found some previous version, that the pawns didn't look at the other pawns apparels to found his own. But no promises, like I said many company and personal projects! :(
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on April 12, 2016, 12:27:20 PM
New a13 version.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: siralexlaw on April 12, 2016, 02:54:21 PM
Good Afternoon,

After about an hour of unchecking mods rechecking mods reloading maps remaking maps sitting through initial colonies; I found that Autoequip was the culprit behind a weird bug where raiders and visitors would not move from their initial spawn zone. They will sit there on the edge of the map until they finally attempt to leave, then flee, then die. I haven't a clue why they act this way.

I'm running a13v001 with the following mods that might be conflicting?
CTS
HaulPriority
Heavy Defence
High Caliber
Hospitality
Area Rugs
Mining helmet and MMS
Mad Skills - Tiered
Enhanced Tabs
MedicalInfo
Smart Bears

To be fair I went after AI tweak mods first, primarily I thought it was hospitality causing the issue.
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on April 12, 2016, 03:03:20 PM
Quote from: siralexlaw on April 12, 2016, 02:54:21 PM
Good Afternoon,

After about an hour of unchecking mods rechecking mods reloading maps remaking maps sitting through initial colonies; I found that Autoequip was the culprit behind a weird bug where raiders and visitors would not move from their initial spawn zone. They will sit there on the edge of the map until they finally attempt to leave, then flee, then die. I haven't a clue why they act this way.

I'm running a13v001 with the following mods that might be conflicting?
CTS
HaulPriority
Heavy Defence
High Caliber
Hospitality
Area Rugs
Mining helmet and MMS
Mad Skills - Tiered
Enhanced Tabs
MedicalInfo
Smart Bears

To be fair I went after AI tweak mods first, primarily I thought it was hospitality causing the issue.

Hi, Any log messages?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: siralexlaw on April 12, 2016, 03:20:56 PM
I can definitely get these for you, just what do you look for specifically?
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: Grogfeld on April 12, 2016, 03:51:33 PM
hey soulkata.
I can confirm that somethings wrong with visitors. Output log in attachment.

[attachment deleted by admin - too old]
Title: Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: DFKabuto on April 12, 2016, 04:00:42 PM
You should update the topic title to say A13. A lot of people (me) probably search this forum by topic title.
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: 1000101 on April 12, 2016, 06:06:54 PM
QuoteVersion a13v001 (05/10/2015)

Awesome, not only did you update the mod but one of your personal/company projects is time travel!

On a more serious note, I'm glad to see they will only look at clothes in stockpiles now.  I hope they will look in anything with storage settings (such as equipment racks) and not just stockpile zones though.

I also hope that they will stop swapping clothes so often.  ie, they let the condition (health) run down a bit before dropping the 99% pants they just put on.  I found it a bit irksome in the past that some pawns would spend all day changing clothes.
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on April 12, 2016, 07:39:03 PM
Quote from: 1000101 on April 12, 2016, 06:06:54 PM
QuoteVersion a13v001 (05/10/2015)

Awesome, not only did you update the mod but one of your personal/company projects is time travel!

On a more serious note, I'm glad to see they will only look at clothes in stockpiles now.  I hope they will look in anything with storage settings (such as equipment racks) and not just stockpile zones though.

I also hope that they will stop swapping clothes so often.  ie, they let the condition (health) run down a bit before dropping the 99% pants they just put on.  I found it a bit irksome in the past that some pawns would spend all day changing clothes.

Pick choices like the original game... And I dont think that they should change too often.... But, I am with a big problem rigght now a Error on Raid, and I dont even imagine the reason... And today is the last time in the week that I can post... :(
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on April 12, 2016, 08:05:51 PM
The error happens just replacing the original "Defs\ThinkTreeDefs\Humanlike.xml" with a identical one! Thism brokens the mod... Need to ask for developers help!
Title: Re: [Broken] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: Batpeter on April 13, 2016, 09:04:34 AM
I saw this was posted already but maybe theres some differences in my output. This mod causes visitors to stand still at the edge of the map because they have a Wait job they shouldn't have. I tested it with and without mods and it only happens with AutoEquip.

