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RimWorld => Mods => Releases => Topic started by: Kiame on September 15, 2017, 02:13:27 AM

Title: [1.0] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on September 15, 2017, 02:13:27 AM
Update for 1.0: https://github.com/KiameV/rimworld-changedresser/releases/download/1.0/ChangeDresser.zip

Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update

Please use the new thread for bug postings and discussion: https://ludeon.com/forums/index.php?topic=41483.msg408919#msg408919



There is a newer version available here: https://ludeon.com/forums/index.php?topic=41483.0

The newer version is not save game compatible so only use it on new saves or saves where you have not already built a Change Dresser. Consider that version as the one going forward to release.


Adds a Dresser, Mirror, and Mending Attachment to the Furniture tab.

Change Dresser
-Build Menu: Furniture
-Size: 1x1
-Cost: 40 steel + 40 wood/stone/steel
-Stores: Apparel

Change Mirror
-Build Menu: Furniture
-Size: 1x1
-Cost: 20 steel + 20 woo/stone/steel
-Wall Mounted

Mending Attachment
-Build Menu: Misc
-Size: 1x1
-Cost 250 steal + 6 components + 20 wood/stone/steel
-Energy: 10 W (not in use) or 1000 W (in use)
-Place within 6 squares of a Change Dresser to have apparel automatically mended/repaired
-Research Required: Mending & Multi-Analyzer
-Mending (https://ludeon.com/forums/index.php?topic=22894.0) Mod not required (highly recommended though)

If a pawn is told to interact with these - via right click - the pawn can change their Hair Style, Hair Color, or Body. Additional interactions are available with the Change Dresser: Change Apparel Color and Store Apparel.

Selecting the Change Dresser will give some additional functionality:
-Manage Apparel - View what's stored in the selected dresser and drop selected apparel on the ground.
-Assign Outfits - Assign outfits to pawns for both when they are not drafted and when they are drafted. When a pawn has outfits assigned to them, they will be able to instantly switch between outfits when selected - button will appear at the bottom that can be selected by the user.
-Empty - Place all the stored apparel on the ground around the dresser.
-Include Apparel In Trade - Designates whether to include the apparel stored in the dresser in trade deals.


Example for Assigned Outfits
The pawn Mina has outfits Everything, Worker, Light Armor Range, Heavy Armor Melee.
Everything and Worker are civilian outfits (non-combat)
Light Armor Range and Heavy Armor Melee are combat outfits

When Mina is not drafted, she can change between Everything and Worker.
When Mina is drafted, she will change to the last combat outfit she was wearing - we'll say Light Armor Range in this case. She can then switch to Heavy Armor Melee and back to Light Armor Range as needed.
When Mina is done in combat or is incapacitated/killed she will switch back to the last civilian outfit she was wearing.

Note:
The apparel worn prior to an outfit change will be removed from the pawn prior to the change - this allows apparel that was being worn to be put back on if applicable. There must be a change dresser available for the previously-worn apparel to go to otherwise it will be dropped on the ground around the outfit-changing pawn. Consider having an extra change dresser which allows all apparel with a Low Priority setting if the other Change Dressers have restrictive filters.

Forming Caravans
Stored apparel will be available for caravans. Until the pawns in the caravan either exit the map or are told to cancel the caravan, the apparel will remain scattered around the dresser. If something goes wrong and the items are not collected, let me know and click the "Collect" button on the change dresser.

As of now if the Cancel button is used from the Form Caravan window, the apparel will not be collected. This will likely remain the case for the time being due to limitations in modding tools.

This can be fixed by either using the Collect button or forming another caravan and either allow it to leave the map or cancel the caravan

Mending Attachment
Will detect if apparel within attached Change Dressers need to be mended.
Each Mending Attachment can only mend one apparel at a time.
More than one Mending Attachment can be attached to one or more Change Dressers (many-to-many relationship)


Mending mod Patch (https://ludeon.com/forums/index.php?topic=36832.msg377305#msg377305) (not required)
Patch to allow pawns to remove apparel from a ChangeDresser and mend it:
Mending Patch Download:
A17 (https://github.com/KiameV/rimworld-mendingchangedresserpatch/releases/download/A17/MendingChangeDresserPatch.zip)
B18 (https://github.com/KiameV/rimworld-mendingchangedresserpatch/releases/download/B18/MendingChangeDresserPatch.zip)


AlienRaces:
All Outfit Assignmnet/Apparel actions are available to Alien Races
Body and Hair attributes can be modified depending on the alien race. Not all alien races can have hair, different head types, etc.
Species changing is not available (can't change from a human to an alien) (this is a code limitation and not a design decision on my part)



Direct Download:
A17 (https://github.com/KiameV/rimworld-changedresser/releases/download/20171013/ChangeDresser.zip)
B18 (https://github.com/KiameV/rimworld-changedresser/releases/download/A18/ChangeDresser.zip)


Steam:
A17 (http://steamcommunity.com/sharedfiles/filedetails/?id=1135400593)
B18 (http://steamcommunity.com/sharedfiles/filedetails/?id=1180720623)

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


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



(https://steamuserimages-a.akamaihd.net/ugc/155777414516214716/1A1815373B56DD9B7568A826F7B461533E114D4D/)


(http://verify.modsync.ninja?477e8a45-5513-4d39-9d56-f9125b736f8f) (http://www.modsync.ninja)

[attachment deleted by admin: too old]
Title: Re: Change Dresser - Beta
Post by: SpaceDorf on September 15, 2017, 04:13:37 AM



Consider this the new and future (A18+) Change Dresser.

Must resist comments ...


The remaining description sounds like a dream come true. :)
Title: Re: Change Dresser - Beta
Post by: Kiame on September 17, 2017, 01:46:46 AM
Fixing a few bugs and applied some more polish.

Steam and direct download updated
Title: Re: [A17+] Change Dresser - Beta
Post by: Kori on September 17, 2017, 03:19:17 PM
Hello Kiame, this mod looks fantastic, it is just what I was looking for!

The problem is that it is probably incompatible with Combat Extended (I'm getting errors and when I build a dresser it just vanishes), so I wanted to ask if you could also create a 'basic' version of the dresser that only serves as a menu based clothing storage without all the fancy options (apparel sets, outfit switching..) that break compatibility? :D

So that you can manually order your pawns to go to the dresser which will open the menu in which you can switch items between their and the dresser's limited (maybe around 30 pieces?) inventory? That's all.

This would be just great! :)
Title: Re: [A17+] Change Dresser - Beta
Post by: Kiame on September 17, 2017, 05:56:09 PM
Hmm i was using combat extended with the original change dresser. Let me take a look at what's not working.
Title: Re: [A17+] Change Dresser - Beta
Post by: Kori on September 17, 2017, 06:31:15 PM
Well at least I think it is CE, I'm not 100% sure though...
Here is the log entry:

Code: [Select]
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

In any case I'd still really love to have a "simple" version, because that might sound a bit strange, but I'm starting to lose track of all the different features and settings, especially when they start to overlap each other (for example CE's loadouts vs dresser outfits).
So if I could use the dresser as a menu based storage (with limited storage capacity) that is restricted to clothing and which contents would also be available to pawns (just like a usual storage zone) so that they can haul allowed items there or automatically equip stuff they are missing/ would prefer/ use in one of their CE-loadouts, that would be absolutely awesome.  :)

And if you don't want to make a separate version, maybe this limited functionality could be an option in den Mod Settings?
Thanks for thinking it over!  ;D
Title: Re: [A17+] Change Dresser - Beta
Post by: Kiame on September 17, 2017, 06:48:59 PM
Looks like it's not installed correctly. Make sure you only have one version of ChangeDresser enabled and everything got extracted from the zip file.
Title: Re: [A17+] Change Dresser - Beta
Post by: Kori on September 17, 2017, 07:42:01 PM
Looks like it's not installed correctly. Make sure you only have one version of ChangeDresser enabled and everything got extracted from the zip file.

