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RimWorld => Releases => Mods => Outdated => Topic started by: Kiame on March 07, 2017, 03:10:16 PM

Title: [A17] Change Dresser
Post by: Kiame on March 07, 2017, 03:10:16 PM
Please consider using the newer version of this mod: Change Dresser - BETA  at https://ludeon.com/forums/index.php?topic=35632.0
The new one will not work with saves from this version so please be aware of that (why it's a new release).
This version of the mod will no longer be supported and will not be advanced to newer releases.

Adds a dresser and wall mirror which allows a pawn to change their apparels' color, hair color, skin color, hair style, body type, head type, gender, and age (use these at your own risk).

The dresser can also store apparel.

Both the dresser and the mirror can be found in the Furniture menu.

Dresser costs to build is 40 wood/stone/metal and 40 steel.
Mirror costs to build is  20 wood/stone/metal and 20 steel.

Will work with current saves (no new game required)

Warning for those who use Humanoid Alien Races:
Only humans should use this dresser. If a non-human uses the dresser they will turn into a human (dresser's Reset does not revert them back). If this happens, the game will need to be loaded from a previous save to fix the problem.

Compatibility with Facial Stuff:
It does appear to be working though each time a modification is made to a pawn the entire dresser UI window will flicker. This appears to be due to how Facial Stuff changes the pawn's refresh.
I would recommend backing up the save before using this mod. Verify it does what you want and doesn't cause something to break. If something does break please let me know.

Apparel Items
-The dresser is a storage zone. Multiple dressers can be setup to store different apparel items if desired.
-If the dresser is destroyed, all stored apparel will be placed on the floor around where the dresser was.
-Items stored in the dresser are not included in Apparel Groups. Items placed in the dresser's storage can be selected when creating Apparel Groups and apparel can be moved from Groups to the dresser's storage.

Apparel Groups
The goal is to allow a quick and easy way to switch between two sets of apparel (worker -> soldier -> worker).
Once an apparel group is made, right clicking on the dresser will bring up "Wear <group name>". Selecting this will cause the pawn to swap out all their clothing for the clothing in the set. Right clicking the dresser again will display "Unwear <group name>". Selecting this will cause the pawn to swap out all their cloths again to the original set.
-A pawn can only wear one group at a time. So once they're wearing a set, only "Unwear" will be displayed for the set that's being worn.
-A pawn can claim another pawn's private Apparel Set via the Storage window. This is in case the original pawn dies or for some other reason the set needs to be made public or private to another pawn.
-When a pawn performs the Wear or Unwear command, the swapping of cloths is very naive. It literally just swaps the apparel assuming everything's the same. This has a benefit in that if a pawn changes an underlying apparel - like a button shirt to a t-shirt - the Unwear will still work. The drawback is if the pawn changes too many apparel items - like remove their shield or armor - the apparel set will not have that until it's re-added by the pawn manually.
-Apparel that are a part of an Apparel Group are not displayed in the dresser's storage

Change When Drafted
-There can only be one "Change when Drafted" apparel group per pawn. If a second group is marked as "Change when Drafted" for the same pawn, then the original group is unmarked but is still private to the pawn.
-The pawn will instantly change between what they were wearing to the battle gear. When undrafted they will instantly change from their battle gear to their original apparel.

Mod Settings
There are three mod settings:
-"Allow Body Change" - Checked (default) means the "Edit Body" selection will be available to pawns. Unchecked will hide the option and the window
-"Allow Gender and Age Change" - Checked (default) means on the "Edit Body" window the option to change a pawn's Age and Gender is available. Unchecked will hide these options. If "Allow Body Change" in unchecked this option will be hidden since its parent window is not accessible by a pawn.
-"Link Storage Groups to Dresser" - When Unchecked (default), storage groups behave the same as previous version of Change Dresser. When Checked, storage groups are accessible by all dressers. Also, any/all dressers are destroyed no apparel in storage groups will be dropped and if any were checked as "Change for Battle" then the pawns can still use those apparel when drafted. Once a new storage dresser is built the storage groups can be accessed again.

Manage Apparel
This is a new action button accessed by left clicking on a dresser. Clciking on this button will open the Dresser's window and allow you to see what apparel is stored in the dresser and remove any items. From this window you can also view and modify any storage groups that are stored in the dressers. If the "Link Storage Groups to Dresser" option is unchecked, every storage group can be modified from any dresser with this button.



Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=878965937

GitHub: https://github.com/KiameV/rimworld-changedresser

Direct Download: https://github.com/KiameV/rimworld-changedresser/releases/download/20170809/ChangeDresser.zip


Like my mods? Consider supporting me!
(https://i.imgur.com/i08683D.png) (https://ko-fi.com/kiamev)


Translators
Feel free to use either github or contact me directly (either here by friending me or Ludeon Studios forums) to discuss or give me the translation file. I will add your name/username and a thanks in the mod's description for your assistance.

Thank you translators!
Vaniat for adding Chinese Simplified and Traditional
Proxyer for adding Japanese
Ɲơɴɑɱɛ for adding German
Gidreess for adding Russian
Boundir for adding French


Most recent updates:
Aug 9, 2017
-Hats are now hidden while a pawn is using the Change Dresser or Change Mirror and in the Change Hair screen.
-Added new color picker sliders for RGB+HSL. Since this is not as user friendly it's disabled by default. To turn it on go to Mod Settings->Change Dresser and check "Use RGB + HSL Sliders".

Aug 8, 2017
-Male hair that is shared between both genders should now be listed.
-Added a new way to select hair using a list of hairs. Mouse over to see the preview. Click to select.
To revert back to the old way with the <- [Selection] -> there's a Mod Setting to change back.


(http://travistygames.com/rimworldmods/changedresser/Preview_Resize.png)



[attachment deleted by admin due to age]
Title: Re: [A16] Change Dresser
Post by: Trigon on March 07, 2017, 06:05:12 PM
Woah. This is impressive. I'll have to check it out when I get the chance to play again.
Title: Re: [A16] Change Dresser
Post by: AngleWyrm on March 07, 2017, 06:53:15 PM
Nice! The clothing recolor tool I had been using didn't have a scroll bar, so it wasn't possible to do everything they were wearing.
Works as advertised, thanks for a great mod

*applause*
(https://s6.postimg.org/nrx29yc41/applause.jpg)
Title: Re: [A16] Change Dresser
Post by: Kiame on March 08, 2017, 03:50:59 AM
Update:
Title: Re: [A16] Change Dresser
Post by: katherineironfist on March 08, 2017, 01:16:26 PM
I like this a lot better than Dye Vat mod, with all those unecessary fabrics it clutters the game.
Title: Re: [A16] Change Dresser
Post by: Kiame on March 12, 2017, 04:26:14 AM
Many updates since the last time i responded.