See screenshot:

Relevant part of output_log.txt:
Lilith threw exception while determining job (constant): System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.ThinkNode_DutyConstant.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Subtree.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextConstantThinkTreeJob () [0x00000] in <filename unknown>:0  lastJobGiver=

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Lilith starting job Goto A=(102, 0, 64) from JobGiver  while already having job Wait without a specific job end condition.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Bolton threw exception while determining job (constant): System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.ThinkNode_DutyConstant.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Subtree.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextConstantThinkTreeJob () [0x00000] in <filename unknown>:0  lastJobGiver=

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Bolton starting job WaitWander from JobGiver  while already having job Wait without a specific job end condition.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


[attachment deleted by admin - too old]
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on April 20, 2016, 01:22:37 PM
New version, now depends on CCL (https://ludeon.com/forums/index.php?topic=16599.0).
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: Tinkerer on April 20, 2016, 07:38:47 PM
Is this safe to use this mod on an existing savegame?
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on April 20, 2016, 08:04:23 PM
Quote from: Tinkerer on April 20, 2016, 07:38:47 PM
Is this safe to use this mod on an existing savegame?

Well, I think that it's alright!
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: Tinkerer on April 21, 2016, 09:23:18 AM
Quote from: soulkata on April 20, 2016, 08:04:23 PM
Quote from: Tinkerer on April 20, 2016, 07:38:47 PM
Is this safe to use this mod on an existing savegame?

Well, I think that it's alright!

I tried it anyway, seems okay. :) ty
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: soulkata on April 22, 2016, 05:22:34 PM
--------------------------------------------------------
Version a13v003 (22/04/2016) (Auto Equip)
--------------------------------------------------------
* Treating HeatWave and ColdSnap incidents for cold / warm needs.
* Created a option to priorize Stats of the works performed by the pawn.
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
Post by: Lumaan on April 22, 2016, 06:28:11 PM
Quote from: soulkata on April 22, 2016, 05:22:34 PM
--------------------------------------------------------
Version a13v003 (22/04/2016) (Auto Equip)
--------------------------------------------------------
* Treating HeatWave and ColdSnap incidents for cold / warm needs.
* Created a option to priorize Stats of the works performed by the pawn.
That's some sweet options  8)
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: Maitri on April 30, 2016, 07:15:22 PM
I'm unsure as to why, but even with a vanilla game (only CCL loaded) it is said to be corrupt by Rimworld and disables my entire mod list. Any idea as to why?
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: soulkata on May 01, 2016, 08:33:26 AM
Quote from: Maitri on April 30, 2016, 07:15:22 PM
I'm unsure as to why, but even with a vanilla game (only CCL loaded) it is said to be corrupt by Rimworld and disables my entire mod list. Any idea as to why?

Need the log files...
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: LadyAth on May 01, 2016, 12:33:17 PM
I get the same issue as Maitri, tested with only CCL and AutoEquip.  Where do I find the log files?
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: Grogfeld on May 01, 2016, 12:59:17 PM
Quote from: LadyAth on May 01, 2016, 12:33:17 PM
I get the same issue as Maitri, tested with only CCL and AutoEquip.  Where do I find the log files?

Within your game folder there is RimWorld1135Win_Data folder and there is txt file Output_log
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: TechnologicApe on May 01, 2016, 01:19:58 PM
Does this mod work with Weapons yet?
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: soulkata on May 01, 2016, 01:31:13 PM
Quote from: TechnologicApe on May 01, 2016, 01:19:58 PM
Does this mod work with Weapons yet?

Nop...
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: TechnologicApe on May 01, 2016, 01:44:10 PM
Quote from: soulkata on May 01, 2016, 01:31:13 PM
Quote from: TechnologicApe on May 01, 2016, 01:19:58 PM
Does this mod work with Weapons yet?

Nop...

Damn. Alright, I guess I'll just click everyone one by one....
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: soulkata on May 01, 2016, 09:30:38 PM
Quote from: TechnologicApe on May 01, 2016, 01:44:10 PM
Quote from: soulkata on May 01, 2016, 01:31:13 PM
Quote from: TechnologicApe on May 01, 2016, 01:19:58 PM
Does this mod work with Weapons yet?

Nop...

Damn. Alright, I guess I'll just click everyone one by one....


The weapon system in RimWorld is too detailed, variations between range, damage type, weapons made by mods, change of off cut members... make quite difficult elaborate a system to make the job done.
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: Famous Shoes on May 01, 2016, 09:41:28 PM
Speaking of weapons, is there a way to get access to the AutoEquip features when Combat Realism is loaded after, or vice versa (each seems to want its own Assign window and so overwrites the other's.)
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: Killaim on May 02, 2016, 03:58:16 PM
not sure if im using it right or it conflicts with apparello ?

but sometimes changing a pawns pick for finding clothes they will stop and stand still.
untill you change it back.

it seems random mostly
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: Ivanzyfer on May 02, 2016, 05:36:29 PM
Errors:
http://take.ms/cqQUD
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: Famous Shoes on May 02, 2016, 07:03:50 PM
Quote from: pestilenz on May 02, 2016, 10:54:37 AM
I've made a small patch which will display the Combat Realism and the AutoEquip tabs in-game. Nothing else was touched.