I think it is installed correctly.  :-\
In my Mods\rimworld-changedresser-20170916 folder I have:
Quote
About
Defs
Languages
Source
Textures

.gitignore
LICENSE
Readme.md

and it is the only version of this mod I have.
Title: Re: [A17+] Change Dresser - Beta
Post by: Kiame on September 18, 2017, 12:14:47 AM
Looks like i pasted the wrong link! That's the source, not the mod. Sorry!

https://github.com/KiameV/rimworld-changedresser/releases/download/20170918/ChangeDresser.zip
Title: Re: [A17+] Change Dresser - Beta
Post by: Kori on September 18, 2017, 12:20:30 AM
Thank you, I will try this one and report if everything works!

What do you think about my request/ suggestion?  ;)
Title: Re: [A17+] Change Dresser - Beta
Post by: Kiame on September 18, 2017, 02:16:48 AM
TBH not worth it time-wise to support two versions. Sorry
Title: Re: [A17+] Change Dresser - Beta
Post by: Kiame on September 18, 2017, 02:45:05 AM
Last update before i'm out of town.
Fixed an issue where an outfit with no apparel (aka naked) would cause the game to become unresponsive.
Fixed an issue where an item stored in the dresser could become duplicated and appear on top of the dresser.

I'll be checking steam/forums while i'm out. I haven't seen any new bugs beyond these last two so i think it's stable at this point. Direct download and steam updated.

https://steamcommunity.com/linkfilter/?url=https://github.com/KiameV/rimworld-changedresser/releases/download/20170918/ChangeDresser.zip
Title: Re: [A17+] Change Dresser - Beta
Post by: Skcuske_Lobuk on September 18, 2017, 06:30:41 PM
Hi Kiame, really like your mod. Just noticed that the hair textures aren't scaled if changed, and stumbled across your code. It seems that you're changing the headgraphicpath, I guess RW also wants the CrownType changed if switching from Normal to Narrow and vice versa.
Title: Re: [A17+] Change Dresser - Beta
Post by: Kiame on September 20, 2017, 12:17:52 PM
Hmm I'll take a look this weekend.  I'm out of town this week  :)
Title: Re: [A17+] Change Dresser - Beta
Post by: Skcuske_Lobuk on September 20, 2017, 05:50:46 PM
Enjoy your trip!
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on September 24, 2017, 12:32:08 AM
-Fixed an issue with hair scaling when changing the pawn's head size
-Added basic support for AlienRaces! Can modify skin and hair color
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on September 28, 2017, 05:03:32 PM
-Fixed a few bugs handling deleted outfits
-Cleaned up the alien races screens and added support for changing body attributes and hair styles.

Currently testing for the next release:
-Remove the need to select which dressers to use
-When apparel is automatically removed from a dresser due to filter changes, the items will first try to go to other dressers before they are dropped on the floor. (restricted to dressers with Priorities higher than 'low')
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Djohaal on September 29, 2017, 10:58:05 AM
In my game I encountered an issue with the version before sep 28th where the pawns would drop all clothing and naked whenever toggled to and from draft. Weirdly enough the button to chose outfit would only appear while drafted, while there was no extra GUI button while undrafted. I managed to sucessfully solve the issue by disabling the mod, going to try re-enabling the new version later.
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on September 29, 2017, 12:59:57 PM
Sounds like a case where the dresser/s marked as usable have filters which disallow the apparel being removed from the pawn.

I will be pushing a new version shortly which will make the entire interface easier to use - you will no longer need to select the dressers to use as the mod will use any dressers which have been made.

Basically how it will work:
When a pawn is drafted they will remove all their cloths. The apparel will then try to be placed into any change dressers which have been made starting with those marked Critical, then Important, etc. If the dresser's filters allow for the apparel in question the apparel will be stored in that dresser. If the apparel finds no matching dresser that can store it, it will be dropped on the ground.
Once the apparel is stored/dropped the pawn then dresses themselves from the all the dressers on the map starting with the highest priority dresser down.
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on September 29, 2017, 01:10:35 PM
Update:
-There is no longer a checkbox for 'Use Apparel from this Dresser'. Instead all dressers built will be used for storing/removing items when changing outfits.

How it works:
When a pawn is drafted they will remove all their cloths. The apparel will then try to be placed into any change dressers which have been made starting with those marked Critical, then Important, etc. If the dresser's filters allow for the apparel in question the apparel will be stored in that dresser. If the apparel finds no matching dresser that can store it, it will be dropped on the ground.
Once the apparel is stored/dropped the pawn then dresses themselves from the all the dressers on the map starting with the highest priority dresser down.

-When items are removed from a dresser due to the dresser's filters being changed they will no longer automatically drop to the floor. Instead the apparel will go through the same steps as listed above to be placed in other dressers. If no dresser is found that can hold the apparel, the apparel will be put on the floor like before.

Updated both direct download and steam.
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on October 05, 2017, 04:20:03 AM
Update:
-Fixed an issue where apparel could end up on top of the dresser and prevent any further interaction with it.
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on October 11, 2017, 03:01:43 AM
Update:
-Fixed an issue where items on top of the dresser will stop it from working. The fix is to have the dresser occasionally check to see if anything is on top of it, if there is the item will be moved one space to the right.
-Fixed an issue where pawns would go to the dresser looking for better cloths after switching from one set of cloths to another.
-Fixed an issue where Assigned Outfits header was not scrolling (i want to revisit this as I'd like the header to stay at the top but scroll with the body of the table)
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on October 13, 2017, 01:11:17 PM
Update:
-Fixing an issue introduced from the last update that caused pawns to appear naked when they reached a destination from the world map.

Sorry for any trouble this caused anyone!
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on October 16, 2017, 10:19:41 PM
i've found a bug that i'm digging into when i have time.

If there is more than one dresser and one dresser has filters for the hit points/quality of the items the game can run into an issue where it will not allow any apparel to be stored anywhere.

Work around: Make sure dresser filters accept all apparel HP and Quality ranges.
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: SpaceDorf on October 17, 2017, 04:52:55 AM
Kiame, Thank you for releasing just before I started a new game  ;D
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on October 17, 2017, 12:34:38 PM
 ;D

Let me know your thoughts on the changes!
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: SpaceDorf on October 17, 2017, 03:15:43 PM
As soon I get this bit** of a modlist running  ;D

i've been at it for a week now
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on October 25, 2017, 01:21:14 AM
Woohoo figured out how to make items sell-able at least for orbital traders while i was updating this for A18! I'll look into getting it to work for land-based traders.

This functionality will be included with the A18 version.

I will not be pushing an A18 version until a stable version of A18 is released. When I do push the A18 version i will update the title to "[A18] Change Dresser". For anyone wanting the A17 version it will be available from the Release tab in GitHub.
Title: Re: [A17+] Change Dresser - Beta (AlienRaces now supported)
Post by: Kiame on October 25, 2017, 02:22:42 AM
A18 Version can be downloaded here: https://github.com/KiameV/rimworld-changedresser/releases/download/20171025/ChangeDresser.zip

Do note that this could break as versions of A18 are released.
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: sophiasong on October 31, 2017, 04:22:55 PM
Bug:

Deleted "use in battle" outfits remain on the drafted pawn toolbar.

Steps to reproduce:

-Create an outfit.
-On the "Assign Outfits" menu (from clicking the button on the dresser toolbar), check the "use in battle" option for this outfit.
-Assign this outfit to a pawn.
-Draft the pawn to verify that the outfit button appears on the toolbar. (unsure if it matters if you undraft the pawn at this point)
-Delete the outfit from the (vanilla) outfit manager menu.
-Draft the pawn again. The button for the deleted outfit remains.
-Check the "Assign Outfits" menu. There will be no option to change settings for the deleted outfit. Creating another outfit by the same name does not help in this case, as it is instanced as a separate outfit.