Many pages have been condensed. Can no longer change gender.

Added a Change Mirror. Planning to slowly migrate most 'changing' things to that.

Dresser can now store items. Can also create Apparel Groups which pawns can quickly switch back and forth from (see first post for more details)
Title: Re: [A16] Change Dresser
Post by: AngleWyrm on March 12, 2017, 07:35:47 PM
The gender change feature seems more like a medical procedure anyway.

I've been using the More Furniture (https://ludeon.com/forums/index.php?topic=16977.0) mod for a while, and I usually disable the storage of weapons and clothing in the dressers and nightstands. This is because the items don't show up in the game for me see and get a pawn to to force-wear or arm up a new addition. They just disappear into the background somewhere, and I'd much rather see them on screen.

Looking forward to checking out the outfit swap feature.
Title: Re: [A16] Change Dresser
Post by: Ruisuki on March 12, 2017, 09:54:27 PM
Any chance of a later release focused more on realism? I love that you managed to get out a mod like this, but I find the change gender and skin color to be a bit much for me. I know I can just ignore but just wondering if thats in the cards? I'm in it solely for storing my uniforms. Surprised there arent more mods like that
Title: Re: [A16] Change Dresser
Post by: AngleWyrm on March 12, 2017, 10:21:24 PM
Gender change has already been moved out of the mod, probably to be addressed by a medical mod. Changing skin color and body type are a pleasant way to eliminate some of the randomness and get my characters looking the way I like them. Maybe if someone else creates a medical mod that addresses all three of these parameters, but for now I'm enjoying the ability for artistic expression.

Feedback on the dresser


Also, there seems to be an issue with clothes showing up. I got a visitor to join my colony, and sent her to the mirror for a makeover. The 'fat' body type was missing below the head in the preview, and when I changed her from 'thin' to 'female' her clothing didn't show up. When I changed her back to thin, the duster she was wearing re-appeared. So I took it off, changed body type to 'female,' and put it back on: Again naked on-screen but the game reports she's wearing the duster.

(click to enlarge)
(https://s6.postimg.org/vomlfatw1/coloring.png)

Like the direction you're taking this mod, good stuff man.
Title: Re: [A16] Change Dresser
Post by: Kiame on March 13, 2017, 05:08:09 AM
Hmm I'll have to take a look at what's going on there with the clothing disappearing.

Quote from: AngleWyrm on March 12, 2017, 10:21:24 PM
Feedback on the dresser
  • The outfit groups are separate from the pre-existing outfit management in Rimworld. I usually create a Summer Wear outfit of pants, button-down shirt and jacket, and a Winter Wear outfit of pants, button-down shirt and parka. It would be great if these dressers were a place where haulers would store the clothing necessary to fulfill such uniforms, and colonists could come and get a full set without wandering about.
  • When I went to assemble a group of clothing into an outfit group, my guy was wearing an infused (https://ludeon.com/forums/index.php?topic=21884.0) shirt, and I wondered if only that shirt would qualify for the group, or if any button-down shirt would do.
  • I also wanted to specify outfits without wearing them first.

Currently the apparel groups go off a very dumb switch. When a pawn performs a "Wear <group>" action, everything they're wearing gets stored and everything in the apparel group gets put on the pawn. The same happens when the pawn performs the "Unwear" action - everything they were wearing gets put in (assuming) it's the same stuff. This has the benefit effect of easier use because a pawn may change an underlying shirt to something else in the mean time.

To your points... I think it would require a different approach. Maybe the Dresser can have a toggle - Storage Zone [ ]
If it's not checked it behaves like it currently does. If checked it will behave as another storage zone where haulers can put clothing. When a pawn creates a new Apparel Group, instead of the current editor window, they get a list of all possible apparel and the user selects which to include in the set. OR maybe shows the pre-defined roles, user selects a role, is shown the apparel and asked to narrow down until a pawn would be able to wear all the pieces. I'll brainstorm this some more... (and input is welcome ;D)

Thank you for the feedback!

As for gender, I got some feedback on the steam page and people wanted it back. For the time being I've added gender swapping back in. I am considering making a medical change object (still open to suggestions!) but in the meantime I'll leave it in. (for any programmers that will get this analogy) I've come the conclusion mods are like REST services. Once a version is specified, you cannot remove attributes.
Title: Re: [A16] Change Dresser
Post by: Kiame on March 13, 2017, 05:15:07 AM
Quote from: Ruisuki on March 12, 2017, 09:54:27 PM
Any chance of a later release focused more on realism? I love that you managed to get out a mod like this, but I find the change gender and skin color to be a bit much for me. I know I can just ignore but just wondering if thats in the cards? I'm in it solely for storing my uniforms. Surprised there arent more mods like that

I've create a "Changing Mirror" (in Furniture) which covers Apparel Colors, Hair changes, and Body changes. Eventually I plan to take everything except apparel color changing out of the dresser. So that would cover your concerns I think. As for a medical object for covering the gender and skin color, that's probably somewhere down the road  :)
Title: Re: [A16] Change Dresser
Post by: Kiame on March 13, 2017, 04:13:32 PM
Quote from: AngleWyrm on March 12, 2017, 10:21:24 PM
Also, there seems to be an issue with clothes showing up. I got a visitor to join my colony, and sent her to the mirror for a makeover. The 'fat' body type was missing below the head in the preview, and when I changed her from 'thin' to 'female' her clothing didn't show up. When I changed her back to thin, the duster she was wearing re-appeared. So I took it off, changed body type to 'female,' and put it back on: Again naked on-screen but the game reports she's wearing the duster.

I'll keep trying to reproduce this issue but as of yet have not been able to. I do vaguely remember earlier in this mod's development I saw something similar to this so there is probably some screwy course through the code that gets to this point. Let me know if this happens again.

BTW thanks for including the steps that you had done leading up to it as well as possible solutions you tried. Just curious, if you had the modified pawn put on another item did that work/show up?
Title: Re: [A16] Change Dresser
Post by: AngleWyrm on March 14, 2017, 05:39:38 AM
Quote from: Kiame on March 13, 2017, 04:13:32 PM
BTW thanks for including the steps that you had done leading up to it as well as possible solutions you tried. Just curious, if you had the modified pawn put on another item did that work/show up?
I haven't seen it again, and wonder if it had anything to do with the way I got there, through the right/left arrows in the interface to choose a different option. But it's pretty vague memory at this point.