Thanks pestilenz, this works great.
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: Famous Shoes on May 02, 2016, 07:08:43 PM
I'm seeing some pawns stripping all clothing off and others refusing to wear pants. Any known workarounds for that or a way to shutdown AutoEquip specifically for the pawns it gets confused by or to simply shut it down altogether for a period then back on? (warm weather seems to be its undoing so if we could shut it off when when we see the pawns stripping off too much and back on when the snow starts, at least then saves including AutoEquip could be finished rather than thrown out.)

[Edit]: to clarify, there's no errors in the log, so I'm assuming it's behaving as coded.
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: TechnologicApe on May 02, 2016, 07:13:36 PM
Quote from: soulkata on May 01, 2016, 09:30:38 PM
Quote from: TechnologicApe on May 01, 2016, 01:44:10 PM
Quote from: soulkata on May 01, 2016, 01:31:13 PM
Quote from: TechnologicApe on May 01, 2016, 01:19:58 PM
Does this mod work with Weapons yet?

What If you just make it a checklist? Tell a pawn what kind of Gun they want to use, and replace it with a better one when it becomes available.

Nop...

Damn. Alright, I guess I'll just click everyone one by one....


The weapon system in RimWorld is too detailed, variations between range, damage type, weapons made by mods, change of off cut members... make quite difficult elaborate a system to make the job done.
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: soulkata on May 02, 2016, 07:17:31 PM
Quote from: Ivanzyfer on May 02, 2016, 05:36:29 PM
Errors:
http://take.ms/cqQUD

Well, this is a initialization method, the game arent finding the mod...
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: soulkata on May 02, 2016, 07:20:27 PM
I have upgraded the mod to A13, but, as mentioned before I don't have time to keep updating the mod to keep the compability with the other mods... If someone else wants to assume, and take credits, they got my thanks!
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: absolutist on May 03, 2016, 11:02:42 AM
Quote from: pestilenz on May 02, 2016, 10:54:37 AM
I've made a small patch which will display the Combat Realism and the AutoEquip tabs in-game. Nothing else was touched.

noticing an issue with this still. Colonists will not automatically restock on ammo using the CR loadouts while AutoEquip is enabled. Could possibly be a load order issue, but for now i've still disabled AutoEquip
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: crusader2010 on May 10, 2016, 01:12:18 PM
I can't get AutoEquip to work either (using CR, rimfire, high caliber and others). I've tried putting the mod in different places in the load list, but nothing changes - there is no AutoEquip tab that I can configure. Here's the pack that i'm using: LINK (https://ludeon.com/forums/index.php?topic=19800.0).

I've put the mod either as the first (after EdB mod order), the last, right before and right after CR, and right after High Caliber. Nothing worked.

Maybe something changed in the last CR patch (1.6.5)...
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: soulkata on May 10, 2016, 02:54:36 PM
Quote from: crusader2010 on May 10, 2016, 01:12:18 PM
I can't get AutoEquip to work either (using CR, rimfire, high caliber and others). I've tried putting the mod in different places in the load list, but nothing changes - there is no AutoEquip tab that I can configure. Here's the pack that i'm using: LINK (https://ludeon.com/forums/index.php?topic=19800.0).

I've put the mod either as the first (after EdB mod order), the last, right before and right after CR, and right after High Caliber. Nothing worked.

Maybe something changed in the last CR patch (1.6.5)...

Well, as mentioned before, the Autoequip source codes are shared, you can patch this and submit a Pull Request to it!
:)
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: crusader2010 on May 10, 2016, 03:02:40 PM
Quote from: soulkata on May 10, 2016, 02:54:36 PM
Quote from: crusader2010 on May 10, 2016, 01:12:18 PM
I can't get AutoEquip to work either (using CR, rimfire, high caliber and others). I've tried putting the mod in different places in the load list, but nothing changes - there is no AutoEquip tab that I can configure. Here's the pack that i'm using: LINK (https://ludeon.com/forums/index.php?topic=19800.0).

I've put the mod either as the first (after EdB mod order), the last, right before and right after CR, and right after High Caliber. Nothing worked.

Maybe something changed in the last CR patch (1.6.5)...