Not a huge issue, at least in my case, but I could see it becoming a clutter issue if I started doing a lot of outfit overhauls
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on October 31, 2017, 05:05:44 PM
Bug:

Deleted "use in battle" outfits remain on the drafted pawn toolbar.

Steps to reproduce:

-Create an outfit.
-On the "Assign Outfits" menu (from clicking the button on the dresser toolbar), check the "use in battle" option for this outfit.
-Assign this outfit to a pawn.
-Draft the pawn to verify that the outfit button appears on the toolbar. (unsure if it matters if you undraft the pawn at this point)
-Delete the outfit from the (vanilla) outfit manager menu.
-Draft the pawn again. The button for the deleted outfit remains.
-Check the "Assign Outfits" menu. There will be no option to change settings for the deleted outfit. Creating another outfit by the same name does not help in this case, as it is instanced as a separate outfit.

Not a huge issue, at least in my case, but I could see it becoming a clutter issue if I started doing a lot of outfit overhauls

Awesome bug report, thank you for putting so much information in here. I will take a look tonight.
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: sophiasong on October 31, 2017, 08:34:38 PM
Np. This is a real lifesaver mod that imo will (or, at least, really should) end up as a feature in the game itself. Or, rather, some variant where pawns have to run to pick up the right clothes rather than changing instantly, or would have to keep alternate outfits in their inventory.
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on October 31, 2017, 09:46:17 PM
I could see keeping an outfit as an alternative but IMO this is a bit much for a vanilla feature as i view this as turning pawns into magic-girls (borrowing the Japanese anime/manga term there)  ;D

Fix is in for the issue of deleted battle outfits persisting. Both direct download and steam are updated.

Direct download link: https://github.com/KiameV/rimworld-changedresser/releases/download/A18/ChangeDresser.zip
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 03, 2017, 12:18:25 AM
Update - A18 only:
-Got Alien Hair Style and Color working again
-Fixed Change Mirror so it is visible again (was being rendered inside the wall)
-Added an option when an alien pawn is getting assigned a job on either a change dresser or mirror to Change Alien Body Color

Steam and direct download updated
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 04, 2017, 05:58:09 PM
Fixed for the latest A18 unstable build. Steam and direct download updated.
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: pinguin42 on November 05, 2017, 02:04:10 PM
The direct download link for A17 gives me a "404 page not found". Looking at the link itself, that points to the 25th of October release, which says it is for A18? Can I use that with A17 or should I get the version released on September 15th?
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 05, 2017, 02:36:08 PM
Sorry about that. The link is: A17 (https://github.com/KiameV/rimworld-changedresser/releases/download/20171013/ChangeDresser.zip)

First post has been updated
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: whitebunny on November 06, 2017, 08:44:40 PM
Thanks for this ilu
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 09, 2017, 04:29:50 PM
A18 has been updated. It seems like xpath/patching is having issues. Going to report it.
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Nightinggale on November 13, 2017, 04:11:12 PM
Copy paste from Two outfits per pawn (https://ludeon.com/forums/index.php?topic=36655.msg377223#msg377223) suggestion thread. I like this idea and would like to see it in the mod. Alternatively make different outfits trigger on outdoor temperature. Perhaps there is a point to the indoor/outdoor part too, allowing moving around freely indoor in heated buildings without being restricted by heavy winter cloth.
Actually we need outfits to have triggers adn claimed clothing stored in containers or shelves. That way you can have a set for cold snap, heatwave, ranged combat, and melee combat and have the pawns automatically switch between those sets AND retain their clothes in their own rooms.
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 13, 2017, 06:35:38 PM
Copy paste from Two outfits per pawn (https://ludeon.com/forums/index.php?topic=36655.msg377223#msg377223) suggestion thread. I like this idea and would like to see it in the mod. Alternatively make different outfits trigger on outdoor temperature. Perhaps there is a point to the indoor/outdoor part too, allowing moving around freely indoor in heated buildings without being restricted by heavy winter cloth.
Actually we need outfits to have triggers adn claimed clothing stored in containers or shelves. That way you can have a set for cold snap, heatwave, ranged combat, and melee combat and have the pawns automatically switch between those sets AND retain their clothes in their own rooms.

With the switch over to using outfits as the means to assign clothing, I've tried to move away from the idea of linking individual apparel to pawns - I have added the ability to keep 'forced' apparel though (as an option defaulted to off).

I'm curious of the benefits of linking specific apparel to specific pawns - at least for me and how i play there's little benefit so i would like to know how others play!

My normal means of play: I have an outfit Worker (toggle Poncho when it gets cold) and two combat outfits (melee and ranged) -- i've made apparel that adds benefits to melee and detriments to ranged and vise versa. The apparel will get routinely recycled as I toggle between combat. The only benefits I can see to linking apparel is I might put the best (Superior/Legendary/Master Crafted) armor on the best fighters.
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 13, 2017, 10:36:09 PM
Created a patch for Mending (https://ludeon.com/forums/index.php?topic=22894.0) which will allow pawns to remove apparel from ChangeDressers for mending:
https://ludeon.com/forums/index.php?topic=36832.msg377305#msg377305

This is only for A17. Once Mending is update to A18 I will create a patch for that.
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 15, 2017, 01:17:20 AM
A18 update:
Added an attachment for Change Dressers: Mending Attachment.

Mending Attachment
-Size: 1x1
-Cost 250 steal + 6 components + 20 wood/stone/steel
-Energy: 10 W (not in use) or 300 W (in use)
-Place next to a Change Dresser to have apparel automatically mended/repaired
-Research Required: Mending & Multi-Analyzer
-Mending Mod (https://ludeon.com/forums/index.php?topic=22894.0) not required (highly recommended though once it's updated to A18)

For more details see the Mending Attachment section in the mod's description

Steam and direct download updated

Feedback will be helpful whether the mending speed is too slow/fast and/or if the power requirements are too low/high
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Diana Winters on November 15, 2017, 03:08:52 PM
I am having a problem where pawns are trying to grab apparel not in their outfit restriction that they just put in a changer dresser. This causes them to stand at the dresser to take out and put in said apparel.

Set your pawn's outfit restriction to a percentage above their damaged apparel (let's say it's a shirt at 40% and you have them set to only wear above 51%) and set your dresser to only contain damaged apparel (as to have them repaired by the mending attachment)

(https://i.imgur.com/np51rmu.png)
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 15, 2017, 03:11:39 PM
hmmm i'll take a look. Thanks
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 15, 2017, 06:30:10 PM
I'm actually having a problem where the pawns are ignoring the HP of items even when their outfits explicitly say HP above a certain percent. I'm going to dig more into the vanilla code on apparel selection.

I'm beginning to think the when an apparel is being repaired it's removed from the dresser so pawns cannot take them.

I like this direction a little better too as if the user has multiple mending attachments, more than one apparel can be repaired at a time.
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Diana Winters on November 15, 2017, 07:27:44 PM
I'll also note that this system does not like drop pods :x

Edit: another bug; items in drawers can be duped when you draft pawns (this is particularly useful for power armor :p)
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 15, 2017, 11:35:19 PM
(A18) Update to Mending Attachment
-Now requires 1000 W energy when it's mending - this is still up in the air, feedback is welcome!
-Mending Attachments no longer have to be touching a Change Dresser, they can be up to 6 squares away now
-Mending Attachments now take the apparel that's being mended. This means pawns will not be able to use the apparel. Also if there are multiple Mending Attachments they can be working on multiple different apparel (1 apparel per attachment)


Thanks for the bug reports Diana. Looks like there's a bug with orbital traders and the 'hack' i have to get apparel in the dressers to appear in the trade window. Looking into that now
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 16, 2017, 01:57:17 AM
(A18) Update:
-Fixed a bug when trading (apparel was getting duplicated)
-Added the ability to trade with apparel with caravan traders
-Added a 'Collect" button which will collect the apparel on the floor around a ChangeDresser (will pick up apparel dropped from 'Empty')

This will hopefully solve the issues you were having Diana

Note: For launch pods apparel in Change Dressers will not show up. I've yet to find a clean way to handle this. If there is apparel you want included, click on the dresser and choose "Empty". Load up the pod/s. Click on the dresser and select "Collect" to pick up the dropped apparel.