I tend to restart rather a lot; most of my games don't last a year. The one I'm currently on is doing quite well though, eleven peeps and herds of wild boar and chickens. I've had to dis-allow the fishing pier because my Galactic Chef was pumping out more food than I can store. Soon as I get to deep-core mining steel, I'll be sending it all off to that orbital trade freighter, so he can supply some other colony.

Yep I'm liking this one so much that I've save/restored after a tragic incident with a poison ship.
Title: Re: [A16] Change Dresser
Post by: BlueWinds on March 14, 2017, 11:09:28 AM
Quote from: Kiame on March 13, 2017, 05:08:09 AM
As for gender, I got some feedback on the steam page and people wanted it back. For the time being I've added gender swapping back in. I am considering making a medical change object (still open to suggestions!) but in the meantime I'll leave it in. (for any programmers that will get this analogy) I've come the conclusion mods are like REST services. Once a version is specified, you cannot remove attributes.

Also like APIs, once defined, mods only grow, never shrink. Which is why I'm a fan on minimalist mods. ;) Thanks for adding back gender change though, I was just about to ask for that. This is way more convenient than manual save-editing, which is what I've been using until now to tweak appearance.
Title: Re: [A16] Change Dresser
Post by: Kiame on March 14, 2017, 02:37:24 PM
Quote from: BlueWinds on March 14, 2017, 11:09:28 AMAlso like APIs, once defined, mods only grow, never shrink. Which is why I'm a fan on minimalist mods. ;)

This is my first mod and at this point i'm of the same mindset. I've kind of hit a wall where I have ideas - like automatically have pawns switch out gear from the dresser when they're toggled for battle - but I don't want to start injecting code left and right causing this mod to clash with other mods and such.

I'm considering maybe at most make a medical object for body/gender modifications then call this mod done. For additional stuff release another mod which requires this mod and just builds off it.
Title: Re: [A16] Change Dresser
Post by: Kiame on March 14, 2017, 06:14:05 PM
Keyed translation support has been added so if there's anyone who wants to contribute on that front feel free  ;D
Title: Re: [A16] Change Dresser
Post by: AngleWyrm on March 18, 2017, 12:43:10 PM
Not exactly a bug, but a sort of odd behavior:

When a mirror is constructed (on a wall), colonists can access it from the far side of the wall. In this picture is shown a mirror being assembled in a bedroom, but the colonists will also have access to it in the dining area.

(https://s6.postimg.org/v1el9d781/mirror.png)

Also shown in that picture is a wall light from Skullywag's (https://ludeon.com/forums/index.php?action=profile;u=13346) Additional Lighting (https://ludeon.com/forums/index.php?topic=14177.0) mod. Those lights aren't installed on a wall but instead in the tile in front of the wall. The tile in the picture is also occupied by a robot recharging station, and elsewhere, work tables and other furniture. So maybe the source code for that mod could be of assistance.
Title: Re: [A16] Change Dresser
Post by: Kiame on March 18, 2017, 07:15:37 PM
Hmm I had noticed the 'interact through wall' but i chalked it up to how pawns interacted with objects (since the interaction square is clearly marked).

I will take a look at the Additional Lighting mod and see if I'm missing something.

Thanks!
Title: Re: [A16] Change Dresser
Post by: Kiame on March 18, 2017, 07:24:13 PM
New add-on!

Change Dresser - Change when Drafted

When an apparel group is being made there's a new checkbox "Change When Drafted". When checked, as soon as the pawn is Drafted they will switch to that apparel group. As soon as they are no longer drafted they will switch back.

http://steamcommunity.com/sharedfiles/filedetails/?id=886465333

(http://travistygames.com/rimworldmods/changedresserchangewhendrafted/animation.gif)

Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: AngleWyrm on March 18, 2017, 09:29:27 PM
Excellent idea!

Can you please do a non-steam version for the add-on?
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Kiame on March 18, 2017, 10:16:02 PM
Sure (didnt know about github's release tab  ;D ).

Change Dresser: (need the most recent for the add-on to work)
https://github.com/KiameV/rimworld-changedresser/releases/download/20170318/ChangeDresser.zip

Change when Drafted is here:
https://github.com/KiameV/changedresserchangewhendrafted/releases/download/20170318/ChangeDresserChangeWhenDrafted.zip

Instructions on how to create a "Change when Drafted" apparel group is on the first post (attached). Or, if you want to be a guinea pig, see if you can do it and let me know if it seemed intuitive  ;D

Adding direct downloads for both on first page too
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Kiame on March 18, 2017, 10:48:42 PM
Curious too if this is a good idea - keeping the Change Dresser stand alone and anything else (especially when detours are needed) as an add-on.
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: AngleWyrm on March 19, 2017, 02:04:46 AM
Feedback on GUI

(https://s-media-cache-ak0.pinimg.com/564x/9a/bf/00/9abf001aca5d98e35d689479eb12c00b.jpg)I tried setting up two clothing groups:
  • WarmWeather - cloth pants, button-down shirt and jacket
  • JimsStuff - Heaviest armor available
Then I was going to swap into WarmWeather while un-enlisted, enlist and then swap into JimsStuff.

Things didn't go quite as anticipated. There's some sort of Unwear button that swaps outfits which is a little confusing. It would make more sense to see the outfit that's in the dresser, and have the option to put it on. Unwear seems like an in-betweeny extra step, a sort of exposure to fallout of the underlying code framework. Like seeing girders in a house.

There's also a shortage of planning ahead. I haven't found a way to put clothes in the dresser except by taking off what I'm currently wearing and then walking around naked picking up clothing until I'm dressed.

And last niggle, there's a duplication of effort in that all the work that went into planning outfits in the game's outfit planner is ignored and another separate, nearly identical set of outfits have to be re-designed.

Also, the process didn't result in making the guy swap outfits when enlisted, so I'm gonna go RTFM.

Is this the desired expression of self, or is this room to grow? The choice is up to you.
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Kiame on March 19, 2017, 04:03:03 AM
Hmm there might be some more work i need to do to clean up the interface or better instructions.

When creating a set of clothing per pawn, there are 2 states. Wearing an apparel group and not wearing an apparel group.

So in the case of 2 apparel groups, WarmWeather and JimsStuff, if JimsStuff is set as "Change when Drafted". When the pawn is drafted their apparel should all be put into the dresser and JimsStuff is put on the pawn - the dresser now says "Unwear JimsStuff". When they're un-drafted, JimsStuff and their original apparel are switched again. So in this case WarmWeather is never used.