Well, as mentioned before, the Autoequip source codes are shared, you can patch this and submit a Pull Request to it!
:)

I wouldn't even know where to begin modding ;D I'd need a good tutorial first, focused on this game (knowing C# is not enough). Hopefully someone more capable than me is going to undertake this task  :-[
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: zuaresoft on July 06, 2016, 02:38:27 PM
AutoEquip is not compatible with Combat Realism. here Images. pls test it i need it. Greetings

[IMG=http://www.image-share.com/upload/3275/210.jpg] (http://www.image-share.com/ijpg-3275-210.html)
[IMG=http://www.image-share.com/upload/3275/211.jpg] (http://www.image-share.com/ijpg-3275-211.html)
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: notfood on July 06, 2016, 09:35:56 PM
AutoEquipCR (https://ludeon.com/forums/index.php?topic=20771.msg228262#msg228262) is made for CombatRealism.
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: Lerin on July 07, 2016, 03:10:45 AM
i can't force autoequip to work, help me guys :/

I used basic mods to test it, here is modlist order.

<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>AutoEquip</li>
<li>EdBModOrder</li>
<li>EdBPrepareCarefully</li>
<li>AllowTool</li>
<li>kNumbers-0.4.4-A13</li>

Example: one colonist, few headgers, one with "amor - electric" second with "psychical sensivity" third with "social chat impact"

In left table at outfit editing, i allowed all, in right table only only one checkbox depend what i want, but my colonist dont react, he react only for left table, right is totally random..

What i am doing wrong ?

Ok all seems okay, i just misunderstand right sliders (-100%, + 100%)
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: zuaresoft on July 07, 2016, 04:08:01 PM
Quote from: notfood on July 06, 2016, 09:35:56 PM
AutoEquipCR (https://ludeon.com/forums/index.php?topic=20771.msg228262#msg228262) is made for CombatRealism.
Hey notfood hi, ya i know what that is the autoequip that "working" with CR. But budd, my screenshots was captured with that mod that u say. this is the case of my quote about autoequip, i was test autoequip with [Core-CCL-Edb ModOrder-CR-CRDefensePack-AutoequipCR] and sometimes in game autoequip crash the frames of CR. pls Test it yourself and help x.x
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: zuaresoft on July 07, 2016, 04:14:03 PM
Quote from: Lerin on July 07, 2016, 03:10:45 AM
i can't force autoequip to work, help me guys :/

I used basic mods to test it, here is modlist order.

<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>AutoEquip</li>
<li>EdBModOrder</li>
<li>EdBPrepareCarefully</li>
<li>AllowTool</li>
<li>kNumbers-0.4.4-A13</li>

Example: one colonist, few headgers, one with "amor - electric" second with "psychical sensivity" third with "social chat impact"

In left table at outfit editing, i allowed all, in right table only only one checkbox depend what i want, but my colonist dont react, he react only for left table, right is totally random..

What i am doing wrong ?

Ok all seems okay, i just misunderstand right sliders (-100%, + 100%)
Hi Lerin in your mods you have AutoEquip First than the CR, this is the problem because u need put it after CR, but equal dont work perfect, have visual buggs when some pawns have weapons modified or so big or something i dont know but is broken for now. we must wait for other Autoequip Patch for CR, or another update *-* "I think" greetings
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: notfood on July 07, 2016, 08:40:39 PM
I didn't say it was perfect. It crashes for me as well if I hover over the slider names... I basically save before any AutoEquip tinkering. Aside from that crash... it does its job.
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: zuaresoft on July 08, 2016, 11:56:13 AM
Quote from: notfood on July 07, 2016, 08:40:39 PM
I didn't say it was perfect. It crashes for me as well if I hover over the slider names... I basically save before any AutoEquip tinkering. Aside from that crash... it does its job.
How can use it like you bro? do you have the same problem that me, right? look my screenshots
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: notfood on July 08, 2016, 12:42:03 PM
Did you click the link I posted? AutoEquipCR is different version of AutoEquip.

https://ludeon.com/forums/index.php?topic=20771.msg228262#msg228262
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: zuaresoft on July 08, 2016, 05:13:03 PM
Quote from: notfood on July 08, 2016, 12:42:03 PM
Did you click the link I posted? AutoEquipCR is different version of AutoEquip.

https://ludeon.com/forums/index.php?topic=20771.msg228262#msg228262
was downloaded that mod but is broken, look my screenshots. i have that bug i dont know how can repair it
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: mrflame on July 25, 2016, 10:29:34 AM
I hope you can update this. Best mod.
Title: Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
Post by: notfood on July 25, 2016, 11:42:30 AM
It's updated over here: https://ludeon.com/forums/index.php?topic=20771.msg228262#msg228262