Outfit swaps will go across different maps so for the most part hauling apparel will not be a common occurrence. I can think of selling old/bad apparel as being to main reason.
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 16, 2017, 02:25:11 PM
(A17) Update:
Fixed a bug with orbital trading which would cause the dresser from working
-- This is some of the stuff I fixed in A18 yesterday
Title: Re: [A18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 18, 2017, 09:53:27 PM
(A18) Update:

Fixing a bug where if a pawn is assigned an outfit and is wearing that outfit when they are either drafted or undrafted, then unassigned that outfit, they would try to use that outfit when undrafted/drafted.
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 19, 2017, 12:36:25 AM
Mending-mod patch updated to B18: https://ludeon.com/forums/index.php?topic=36832.msg377305#msg377305
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 22, 2017, 03:20:02 AM
Looks like i broke custom apparel colors persisting between pawns changing apparel. Working on that plus other tweaks which will not be noticed ;)
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 24, 2017, 02:57:21 AM
Fixed custom apparel colors not persisting
Fixed an issue where outfits with hp/quality parameters were causing pawns to constantly change apparel

Steam and direct download updated
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 26, 2017, 04:13:55 PM
Update:
Fixed an issue where a pawn with only non-combat outfits, had switched between the outfits, would switch between the outfits if they were drafted/undrafted.
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: bigheadzach on November 26, 2017, 05:48:02 PM
The direct download link still points at the Oct 25 release. Wouldn't people need to go here (https://github.com/KiameV/rimworld-changedresser/archive/master.zip) instead to get the latest version until you tag a release?
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 26, 2017, 06:35:04 PM
The master branch does not include any binaries (ie the compiled dll files) thus it will not work in game.

Git is not meant to and really should never hold binary files since it cannot perform meaningful diffs on those files (i am breaking this rule a bit by including harmony0.dll  :o ). Git should not contain the compiled code in any form as that's the reason for the repository to begin with. For managing binary files tools like Artifactory should be used or less robust options like github releases or steam

I'm updating the A18 release's ChangeDresser.zip file which was originally posted on Oct 25th so the direct download link is correct
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: frenchiveruti on November 29, 2017, 10:49:52 PM
You really need to start versioning the zip files you attach to releases or be better with the git tags, because I can't know if the file that's there is updated or not.
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 29, 2017, 11:15:13 PM
I understand your frustration. As it stands there's no good way to automate versioning and compilation. If the game could read and print the dll's version number that'd make this much easier. As it stands it's a manual process and I just don't want to keep track of that with the other 16 or so mods I have. it's a lot of extra work to keep tabs on both steam and direct downloads, keeping links straight and all that. To that end I've resorted to only having one release per game version - thus B18 in github is where all zips for this version will go

I'd really prefer this game to have a way to manage which mods have updates which would flag which mods have updates available as opposed to steam's forced updating. Heck even a central place to put these mods so modders wouldn't have to go to multiple places each time they fix something...

Sorry this turned into a whine fest
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Nightinggale on November 29, 2017, 11:57:24 PM
If the game could read and print the dll's version number that'd make this much easier.
ModCheck can read targetVersion and writing a number already in the code is an easy addition. If you are talking about [assembly: AssemblyVersion("1.0.0.0")] inside the actual DLL, then that would most likely be doable, though it would require more work. What precisely do you want?

Sorry this turned into a whine fest
You should whine with the rest of us about the loss of ModSync Ninja (https://ludeon.com/forums/index.php?topic=34443.0)  :'(
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 30, 2017, 01:17:32 AM
If the game could read and print the dll's version number that'd make this much easier.
ModCheck can read targetVersion and writing a number already in the code is an easy addition. If you are talking about [assembly: AssemblyVersion("1.0.0.0")] inside the actual DLL, then that would most likely be doable, though it would require more work. What precisely do you want?

Sorry this turned into a whine fest
You should whine with the rest of us about the loss of ModSync Ninja (https://ludeon.com/forums/index.php?topic=34443.0)  :'(

I had heard about modSync when it was first proposed never heard anything after that...

Yeah i'm talking about reading the assembly version. targetVersion is based off the game's version as opposed to an individual mod's version like frenchiveruti was asking for.

edit: I know projects like modSync for other games work well but competing against steam will be hard. IMO it would be best if Ludeon stood up a db with logins attached to the forum logins. The db would have at least five fields: MOD_ID, URL, MOD_NAME, LAST_UPDATE, USER_ID. (the last field could be a ref to a list of users who could update the mod). Users could register their mod, probably best to link it with the PublishedFileId.txt from steam and a function to generate a new Id in the case of a non-steam mod dev. Once registered, a mod author could log in and be presented with a page where they could hit a button to update when they update their mod.
The game would then have a flat file - probably just add an attribute to each line in ModsConfig.xml - which lists the last time the mod was updated. At worst when a mod is added to the game for the first time, the game will re-download the mod (with confirmation from the user) to make sure it's up to date and set the last update time to now.
It's not the best but it would be quite simple to implement.
This is just 5 minutes of brain storming though, there's probably a hole or two and I don't want to completely diverge this thread  :P
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Nightinggale on November 30, 2017, 02:57:25 AM
I had heard about modSync when it was first proposed never heard anything after that...
It was up and running. It worked great and after around a month it added a new feature where it would automatically detect new releases on GitHub and use those. Around a week after that it was suddenly stopped without warning with the explanation that not enough modders had added their mods. Now most posts in the thread have vanished as well. Based on my experience with ModCheck, it will likely take a few months before mods start to use a new system and it's not enough to have it in the tools subforum because most people will not notice.

Yeah i'm talking about reading the assembly version. targetVersion is based off the game's version as opposed to an individual mod's version like frenchiveruti was asking for.
I use the build in targetVersion (last number) as mod version due to lack of an actual mod version tag. I can't find anything in vanilla, which actually use the build number for anything and so far it has worked just fine using 0.18.4.

I looked at the assembly loading code and it looks like it keeps a reference to all the loaded assemblies in memory for easy access later on. Apparently a reference should be enough to read all the attributes. Another approach would be to add another xml file in About and load data from that one. I think I can implement both options with my current knowledge of how the game load mods at startup.

Writing this gave me an idea. Just add that xml file and include version and two urls. When checking version, one url is for the very same file in master on a git repository (like GitHub). If the version tags differs, a popup should appear and it should display the other url as a clickable link and the second link opens the browser window at the download page for the latest release. The user will then have to update manually, but it's far better than the current situation. Apart from downloading an xml from an URL, I think I pretty much know how to do all of it or know where to look it up. I suddenly think improving ModCheck can wait  ;D

Oh and if a user loads a mod with this new xml file without having the mod to support it, then it will just be ignored. There is no vanilla code to open it. Also while it's not the fine centralized system with search functions you mentioned, it will help people keeping their mods up to date. Also without a centralized server, there is no one server, which can go offline and take everything with it.

This is just 5 minutes of brain storming though, there's probably a hole or two and I don't want to completely diverge this thread  :P
Too late  :P
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: SpaceDorf on November 30, 2017, 02:59:18 AM
Ludeon actually offers a system like that  ;D
where Modders can create an Account and Link to their mod.

http://rimworldwiki.com/wiki/List_of_up-to-date_mods (http://rimworldwiki.com/wiki/List_of_up-to-date_mods)
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Nightinggale on November 30, 2017, 03:20:45 AM
Ludeon actually offers a system like that  ;D
where Modders can create an Account and Link to their mod.

http://rimworldwiki.com/wiki/List_of_up-to-date_mods (http://rimworldwiki.com/wiki/List_of_up-to-date_mods)
Isn't that just manual wiki editing, hence a time consuming extra? Besides that list looks really incomplete, like it's easy to get 10 times that amount on steam, if not more.
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: SpaceDorf on November 30, 2017, 03:28:14 AM
Yeap, it is incomplete, because, like with modSync nobody participates.
I started this page, with the pre-release of B18 on steam but had no time the last few weeks to keep up with the modders.