Also, there can only be one apparel group marked as "Change when Drafted" per pawn. If a second apparel set is marked as "Change when Drafted" the original will be unmarked (though still restricted to the pawn).

Looks like the interface is not too intuitive. I'll write out better instructions to head off confusion. Thank you!


To the point about sorting clothing to/from the dresser - it's clunky but i haven't figured out a better way to do this yes - is to store the items into the dresser (main page before creating a group) then selecting "Create Group from Storage" or "Edit ____ from Storage".

Basically what the pawn can wear and what a group can contain are bound by what a pawn can wear at any one time but the storage can hold any number of items.


I know you had mentioned earlier the desire to be able to switch between Winter and Summer apparel. I have a rough thought plan about it but nothing going as of yet.
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: AngleWyrm on March 19, 2017, 04:13:06 AM
I'm getting the impression that a dresser can contain stuff that is not part of an outfit group, so that if they weren't wearing an outfit and then swap into an outfit what is then in the dresser isn't necessarily an outfit.

If I was wearing WarmWeather when I went to the dresser and selected "wear JimsStuff," then doesn't it make sense to have the option to come back to the dresser and select "wear WarmWeather" because that is at least in part what is contained in the dresser?
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Kiame on March 19, 2017, 04:22:55 AM
To the comment about "If wearing JimsStuff and then wanting to wear WarmWeather"
How the dresser is currently implemented is when a pawn wears/unwears apparel it literally does a swap of the apparel from pawn to apparel group - this is a shortcoming.

I added an extra check in when an apparel group is being worn to protect against the case where: Pawn wears JimsStuff (JimsStuff has what the pawn was wearing). The pawn then wears WarmWeather (WarmWeather now has JimsStuff's apparel). The pawn then wears JimsStuff.
This results in:

How I look at the dresser is in two parts
1. A bottomless storage dump (aka a bag of holding (for D&D fans ;D ))
2. A set of "apparel groups" which contain specifically selected apparel items
--Apparel items in an "apparel group" are not shown as stored in the dresser (i'm brainstorming a way around this/how to differently display this)

Both pieces are not connected other than items can be moved between them. -- I see i never went over this difference in any of my instructions   SRY!  :-[


Going into the future I would like to explore bringing the game's mechanics/systems into the implementation. My thoughts being, the storage part is bascially a stockpile with the stockpile window (with just apparel items). The Apparel Groups might then just become Outfits (from the Outfit Manager) with some extra restraints like whatever's selected must be wearable by a pawn -- i don't want to make guesses about which apparel piece should go on the body, a jacket or parka for example, that would have to be selected by the user when creating the group.


BTW thank you AngleWyrm for the questions, comments, and trains of thought. I hope it's not too annoying. It has helped make this mod better!
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: AngleWyrm on March 19, 2017, 08:30:56 AM
Quote from: Kiame on March 19, 2017, 04:22:55 AM
BTW thank you AngleWyrm for the questions, comments, and trains of thought. I hope it's not too annoying. It has helped make this mod better!
Glad to hear it, I was beginning to worry that I might be making the job frustrating/depressing. On with the show! Earlier tonight I was wondering if workbench mechanics had anything to offer as a framework, or if the Outfit Manager interacted with pawns through some sort of API that works well with benches. Don't know, just a passing thought.

If Outfits from the outfit manager can be worked in, then it might be possible to have haulers fill out the requirements for an outfit. Maybe even specify how many sets should be stored in a dresser: I'd like one of these, one of those, and four of those in this dresser.

Then the player can browse through a dresser looking at the outfits stored in it in a manner similar to shopping. Maybe even a little stick figure with the outfits on display.
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Ruisuki on March 19, 2017, 10:31:15 AM
I agree with anglewyrm, dressers are awesome. If you can manage that it would make managing colonies so much easier, and personalized.
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: SpaceDorf on March 19, 2017, 01:34:37 PM
Great Idea, absorbed into the collection .. posting to follow.
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Lethe on March 20, 2017, 11:08:29 AM
Okay, so I guess if a female pawn is not wearing any pants their shirt becomes like a dress and covers the entire pawn. Didn't notice that before. Interestingly enough I have a defective pair of pants on one of my pawns. Maybe she's just wearing leggings lol She's wearing a shirt, pants, duster, armored vest, & hat. Her vest is appearing as her shirt, and I can change its color [good so far], her shirt covers her like she's wearing only a shirt and no pants though, and her pants are visually not there, despite being equipped.

I don't particularly think it has anything to do with your mod, although I guess it might. I haven't paid attention to t shirts and pants mechanics before now.

Edit: Looked at your main post again, it's like the picture you posted up. Where's her pants? o.O O.o

[attachment deleted by admin due to age]
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Kiame on March 20, 2017, 03:03:16 PM
@Lethe

Yep no pants are shown :P

Just part of the game which this mod can show in it's full glory! Why sometimes you'll get a wanderer who appears to be naked but actually isn't because they're wearing pants.
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Kiame on March 20, 2017, 03:05:52 PM
Beta Release:

I've been working on making the Change Dresser into a Storage Zone. It's a work in progress and I wanted to see what people think so far. I am not going to update the steam version as of yet with this so here's the release: https://github.com/KiameV/rimworld-changedresser/releases/tag/beta20170320

This will work with current save games. Just be aware, any Change Dressers that already existed will not accept any apparel by default and you will need to go into their storage tab and set it there.

All new dressers will accept all apparel at an Important level.

Note:
-If there is apparel stored in the dresser and the apparel does not meet the storage requirements (hp/condition too low or storage parameters set) the apparel will be dropped on the floor. This happens every minute or so (as in if the storage settings are changed it could take a minute for the apparel to get dumped -- i decided to go this route to keep the Change Dresser from not using too many cpu cycles)
-The above point does not count against Storage Groups at this point.

Please feel free to give feedback!
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: AngleWyrm on March 21, 2017, 10:54:45 PM
A Couple Issues
I went into the Change Dresser with the Unwear command and then offloaded all my apparel into the dresser using the right arrows. Clicking on the button above gave the option to create a clothing group from storage, so I wouldn't have to walk around naked -- thanks for that!

So I began that process in my dresser full of stuff, and there was a vertical scroll bar to scroll down below all the leather pants that I had in there. Two issues came to light:

A workaround was to use the new interface to ban pants, and then I had access to the rest of the things, but could not longer build outfits with pants in them.

The Bag of Holding Analogy
An interesting perspective that became visible from the absence of forced arbitrary storage caps was the desire to set what gets stored in a particular dresser. What if I have two dressers across the map, and would like one copy of a clothing group in each? It's a lovely freedom of expression that wasn't available until the weight of oppression was no longer occupying the stage.
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Kiame on March 22, 2017, 04:26:36 AM
I ran into the broken scroll bar while I was working on the new add-on tonight -_-
It's fixed now in the Beta page on github (was a dumb mistake on my part!)

For the bag of holding, yes two dressers should be able to be set to different acceptable apparel.

New announcement

Auto Pawn Use Add-on
(name wip and whether I will make this an add-on or just include it with the mod is undecided)

On the beta release page I've added another add-on (though i may just include it with the main update, still deciding)... anyway... with the add-on pawns will now interact with the dresser as if it were a storage zone.

Example: Outfit Manager has a winter and summer set of clothing. If pawns are wearing a winter set now and the user changes to summer, the pawns will on their own go to the change dresser and switch clothing. All worn apparel gets dropped on the floor and will be re-stored if the dresser accepts the apparel and there are pawns to haul the clothing.

Make sure to grab both Change Dresser and the Add-on as I had to modify Change Dresser slightly at the code level.
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Switter on March 22, 2017, 05:16:22 AM
It would be cool if you could change the age of the colonists and the race. Cthulhu (white demon), orassan (dogs), crystalloid(crystallman ._.) ogre and other. Maybe you can use the code from EdBprepareCarefully? Maybe somebody will be able to tie plastic surgery to this fashion and add a profession like a hairdresser, I do not know, for realism) Mod is excellent.
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Kiame on March 22, 2017, 02:58:26 PM
Correct me if i'm wrong but Prepare Carefully only supports the base models as well? (doesn't inlcude alien races or age). I think Facial Stuff's author modded Prepare Carefully back in A15 to support Facial Stuff.

It basically comes down to how things are stored in memory and how they can be found. Alien Races and Facial Stuff deviate from how/where the base game stores its attributes so to support either adds a large amount of time (and since they're mods risk that they go away and the time to support them was wasted).

I'm considering adding support but it's been on the back burner.


Looks like there is a Race selection in Prepare Carefully... Let me see how they're doing it and I'll see if i can add it the change dresser

Ah i see, the Alien framework mod injects code into Prepare Carefully. Basically Prepare Carefully doesnt support Aliens but the Alien Framwork's author adds support into Prepare Carefully.
In the future I can see about adding support
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Kiame on March 22, 2017, 03:34:15 PM
Just read up on Harmony and I think that will solve my concerns about collisions and why I was making add-ons.

New release is getting ready to be put on steam. Direct Download is here: https://github.com/KiameV/rimworld-changedresser/releases/tag/20170322

Change Dresser is now a storage zone and add-ons are not longer needed as they are included in the mod!
Title: Re: [A16] Change Dresser + Change When Drafted (Add-on)
Post by: Switter on March 22, 2017, 10:07:48 PM
Quote from: Kiame on March 22, 2017, 02:58:26 PM
Ah i see, the Alien framework mod injects code into Prepare Carefully. Basically Prepare Carefully doesnt support Aliens but the Alien Framwork's author adds support into Prepare Carefully.
In the future I can see about adding support
Maybe do you can add support change age, traits and other?
Title: Re: [A16] Change Dresser (all in one)
Post by: SupermonkeyBR on March 23, 2017, 12:54:02 PM
 :D Hello I came here to ask a favor for you ... if you can I would like you to create a mode for colonists, but I want you to do it for >> 0.15 << by a problem in my computer I can not use the >> 0.16 << / so please create one that is for 0.15  :D Please
Title: Re: [A16] Change Dresser (all in one)
Post by: Kiame on March 23, 2017, 01:27:36 PM
Sorry I do not plan to support A15. You can try modifying the About.xml file in the mod and change it to 0.15 and see if it works.
Title: Re: [A16] Change Dresser (all in one)
Post by: Kiame on March 29, 2017, 12:14:33 AM
Updated the direct download link.

Added Biological and Chronological Age inputs.
Forced apparel will keep the 'forced' status between being drafted and reverting. This applies to both the worn apparel and the drafted apparel.
Title: Re: [A16] Change Dresser
Post by: masterpain on April 02, 2017, 02:21:59 AM
Would it ever be possible to add changing weapons when drafted?
Title: Re: [A17] Change Dresser
Post by: Kiame on May 26, 2017, 03:03:44 AM
Updated for A17
Title: Re: [A16] Change Dresser
Post by: Kiame on May 26, 2017, 03:26:45 AM
Quote from: masterpain on April 02, 2017, 02:21:59 AM
Would it ever be possible to add changing weapons when drafted?

Currently not planned as weapons are handled differently than apparel so it's not a trivial thing to add. I'll keep it in the back of my mind though.
Title: Re: [A17] Change Dresser
Post by: Switter on May 27, 2017, 03:00:05 AM
i can't change a color :C, work only R: B: G:
https://youtu.be/mkCuPXboJrE
help :c
Title: Re: [A17] Change Dresser
Post by: BlueWinds on May 27, 2017, 04:14:21 AM
Thanks for the excellent mod! There are some hair styles I just don't like, and a mirror in the dining room is much more convenient than editing the save files my hand. :) (I also use the gender swapping feature - thanks for including it!)

A bit of weirdness from Change Dresser in A17. I get an error about "incorrectly formatted version 'Unknown'" - even though, looking at the XML, I can see the version is set correctly, and in game the mod functions as expected.

https://gist.github.com/c364e98cc60e3429dfd71013a2361057

Screenshot of mod folder, just to show that I've extracted it correctly (I think).
http://imgur.com/a/QycBc

I'm on linux. The same thing happened with ChangeDresser in A16, and the mod worked back then as well.
Title: Re: [A16] Change Dresser
Post by: AngleWyrm on May 27, 2017, 03:18:31 PM
Quote from: Kiame on May 26, 2017, 03:26:45 AM
Quote from: masterpain on April 02, 2017, 02:21:59 AM
Would it ever be possible to add changing weapons when drafted?

Currently not planned as weapons are handled differently than apparel so it's not a trivial thing to add. I'll keep it in the back of my mind though.