And nope I don't think it would be a lot of work to register to the wiki and add a line with the link to your mod or mod collection to the List page.
At least not much harder than uploading something to steam workshop.

And I think you can get nearly the same amount of mods from the Forums and other sources, than you can get on steam.

So far there where only 3 Mods that made me log in to steam.

@Kiame. Sorry for derayling further. Look on the bright sight, every post bumps your thread  ;D
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Canute on November 30, 2017, 03:41:23 AM
Without the work/pressure/support of ludeon a non-steam mod database will never happen.
We saw at the example of Modninja what happen. Only a few modder jump on the train.
Even Nightinggale's Modcheck got trouble to find acceptance for the most modder, and he is trying his best to promote and improve it.
And then is the other risk, what happen if the modder of a libary/tool don't want to update it anymore ? example CCL.

But i don't think ludeon will sponser such project, they don't even update the forum, it is pretty slow sometimes, and the serverspace got limited.
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: SpaceDorf on November 30, 2017, 04:54:07 AM
I don't think it was only a problem of wanting what killed CCL and once it got replaced by HugsLib and Harmony the authors could relax.

I think we should move this discussion elsewhere, since I think promoting the matter may be worth it.
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 30, 2017, 12:03:48 PM
Created a post in Suggestions for an in-game mod tracker: https://ludeon.com/forums/index.php?topic=37306.0

Please continue any and all mod-tracking ideas there  :)
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Kiame on November 30, 2017, 04:50:29 PM
"Do until X" is now supported. Stored apparel will be counted
Title: Re: [B18] Change Dresser (AlienRaces now supported)
Post by: Kiame on December 03, 2017, 07:58:49 PM
Adding ModSync.ninja (http://www.modsync.ninja/) support
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Zephyrinius on December 11, 2017, 05:55:18 AM
I was very excited to use this but it causes the game to crash on startup for me.  This happens even if I disable all other mods.  Has anyone else seen this behavior?
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Canute on December 11, 2017, 06:44:26 AM
Zephyrinius,
you are the first who got crashes so far.
If use got hugslib istalled create a log with Share log button or post a logfile (point 6 at
https://ludeon.com/forums/index.php?topic=513.0  )

Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: 2.71828 on December 11, 2017, 09:12:43 AM
I was very excited to use this but it causes the game to crash on startup for me.  This happens even if I disable all other mods.  Has anyone else seen this behavior?

Linux?
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on December 11, 2017, 10:41:37 AM
I was very excited to use this but it causes the game to crash on startup for me.  This happens even if I disable all other mods.  Has anyone else seen this behavior?

Linux?

I use Linux and I'm running the game under wine 2.0.3 and there's been no issues so far.

@Kiame, I've found a bug. If a trade caravan comes by and you trade with it, I've seen that your change dresser "drops" it's contents on the floor in order for them to be counted by the traders.
Well, here's the bug, when you close the window, smokebelts and shieldbelts don't get picked up again leaving them dropped on the floor until a pawn comes to look for them
Steps to reproduce:
Fill a dresser with clothing and shield belts and smokebelts.
Get a trade caravan.
Open trade window (items will be dropped)
ShieldBelts and smokepops won't be picked up back automatically. (https://www.youtube.com/watch?v=ToN-uAAAC-g)
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: 2.71828 on December 11, 2017, 10:54:07 AM
I was very excited to use this but it causes the game to crash on startup for me.  This happens even if I disable all other mods.  Has anyone else seen this behavior?

Linux?

I use Linux and I'm running the game under wine 2.0.3 and there's been no issues so far.

Why do you use Wine when Rimworld (normally) runs on Linux natively?

But apart from that: I asked because the mod currently doesn't appear to work on (64 bit) Linux. With the mod enabled, the game crashes on startup (after closing the error log, if there is any), and this issue is known and worked on by Kiame. Zephyrinius also isn't the first one to experience these kinds of crashes.
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on December 11, 2017, 10:55:09 AM
I was very excited to use this but it causes the game to crash on startup for me.  This happens even if I disable all other mods.  Has anyone else seen this behavior?

Linux?

I use Linux and I'm running the game under wine 2.0.3 and there's been no issues so far.

Why do you use Wine when Rimworld (normally) runs on Linux natively?

But apart from that: I asked because the mod currently doesn't appear to work on (64 bit) Linux. With the mod enabled, the game crashes on startup (after closing the error log, if there is any), and this issue is known and worked on by Kiame. Zephyrinius also isn't the first one to experience these kinds of crashes.
I see, well then my experience isn't useful here haha.
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Zephyrinius on December 11, 2017, 11:06:16 AM
I was very excited to use this but it causes the game to crash on startup for me.  This happens even if I disable all other mods.  Has anyone else seen this behavior?

Linux?

Actually I'm on mac.  Sometimes the crash is on startup and sometimes it happens when I try to start a game or even when I open the mods window to enable/disable mods.

I'm glad to hear Kiame is working on it.  I'd be happy to help if I can.  I looked at the log when it crashes, but everything seems fine and then it just throws a segfault.
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: 2.71828 on December 11, 2017, 11:31:26 AM
Yeah, I forgot that Macs have the same or a similar problem. The thread where this is discussed a bit is this one (https://ludeon.com/forums/index.php?topic=37269.0), by the way.

It's interesting that for you the crashes seem to occur later than for me, though. With ‘Change Dresser’ active, I can't get past the initial menu, because Rimworld crashes immediately (or after I close the error log). If I don't use ‘Change Dresser’, I can't play either, though, because I get a CTD sometimes as soon as a few seconds after loading a savegame, so you're better off than I am, I assume.   :(
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 11, 2017, 11:46:04 AM
Good news! I went back to my laptop to check that it was 64 bit install (it is) andc launch RW. It worked fine. So I went into mods and disabled all but change dresser and restarted. Now it is crashing!
Hopefully this will give me insight into what's going on
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 11, 2017, 12:08:31 PM
Initial testing done and I've ruled out every file except for ChangeDresser.dll so there's something in my code that's causing isdues
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Harry_Dicks on December 11, 2017, 08:08:21 PM
Does the mod loading order matter for this and Mending with the patch? Example, Change Dresser -> Mending -> Mending Patch
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on December 11, 2017, 09:13:56 PM
Does the mod loading order matter for this and Mending with the patch? Example, Change Dresser -> Mending -> Mending Patch
Go with "Mending --> Change dresser --> mending patch" and you should be fine!
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 11, 2017, 09:54:07 PM
Thanks frenchiveruti

Yes Mending -> Change Dresser -> mending patch
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: GrimTrigger on December 13, 2017, 04:55:57 PM
So... why cant I change the body type of the aliens?  Twilek specifically in this instance..
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 13, 2017, 05:58:31 PM
some alienraces do not have different body types. i dont remember if twileks fall into that category. i can take a look tonight
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: GrimTrigger on December 13, 2017, 08:51:43 PM
Cool, thanks.  In my particular case the Twilek female has the skinny body type.  I think skinny and athletic are the only types available for the females, but I could be wrong.
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 14, 2017, 03:01:05 AM
Cool, thanks.  In my particular case the Twilek female has the skinny body type.  I think skinny and athletic are the only types available for the females, but I could be wrong.

Looks like Twileks have two body types. Thin and Male for Males. Thin and Female for Females. I'll put this down on my list of todos.
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 14, 2017, 03:01:25 AM
Update:

Mac/Linux players please try this version of the mod out: https://github.com/KiameV/rimworld-changedresser/releases/download/A18/ChangeDresser.zip
-Download link now the same as front page
-For those on steam you will get this version, no need to download it manually

Let me know if this fixes the game crash issue.