Check out the Simple Sidearms (https://ludeon.com/forums/index.php?topic=32497.0) mod by PeteTimesSix (https://ludeon.com/forums/index.php?action=profile;u=48731)
Title: Re: [A17] Change Dresser
Post by: Kiame on May 27, 2017, 07:16:23 PM
Quote from: BlueWinds on May 27, 2017, 04:14:21 AM
Thanks for the excellent mod! There are some hair styles I just don't like, and a mirror in the dining room is much more convenient than editing the save files my hand. :) (I also use the gender swapping feature - thanks for including it!)

A bit of weirdness from Change Dresser in A17. I get an error about "incorrectly formatted version 'Unknown'" - even though, looking at the XML, I can see the version is set correctly, and in game the mod functions as expected.

Hmm how odd... I don't have a linux box to test this on. I'll look through other mods and see if I can't figure out what's up. Thanks for bringing this to my attention

https://gist.github.com/c364e98cc60e3429dfd71013a2361057

Screenshot of mod folder, just to show that I've extracted it correctly (I think).
http://imgur.com/a/QycBc

I'm on linux. The same thing happened with ChangeDresser in A16, and the mod worked back then as well.
Title: Re: [A17] Change Dresser
Post by: Kiame on May 27, 2017, 07:21:14 PM
Quote from: Switter on May 27, 2017, 03:00:05 AM
i can't change a color :C, work only R: B: G:
https://youtu.be/mkCuPXboJrE
help :c

Hmm... Can you try running the game in Developer Mode? (Options->Development mod (bottom-middle))
With Dev Mode on, when you try to change color does a new window open with a lot of text? If so, at the bottom there's probably a line of red text. Can you take a screenshot of that?
Title: Re: [A17] Change Dresser
Post by: Kiame on May 27, 2017, 10:06:19 PM
Quote from: Switter on May 27, 2017, 09:58:53 PM
No, lot's errors only when i start the game, in main menu, but it's because i have very lot mod's.
When i try change colors, error's don't show up in console.
https://youtu.be/Kq-vCOlB_ss
and i off all my mods. This had no effect. Just a window with a palette does not see my mouse clicks.
https://youtu.be/9jRpjoyKRU0

Not sure what's up.
Are you getting this from steam or direct download?
Title: Re: [A17] Change Dresser
Post by: Switter on May 27, 2017, 10:24:02 PM
Quote from: Kiame on May 27, 2017, 10:06:19 PM
Are you getting this from steam or direct download?
oops... i download with a direct and problem is gone)
http://lttlword.ru/rimworld-mod-change-dresser i download with this site.
And the admin of this site downloaded from steam. Either he downloaded badly and some files were damaged or lost, or the whole Steam version does not work.
I told him to download the working version)
Anyway, the problem is solved and forgive, which in vain bothered.
Title: Re: [A17] Change Dresser
Post by: Kiame on May 28, 2017, 01:52:49 AM
Quote from: Switter on May 27, 2017, 10:24:02 PM
Quote from: Kiame on May 27, 2017, 10:06:19 PM
Are you getting this from steam or direct download?
oops... i download with a direct and problem is gone)
http://lttlword.ru/rimworld-mod-change-dresser i download with this site.
And the admin of this site downloaded from steam. Either he downloaded badly and some files were damaged or lost, or the whole Steam version does not work.
I told him to download the working version)
Anyway, the problem is solved and forgive, which in vain bothered.

Glad it's working!
Title: Re: [A17] Change Dresser
Post by: gariba on June 11, 2017, 05:19:04 PM
Any chance we could get something similar for weapons? A weapon rack that can actually hold more than a single weapon in one tile would be nice. There were mods for that in previous versions, but none got updated that I know of.
Title: Re: [A17] Change Dresser
Post by: Kiame on June 21, 2017, 01:04:49 AM
Done some major rework with the code to both clean it up and add something i've wanted to add for a while: A button to allow the user to manage the apparel in the dresser without a pawn!

Beta version: https://github.com/KiameV/rimworld-changedresser/releases/download/20170620/ChangeDresser.zip

I've been playing with it for a while now and everything seems to be working. Since so much did change I want to get some help testing. Before trying this please backup the save just in case!

Other additions:
- Show "Body Change" editor. For those looking for more immersion can now hide that editor altogether
- Link storage group to dresser
This last one will take some more explaining.
When checked, everything will behave like it did previously.
When unchecked, storage groups are no longer linked to any one change dresser. This means any dresser can access any storage group and when a dresser is destroyed or moved the storage groups are not lost. This also allows the user to modify any storage group from any dresser using the Manage Apparel button and same too for any pawn that interacts with the dresser.
Title: Re: [A17] Change Dresser
Post by: Kiame on June 22, 2017, 11:20:50 PM
Beta version has been uploaded as the main version. Please let me know if there are any problems.

If anyone has a problem and really wants the previous version it can be downloaded here:
https://github.com/KiameV/rimworld-changedresser/releases/download/A1720170525/ChangeDresser.zip
Title: Re: [A17] Change Dresser
Post by: Kiame on June 24, 2017, 12:30:57 AM
Looks like I still missed some bugs and an issue with loading pre-refactor (ie before June 22nd) saves. Steam and Direct Download have been updated.

SO sorry for any trouble this has caused  :(

Please let me know if there are any further issues and I will help address / fix lost items in saves.
Title: Re: [A17] Change Dresser
Post by: Erratum on June 28, 2017, 05:51:09 PM
I've been having problems with the change dresser not being destrucible - it can't be uninstalled or deconstructed, and pawns will try repeatedly to do so if the task is assigned to no effect.

Even using devmode tools to damage the dresser to 0 HP does nothing.

From the log:

Quote
Object reference not set to an instance of an object
  at ChangeDresser.StoredApparel.StoredApparelContainer.RemoveApparelSets (ChangeDresser.Building_Dresser dresser) [0x00000] in <filename unknown>:0
  at ChangeDresser.Building_Dresser.Dispose () [0x00000] in <filename unknown>:0
  at ChangeDresser.Building_Dresser.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Deconstruct.DesignateThing (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Deconstruct.DesignateSingleCell (IntVec3 loc) [0x00000] in <filename unknown>:0
  at Verse.Designator.DesignateMultiCell (IEnumerable`1 cells) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

Edit: It corrected itself after I made a clothing group in one of the dressers, even though there were no items in the group. Looks like just an edge case.
Title: Re: [A17] Change Dresser
Post by: Kiame on June 28, 2017, 11:33:25 PM
I'll take a look. Thank u for the log files.
Title: Re: [A17] Change Dresser
Post by: Kiame on June 29, 2017, 12:50:04 AM
Quote from: Erratum on June 28, 2017, 05:51:09 PM
I've been having problems with the change dresser not being destrucible - it can't be uninstalled or deconstructed, and pawns will try repeatedly to do so if the task is assigned to no effect.

Even using devmode tools to damage the dresser to 0 HP does nothing.

From the log:

Quote
Object reference not set to an instance of an object
  at ChangeDresser.StoredApparel.StoredApparelContainer.RemoveApparelSets (ChangeDresser.Building_Dresser dresser) [0x00000] in <filename unknown>:0
  at ChangeDresser.Building_Dresser.Dispose () [0x00000] in <filename unknown>:0
  at ChangeDresser.Building_Dresser.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Deconstruct.DesignateThing (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Deconstruct.DesignateSingleCell (IntVec3 loc) [0x00000] in <filename unknown>:0
  at Verse.Designator.DesignateMultiCell (IEnumerable`1 cells) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

Edit: It corrected itself after I made a clothing group in one of the dressers, even though there were no items in the group. Looks like just an edge case.

Thanks again for the stack trace. I was able to track the bug down and fix it. Updated both steam and direct download
Title: Re: [A17] Change Dresser
Post by: Kiame on June 29, 2017, 02:22:01 PM
Added support for Save Storage & Outfit Settings https://ludeon.com/forums/index.php?topic=34075.msg347485#msg347485
Title: Re: [A17] Change Dresser
Post by: Xubrim on June 30, 2017, 11:59:05 AM
Great work, thanks for the mod. Not being able to control armor color/hair style has always been one of my biggest annoyances, and I couldn't ask for an easier GUI.
Title: Re: [A17] Change Dresser
Post by: Kiame on July 04, 2017, 02:14:28 AM
Fixed an issue where loading a save with pawns on the world map would unassign any assigned apparel sets

Added an "Empty" button which will dump all stored apparel onto the ground (does not drop storage group apparel)
This is to make selling the apparel easier if the change dresser is near a trade beacon.

direct download: https://github.com/KiameV/rimworld-changedresser/releases/download/20170704/ChangeDresser.zip
Also updated on steam
Title: Re: [A17] Change Dresser
Post by: lllMWNlll on July 26, 2017, 11:32:01 AM
Hey. I got a bug.

The builds of "Change Dresser" and "Mirror" return this at the debug:
https://gist.github.com/45f1c6e3b0032ef04bf432c5b4ba93c2

Any ideas what should be?
Title: Re: [A17] Change Dresser
Post by: Kiame on July 27, 2017, 11:11:48 PM
These lines are suspicious


Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_ChangeApparelColor
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_ChangeHairStyle
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_ChangeHairStyle
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_ChangeBody
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_StoreApparel
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_WearApparelGroup
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_WearApparelFromStorage
Could not find a type named ChangeDresser.Building_Dresser
Could not find a type named ChangeDresser.Building_ChangeMirror


It does not look like you have all the files. Did you download it from github or steam or somewhere else?
Title: Re: [A17] Change Dresser
Post by: lllMWNlll on July 28, 2017, 05:39:14 PM
Quote from: Kiame on July 27, 2017, 11:11:48 PM
These lines are suspicious


Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_ChangeApparelColor
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_ChangeHairStyle
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_ChangeHairStyle
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_ChangeBody
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_StoreApparel
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_WearApparelGroup
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_WearApparelFromStorage
Could not find a type named ChangeDresser.Building_Dresser
Could not find a type named ChangeDresser.Building_ChangeMirror


It does not look like you have all the files. Did you download it from github or steam or somewhere else?

I did download from github. Should i download again?
Title: Re: [A17] Change Dresser
Post by: Kiame on July 31, 2017, 10:02:45 PM
Added French translation and updated Japanese translation.
Title: Re: [A17] Change Dresser
Post by: Kiame on August 08, 2017, 06:47:13 PM
Updated on steam and direct download

Male hair that is shared between both genders should now be listed.

Added a new way to select hair using a list of hairs. Mouse over to see the preview. Click to select.
To revert back to the old way with the <- [Selection] -> there's a Mod Setting to change back.
Title: Re: [A17] Change Dresser
Post by: Schwartz on August 09, 2017, 10:56:35 AM
Nice mod. A couple of ideas to improve it:

The Hair Style/Color screen could automatically show the pawn without a helmet, regardless of the Rimworld helmet on/off setting.
The Apparel Color screen allows you to pick from RGB or a shade of gray, but doesn't allow a full range of saturation & value combinations for muted colors. There are some muted colors in the game (auburn power armor, some clothing), so I assume this is possible? This would also be nice for hair colors.
Title: Re: [A17] Change Dresser
Post by: Kiame on August 09, 2017, 11:43:21 AM
Quote from: Schwartz on August 09, 2017, 10:56:35 AM
Nice mod. A couple of ideas to improve it:

The Hair Style/Color screen could automatically show the pawn without a helmet, regardless of the Rimworld helmet on/off setting.
The Apparel Color screen allows you to pick from RGB or a shade of gray, but doesn't allow a full range of saturation & value combinations for muted colors. There are some muted colors in the game (auburn power armor, some clothing), so I assume this is possible? This would also be nice for hair colors.

Helmets automatically off i've been meaning to look into. IIRC when I first made the mod I did not want to override the rendering pipeline as that would make it incompatible with with quite a few other mods. What I may do is tie in another one of my mods - Show Hair or Hide All Hats https://ludeon.com/forums/index.php?topic=33575.0 (https://ludeon.com/forums/index.php?topic=33575.0). If i go that direction:

As for colors, all available colors are selectable from color pallet/RGB values as HSL (hue/saturation/lightness) are just a different way of representing the same values.
Title: Re: [A17] Change Dresser
Post by: Schwartz on August 09, 2017, 12:22:15 PM
Simple experiment:

Grab a hare leather duster, which has values of 131 / 128 / 108. Try to find that color through the color picker. You can't.

Yes you can input these values into the R, G and B fields, but you cannot select this combination through the color picker. The picker always ties the 3 values together and doesn't allow for a full range of all of them. Which excludes a lot of the muted colors with less than full saturation, i.e. stuff with gray in it.
Title: Re: [A17] Change Dresser
Post by: Kiame on August 09, 2017, 12:31:55 PM
Hmm interesting. Here i just assumed the pallet worked for most if not all colors. WHat's a better pallet to use?
Title: Re: [A17] Change Dresser
Post by: Kiame on August 09, 2017, 12:44:52 PM
I can't promise anything but I will try my hand at making something more like this:

(https://kivy.org/docs/_images/colorpicker.png)

Maybe keep the current color picker, just add the extra sliders
Title: Re: [A17] Change Dresser
Post by: Schwartz on August 09, 2017, 12:47:24 PM
This one's taken from Photoshop. It may be a little overbuilt, but something similar with color slider and 2D color map along with RGB, HSB values would be nice.