A drawback to the fix is if a trade window is closed using "esc" dropped apparel will not be collected. I am looking into a way to correct this.
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on December 15, 2017, 03:42:40 PM
I have found a bug when this mod is used with "Butchers can count meat", it causes GUI breaking.
I left an issue on GitHub. https://github.com/KiameV/rimworld-changedresser/issues/24
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 15, 2017, 07:05:20 PM
Thanks got that issue fixed and uploaded to steam + direct download for change dresser, weapon storage, body part storage, and textile storage, and an as-of-yet unreleased infinite storage
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on December 15, 2017, 09:55:07 PM
Thanks got that issue fixed and uploaded to steam + direct download for change dresser, weapon storage, body part storage, and textile storage, and an as-of-yet unreleased infinite storage
Thanks Kiame you're awesome!
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: 2.71828 on December 16, 2017, 02:35:50 PM
Update:

Mac/Linux players please try this version of the mod out: https://github.com/KiameV/rimworld-changedresser/releases/download/B18/ChangeDresser.zip
-This is not the same download as on the front page
-For those on steam you will get this version, no need to download it manually

Let me know if this fixes the game crash issue.

A drawback to the fix is if a trade window is closed using "esc" dropped apparel will not be collected. I am looking into a way to correct this.


I haven't tested the mod in game, yet, but Rimworld doesn't crash anymore on startup (I'm using 64 bit Linux). Thanks!
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 16, 2017, 02:40:58 PM
I'll post here just to make sure the information gets disseminated as broadly as possible

The root of the problem is I was using Harmony to patch Window.PreClose
Code: [Select]
[HarmonyPatch(typeof(Window), "PreClose")]
Just patching it will cause it to crash. More info here: https://ludeon.com/forums/index.php?topic=37269.msg385072#msg385072
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 17, 2017, 03:33:35 PM
Update:
Fixed an issue where apparel can become duplicated when being filtered out of a change dresser.
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on December 17, 2017, 03:49:14 PM
Update:
Fixed an issue where apparel can become duplicated when being filtered out of a change dresser.
This is the one I reported on GitHub? Cool to see it fixed!
Also, I have a new one: https://github.com/KiameV/rimworld-changedresser/issues/25
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 17, 2017, 04:26:58 PM
Update:
Fixed an issue where apparel can become duplicated when being filtered out of a change dresser.
This is the one I reported on GitHub? Cool to see it fixed!
Also, I have a new one: https://github.com/KiameV/rimworld-changedresser/issues/25

Not sure what might be causing the trade screen error. I'll keep my eye out for it

This will hopefully fix the other bug filed where apparel was getting duplicated

I need to look into why shield belts are not getting picked up still
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on December 17, 2017, 07:22:49 PM
Update:
Fixed an issue where apparel can become duplicated when being filtered out of a change dresser.
This is the one I reported on GitHub? Cool to see it fixed!
Also, I have a new one: https://github.com/KiameV/rimworld-changedresser/issues/25

Not sure what might be causing the trade screen error. I'll keep my eye out for it

This will hopefully fix the other bug filed where apparel was getting duplicated

I need to look into why shield belts are not getting picked up still
I had a wild guess the other day, IIRC what I saw was that the "shield belt" and the other thing weren't called in the def as "apparel" but another thing.
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 17, 2017, 07:49:20 PM
Oops. I closed your defect but didnt post here...

Update:
Fixed the issue where belts were not getting picked up
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: GrimTrigger on December 17, 2017, 09:39:16 PM
Just wondering, have you included the different body types for twileks etc yet?  I havent seen the change yet so wondering if maybe I need to redownload the mod.
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 17, 2017, 09:59:36 PM
Not yet, working down my todo list  :)
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 17, 2017, 11:46:12 PM
Update:
Alien body and head types can now be changed where applicable
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 19, 2017, 12:42:17 AM
Looks like i broke something in one of my last updated  :-[

Fixed an issue where apparel would get lost when coming out of a caravan
Fixed an issue where Empty was failing with an error.
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: GrimTrigger on December 19, 2017, 06:20:58 PM
Thanks for the update!
Title: Re: [B18] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 22, 2017, 11:23:29 PM
Update:
-Stored apparel will now be available when forming caravans

Note: Until the pawns in the caravan either exit the map or are told to cancel the caravan, the apparel will remain scattered around the dresser.
If something goes wrong and the items are not collected, let me know and click the "Collect" button on the change dresser.

As of now if the Cancel button is used from the Form Caravan window, the apparel will not be collected. This will likely remain the case for the time being due to limitations in modding tools. This can be fixed by either using the Collect button or forming another caravan and either allow it to leave the map or cancel the caravan
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on December 23, 2017, 08:58:44 PM
Hi Kiame, since the last Update my colonist won't wear neither Gloves or Boots from another mod (https://ludeon.com/forums/index.php?topic=37639.0). But apparel from other mods like helms and waist items will be worn.
I can't fallback to a previous version so I can't really check entirely. But that behavior wansn't present on previous days in the same colony-
Thanks.

Forget it, it's because Rimworld is dumb and bionic bodyparts don't have "hands" or "feets"
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 23, 2017, 11:45:44 PM
Hi Kiame, since the last Update my colonist won't wear neither Gloves or Boots from another mod (https://ludeon.com/forums/index.php?topic=37639.0). But apparel from other mods like helms and waist items will be worn.
I can't fallback to a previous version so I can't really check entirely. But that behavior wansn't present on previous days in the same colony-
Thanks.

Forget it, it's because Rimworld is dumb and bionic bodyparts don't have "hands" or "feets"

LOL haven't run into the problem yet! (and i do use Boots and Gloves). I think i remember seeing another mod that keeps hands and feet w/ bionic arms/legs...

edit: Looks to be only on steam though: http://steamcommunity.com/sharedfiles/filedetails/?id=1231027888
I took a look at this mod and it removes hands and feet from the shoulder/arm / legs so if a shoulder or leg is lost, if i'm reading it correctly, the hand/foot will remain. So doesn't look to be the best fix...
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 29, 2017, 02:58:59 AM
Update:
-Stored Apparel can now be used in bills
-Fixed an issue where if a pawn had been assigned an outfit and then all dressers were destroyed, if the pawn drafted/undrafted they'd drop their worn apparel and be naked.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: sdp0et on December 29, 2017, 09:24:14 PM
I use this mod along with mending and the patch that joins them.  This mod was updated today and the other two were not, so I'm starting here with this.

When I load my save there's an error while loading the map:
Code: [Select]
Exception in BreadthFirstTraverse: System.MissingMethodException: Method not found: 'ChangeDresser.Building_Dresser.Remove'.
at (wrapper dynamic-method) Mending.WorkGiver_DoBill.TryFindBestBillIngredients_Patch1 (RimWorld.Bill,Verse.Pawn,Verse.Thing,bool,Verse.Thing&) <0x001df>
at Mending.WorkGiver_DoBill.StartOrResumeBillJob (Verse.Pawn,RimWorld.IBillGiver) <0x0015b>
at Mending.WorkGiver_DoBill.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x0023f>
at

There's a similar one when I try to right click to force someone to work at the mending bench:

Code: [Select]
Method not found: 'ChangeDresser.Building_Dresser.Remove'.
at (wrapper dynamic-method) Mending.WorkGiver_DoBill.TryFindBestBillIngredients_Patch1 (RimWorld.Bill,Verse.Pawn,Verse.Thing,bool,Verse.Thing&) <0x001df>
at Mending.WorkGiver_DoBill.StartOrResumeBillJob (Verse.Pawn,RimWorld.IBillGiver) <0x0015b>
at Mending.WorkGiver_DoBill.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x0023f>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x0001e>

My crafter is walking around wandering.  There are things that can be mended, but he won't work at the bench on his own and I can't force him.

I've deleted the bills and recreated one to see if there was a saved ingredient that wasn't valid, but the result was the same.  I don't currently have a dresser built, and to does not exist in my architect menu (even with dev mode on), so I can't build one to see it changes anything.

Would the update to Change Dresser today be related to that and does anyone have any ideas on how to deal with it?
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: wwWraith on December 29, 2017, 09:28:12 PM
Looks like you have to update MendingPatch. With latest version of ChangeDresser (but without any dressers actually built, if it matters) it spawns errors:
Code: [Select]
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.MissingMethodException: Method not found: 'ChangeDresser.Building_Dresser.Remove'.
at (wrapper dynamic-method) Mending.WorkGiver_DoBill.TryFindBestBillIngredients_Patch1 (RimWorld.Bill,Verse.Pawn,Verse.Thing,bool,Verse.Thing&) <0x001df>
at Mending.WorkGiver_DoBill.StartOrResumeBillJob (Verse.Pawn,RimWorld.IBillGiver) <0x00160>
at Mending.WorkGiver_DoBill.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x0023f>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x0001e>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0003d>
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) <0x000c3>
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) <0x0019b>
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x00295>
at (wrapper dynamic-method) RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1 (object,Verse.Pawn,Verse.AI.JobIssueParams) <0x00bee>
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00381>

Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

It also makes some pawns to become idle while they have jobs to do.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 29, 2017, 09:42:37 PM
grr. i need to find a way to merge the two projects so when i change one i'm alerted i broke the other. ill get i  this in in about an hour
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: sdp0et on December 29, 2017, 10:52:15 PM
Confirming that removing the patch solves the issue
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 29, 2017, 11:13:00 PM
Update:
-Fixed an issue that was causing Change Dresser Mending Patch to break

You only need to update Change Dresser, the mending patch is not updated and will work again



Confirming that removing the patch solves the issue

Just an FYI that'll resolve the issue but it will also prevent apparel from dropping from the dresser to be mended.



Sorry for the inconvenience!
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on December 31, 2017, 03:46:34 PM
Hey Kiame I don't know what you did on the last version but you broke like a lot of things, starting from "forced" apparels.
I have "infusion" mod, and I use forced apparel for certain infusions to certain pawns, and when I trade with any trader, the forced apparel gets back into the change dresser.
The other thing is when you "take out" an item from the change dresser, it doesn't actually "go out" but instead drops the item but the GUI still displays it in it.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 31, 2017, 04:36:01 PM
Hey Kiame I don't know what you did on the last version but you broke like a lot of things, starting from "forced" apparels.
I have "infusion" mod, and I use forced apparel for certain infusions to certain pawns, and when I trade with any trader, the forced apparel gets back into the change dresser.
The other thing is when you "take out" an item from the change dresser, it doesn't actually "go out" but instead drops the item but the GUI still displays it in it.

I'll double check forced items staying on, i normally don't have that enabled.
--side question to forced, would it help if you could create 'assigned apparel' for custom per-pawn outfits like the original change dresser? I'll take a look at the infusion mod as i'm not sure what it does. I've been re-considering adding it back in as I think it's doable

For the other part, is it causing apparel duplication?
I'm actually playing the game - a full beginning to end - to see the state of my mods and I have not run into this but I am still in the early years - just got electricity (tribal start) so i may not have run into that issue yet.
If you're able to narrow down when it happens - when forming a caravan, when trading, when mending, etc - that'd be a huge help.

Edit: Took a look at the infusion mod and my interest is peaked. I think i will explore custom per-pawn apparel assignments.

Edit 2: Ok that's super wierd that forced apparel gets dumped when a dresser is emptied. I am super perplexed. Let me look into it
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on December 31, 2017, 05:10:25 PM
Update
-Fixed an issue where apparel was not being properly removed from change dressers
(this should fix all the issues frenchiveruti)

Sorry about this... this is totally a dumb coding mistake on my part  :-[
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on January 01, 2018, 03:46:54 PM
Hi Kiame, it wasn't causing duplications but it was causing me nightmares :P
I'll check out the newest version (Thanks ModSync!) and see how it goes with this issues.
Making per pawn apparel rules doesn't really make sense, it would be good to have some sort of "apparel that benefits <skill>" preference, but I believe a Nicer GUI should be first, because if you start creating a lot of apparel outfits, the "assing outfits" window gets stupidly hard to manage. It would be cool to have it like the one on Weapon Storage, where you select a pawn, and then assign them things.

You know what would be great? For the "manage apparel" list of all the apparels your colony has, a filter. A filter would be amazing for filtering head, torso, legs, waist, and top-layer clothing.

EDIT: There's still a "ghost" bug, if I drop anything inside the dresser, it's still in the list, but dropped, If I click on the "drop from dresser" button once again, then it gets removed from the list.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on January 01, 2018, 07:49:03 PM
... i know i tested dropping things and i do see the ghosting  ???
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on January 01, 2018, 08:02:41 PM
Update
-Fixed an issue where manually dropped items were sometimes being collected again instantly
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on January 01, 2018, 10:36:07 PM
Hi Kiame, I saved a game with a pawn wearing a forced apparel, when I loaded the game by some random thing (I don't know what caused it) the item was duplicated. I know it's dupped because it's infused with 2 very rare infusions, and there's no way that item can be done twice.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on January 02, 2018, 10:32:40 PM
Update:
-Fixed an issue where Reset on a trade window would cause stored items to no longer be shown
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: UMK on January 03, 2018, 12:03:07 PM
Hello, is it possible to make names of colonists and outfits visible while scrolling outfits manager? Currently it is very inconvenient.

(https://i.imgur.com/SpOsVRA.png?2)
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on January 03, 2018, 12:36:57 PM
What a table of checks and x's with no references is hard to use!?

 ;D

Yeah i'll take a look at making that better
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: UMK on January 03, 2018, 01:50:47 PM
Also, mod really screws up caravans. During hostile encounters they become drafted and swap their gear with the one stored in dresser at base. But once they are undrafted, they swap to whatever I could not even figure out what it is, mostly naked. Had an unfortunate experience of them doing so the middle of an ice sheet during winter.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on January 03, 2018, 02:17:26 PM
The dressers in the base, are they able to receive what the pawns were wearing when they exited the world map and entered the encounter?
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on January 03, 2018, 04:45:32 PM
Update:
-Fixing an issue where pawns could sometimes be naked when entering an encounter from the world map
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: frenchiveruti on January 04, 2018, 10:29:24 AM
Update:
-Fixing an issue where pawns could sometimes be naked when entering an encounter from the world map
Yeah, this happens all the time when I have a colonist with some forced apparel and they seem to just go bonkers and forget everything else.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Harry_Dicks on January 05, 2018, 11:59:04 AM
Is the assemblies folder not needed for this mod anymore? I had this mod a little over a week ago and it was working okay, but then as I was updating all of my mods, I downloaded the master version from github, and I was getting tons of errors no matter where I put it in my mod list. However, I started looking at my backup version that worked last time, and there is an Assemblies folder in there, but not from the master branch in github. I'm gonna try to re-enable it with my older version, it just sucks though because RimWorld takes about 6 or 7 minutes to restart for me now each time, so it can be quite time consuming doing lots of restarts trying to track down what's wrong! I will report back my findings ;)

EDIT: on the github releases page for this, it says the last release was October 25th. Can the release be updated, without changing the release date? Should I not ever be using the master branch? I'm feeling kinda dumb at the moment... -_-
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on January 05, 2018, 12:21:53 PM
do not use master as that only contains the code. use the direct download link in the first post

fyi the release's date is when it was first posted, not the last time it was updated
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Canute on January 05, 2018, 12:39:51 PM
Quote
EDIT: on the github releases page for this, it says the last release was October 25th. Can the release be updated, without changing the release date? Should I not ever be using the master branch? I'm feeling kinda dumb at the moment... -_-
That isn't your problem.
Kiame is using Github like it should be. All source codes into the master, and finished compiled stuff at the release zip.
But serveral other modder keep the finished compilied stuff (assemblies) at the master too and are too lazy to create an archive.