(http://i.imgur.com/CBgKEDZ.png)

Your suggestion would be fine as well. Like added extra sliders that alter the palette as you're moving them.
Title: Re: [A17] Change Dresser
Post by: Kiame on August 09, 2017, 12:57:22 PM
I saw that too... I need to see what unity has to offer. I know how i'd do it with vertex rendering. Again no promises here  ;)

It seems like an interesting problem so i'll make my first go at it tonight.
Title: Re: [A17] Change Dresser
Post by: Kiame on August 10, 2017, 01:39:16 AM
Hats are now hidden while a pawn is using the Change Dresser or Change Mirror and in the Change Hair screen.

Added new color picker sliders for RGB+HSL. Since this is not as user friendly it's disabled by default. To turn it on go to Mod Settings->Change Dresser and check "Use RGB + HSL Sliders".

Direct download and Steam have been updated.
Title: Re: [A17] Change Dresser
Post by: Schwartz on August 10, 2017, 11:10:00 AM
Wow, that was fast. Nice work!
Title: Re: [A17] Change Dresser
Post by: Kiame on August 10, 2017, 12:02:34 PM
 :)

With the limited tools RimWorld's GUI has, at this point i don't think i'll be able to make a dynamic color picker for RGB/HSL. I may see about adding a color wheel or some other color picker along with the RGB/HSL sliders. This is just a first go at it. Please give any feedback with how it currently works.
Title: Re: [A17] Change Dresser
Post by: Schwartz on August 10, 2017, 12:55:38 PM
It's all working as expected. Sometimes sliders will only go up to 0.99 or down to 0.01. If you wanted to be super precise about it, I guess you could display RGB as 0-255 values and the hue to go from 0-360. That is if there's actually meaningful gradients, I don't know how detailed the game's color palette is.

Anyway, that's really just nitpicking, it's good as it is. Considering we don't want to paint with it but accessorize our pawns. ;)
Title: Re: [A17] Change Dresser
Post by: Kiame on August 10, 2017, 02:46:04 PM
I've also noticed hue can go from 1.0 to 0 sometime if it's slid all the way to the right; that and the 'only gets to 0.01 or 0.99' are all the fun of floating point arithmetic  ;D  I can see if i can get the numbers to round better.

I was doing some more reading on colors and computer representation - something i'm mostly ignorant about - and there was a good argument that staying with a scale of 0-1.00 (basically 0% to 100%) removes whether the color scheme is 24 bit (8bit per color/0-255) or 30 bit (HDR/10bit per color). While I doubt that's something that should be considered it did make sense to me that sticking with 0-1.00 would make this more 'future proof'. Then again that's a 'head in the sky' argument and if feedback points to 0 - 255 (or 360 where applicable) i'll switch it over as it's just adding some multiplication to what's displayed.
Title: Re: [A17] Change Dresser
Post by: sophiasong on September 26, 2017, 07:38:44 PM
Is there a way to preserve certain worn apparel items during a swap? The main difficulty I have with outfits in vanilla is the change from heat to cold insulation. I would love to be able to swap armor vests and helmets from storage onto a pawn while keeping the pawn's jacket or duster.
Title: Re: [A17] Change Dresser
Post by: Kiame on September 27, 2017, 02:18:18 PM
Quote from: sophiasong on September 26, 2017, 07:38:44 PM
Is there a way to preserve certain worn apparel items during a swap? The main difficulty I have with outfits in vanilla is the change from heat to cold insulation. I would love to be able to swap armor vests and helmets from storage onto a pawn while keeping the pawn's jacket or duster.

I think that has more to do with the vanilla's pawn's outfit optimization logic. I'm not currently touching that and don't plan to...

You could try making outfits which restrict the pawns to only have, say, armor vests + dusters/jackets. The Beta version of Change Dresser would be better for that too - https://ludeon.com/forums/index.php?topic=35632.0
Title: Re: [A17] Change Dresser
Post by: Vane on October 16, 2017, 01:36:52 PM
Hey, I'm having issues with this mod (I think?)

So a few of my colonists just strip completely nude when drafted, it's only just happened and I don't know how to fix it :'(
Title: Re: [A17] Change Dresser
Post by: Kiame on October 16, 2017, 10:13:50 PM
Quote from: Vane on October 16, 2017, 01:36:52 PM
Hey, I'm having issues with this mod (I think?)

So a few of my colonists just strip completely nude when drafted, it's only just happened and I don't know how to fix it :'(

Been using the newer version for too long, let me think for a minute...

Were these colonists assigned any apparel? If so, from the dresser make sure the assigned apparel is still available. It could be that the apparel assigned to them was removed.
Title: Re: [A17] Change Dresser
Post by: Vane on October 17, 2017, 11:10:32 AM
Quote from: Kiame on October 16, 2017, 10:13:50 PM
Quote from: Vane on October 16, 2017, 01:36:52 PM
Hey, I'm having issues with this mod (I think?)

So a few of my colonists just strip completely nude when drafted, it's only just happened and I don't know how to fix it :'(

There's a newer version? Maybe I should just get that

Been using the newer version for too long, let me think for a minute...

Were these colonists assigned any apparel? If so, from the dresser make sure the assigned apparel is still available. It could be that the apparel assigned to them was removed.
Title: Re: [A17] Change Dresser
Post by: Kiame on October 17, 2017, 12:40:22 PM
Sorry should have included a link to the new version in my last post!

Change Dresser - BETA  at https://ludeon.com/forums/index.php?topic=35632.0

It is not compatible with the saves using the old version though -- why i decided to make it a different release.

If you do want to try to use the new version the steps that should allow it is (make a backup of the save prior to this too):

There will probably be an error on load in the admin console but the game will probably load? I personally have not tried this but i think that would work

As for the possible workaround in my previous post did that work by chance?
Title: Re: [A17] Change Dresser
Post by: fatm3l on November 07, 2017, 01:11:13 AM
is it safe to uninstall this mod from an existing save?
Title: Re: [A17] Change Dresser
Post by: Kiame on November 07, 2017, 02:05:09 AM
remove all apparel from the dresser (quick way is to hit the empty button) then deconstruct all dressers.
Save
Uninstall mod
Load

You will get an error when you load which can be ignored and you're good to go. The error will only show up the first time you load, all subsequent save/loads will have no errors