You just need to look, if the master contain Assemblies, you can download and use the master.
If the master just contain Source, you should look for a release archive.
No source and no assemblies, then it is just a XML mod, and the master should works fine too.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Harry_Dicks on January 05, 2018, 01:48:26 PM
Quote
EDIT: on the github releases page for this, it says the last release was October 25th. Can the release be updated, without changing the release date? Should I not ever be using the master branch? I'm feeling kinda dumb at the moment... -_-
That isn't your problem.
Kiame is using Github like it should be. All source codes into the master, and finished compiled stuff at the release zip.
But serveral other modder keep the finished compilied stuff (assemblies) at the master too and are too lazy to create an archive.

You just need to look, if the master contain Assemblies, you can download and use the master.
If the master just contain Source, you should look for a release archive.
No source and no assemblies, then it is just a XML mod, and the master should works fine too.

C'mon man, if you read my post I'm checking both the master and releases page. My question pertained to the assemblies folder and if releases could be updated without changing the posting date, not whether or not Kiame is using github correctly.

The whole reason I was trying the master branch is because he's made many updates to the mod since October 25th, the date of the most recent release.

do not use master as that only contains the code. use the direct download link in the first post

fyi the release's date is when it was first posted, not the last time it was updated

Thank you Kiame, that was the answer I was looking for! ;D
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Harry_Dicks on January 15, 2018, 10:19:24 PM
Hi Kiame, another silly question for you. Do you think it would ever be possible to have scheduled outfit changes? I ask because say I have "classes" for children, and I want them to wear school uniform during certain times of the day. Same with workers, have their construction vests and hard hats on during work day. But then when evening hits, they change into their cultist robes for eating and then a sermon. You could override it with drafting, I suppose.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on January 16, 2018, 02:04:46 AM
I can brainstorm about how scheduled outfit changes could work
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: boogada77 on January 27, 2018, 10:55:17 AM
The mod is great for the storage and character appearance change, however I wish the uniform changing part was optional.  Especially since it seems a bit buggy at the moment, or at least I just can't get it to work right.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on January 27, 2018, 02:08:11 PM
Outfit changes are optional. Just don't assign outfits

What parts are not working for you or buggy? I'm not aware of anything that's not working atm
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: boogada77 on January 29, 2018, 03:44:30 AM
It was clearing forced items, and making my caravans members naked during random encounters like someone posted earlier.  Happily, it seems to have stopped while playing last night, but I honestly don't know what has changed to stop it from happening.  Wish I had something useful to share with you as to how or why this was happening for me.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: cjstorrs on February 11, 2018, 12:03:45 AM
Is there any way you could make the empty button place all items in only one spot? i like having mine up against a wall and it's frustrating that the items get dropped on a wall. P.S. i luv ALL your mods
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Harry_Dicks on February 11, 2018, 01:00:33 AM
Is there any way you could make the empty button place all items in only one spot? i like having mine up against a wall and it's frustrating that the items get dropped on a wall. P.S. i luv ALL your mods

This might be achievable by the mod author, however in the mean time you can also have apparel stack with the mod StacksXXL. I'm not sure if it would allow different apparel stacking, though.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on February 11, 2018, 02:27:37 PM
Update:
Apparel will no longer be dropped into walls and will drop in a single pile when the dresser is emptied.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: cjstorrs on February 11, 2018, 07:15:04 PM
You are AWESOME :D Thank you!
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: cjstorrs on February 13, 2018, 05:54:15 PM
Hey Kiame,

I was just wondering if it would ever be possible to make it so that a dresser can be assigned to a colonist and only that colonist can pull their outfits from that particular dresser. I just think it would be really cool for immersion. Plus it would help since I use a mod that adds random stat modifiers to items and I want my colonists to stick to their certain items :P

It's no big deal if it's too much work. I love the mod as it is.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on February 13, 2018, 08:54:02 PM
this mod originally was assigning apparel to specific pawns. As it evolved it seemed better to have it tied to outfits instead. Ive tried to add the custom assigned apparel though it's not trivial. When i get back to modding this i'll probably have another go
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: cjstorrs on February 16, 2018, 03:53:34 PM
you are awesome :D  8)
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Ruisuki on February 21, 2018, 08:54:11 PM
Same question I asked on your weapon storage mod but is there a limit to how many items a locker can hold? I like building armories and having multiple pieces of storage. Unfortunately the weapon racks have a 2 item limit so id like something in between 2 and unlimited lol

Hey Kiame,

I was just wondering if it would ever be possible to make it so that a dresser can be assigned to a colonist and only that colonist can pull their outfits from that particular dresser. I just think it would be really cool for immersion. Plus it would help since I use a mod that adds random stat modifiers to items and I want my colonists to stick to their certain items :P

It's no big deal if it's too much work. I love the mod as it is.

oooooo i like this. Thats where i was trying to go with my question, I want to build multiple containers to really personalize each characters gear but also solidify my armory room as the place to go to once the red alert triggers indicating a raid.

 What mod are you referring to that gives modifiers btw?
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Harry_Dicks on February 21, 2018, 10:48:59 PM
Infusion mod. Be warned that some infusions are quite powerful, but an item's value will NOT be affected by it's infusion, whether it's godly or not.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Harry_Dicks on March 01, 2018, 09:19:59 AM
Kiame, have you had any experience with Change Dresser and http://steamcommunity.com/sharedfiles/filedetails/?id=1216453549 ?

I am curious if the "appearance" you have on a pawn is tied to the outfit they are wearing, or if it stays the same regardless of whatever outfit you change them into? Anyway, I was wondering if you had ever tried it out with your mod, and if you had, did you have any comments about it? Thanks! :)
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on March 01, 2018, 01:11:36 PM
Nope didnt even know about that mod. I did sub so when i get back to rimworld i can explore it further
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Harry_Dicks on March 01, 2018, 04:37:06 PM
Nope didnt even know about that mod. I did sub so when i get back to rimworld i can explore it further

I just found out about all of this author's mods too. I highly recommend everyone checking them out, holy crap these look AMAZING!!!!! http://steamcommunity.com/id/TammyBee/myworkshopfiles/?appid=294100
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Ruisuki on March 26, 2018, 06:39:31 AM
How do you disable colonists from taking clothes inside the dresser? Does force clothing work? Because Ive been using it but still catch these guys going to the dresser over and over again. Im only using it for holding masterwork+ quality clothes for mending purposes.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Canute on March 26, 2018, 07:10:28 AM
Maybe adjust the clothing policy that they only use 100% appareal.
Then the pieces stay at the dresser until repaired.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Ruisuki on March 26, 2018, 03:18:15 PM
Maybe adjust the clothing policy that they only use 100% appareal.
Then the pieces stay at the dresser until repaired.
Doesnt that make colonists automatically take off their clothes when slightly damaged though? I remember trying to get this sorted ages ago and it kept happening to me so I havent touched policies since.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Canute on March 26, 2018, 04:39:21 PM
Maybe, didn't tryed it with 100% so far.
Try it with 90%.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on March 26, 2018, 09:48:24 PM
When i was mending i'd set the colonist apparel preference to above 90% and in the dresser from which apparel was being mended, set it to anything under 90%.

At this point it's the base game's logic saying to dress pawns. Not sure if there are any mods that tweak it so it's not as common for them to check for apparel changes.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Ruisuki on March 26, 2018, 10:58:37 PM
When i was mending i'd set the colonist apparel preference to above 90% and in the dresser from which apparel was being mended, set it to anything under 90%.

At this point it's the base game's logic saying to dress pawns. Not sure if there are any mods that tweak it so it's not as common for them to check for apparel changes.
Will clothing placed inside the dresser follow the dressing policy, even overruling the 'forced clothing' status?
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Canute on March 27, 2018, 04:25:33 AM
Forced override any policy, you need manual remove the force.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on March 27, 2018, 12:59:25 PM
There's also a setting for this mod in the settings page to follow or ignore 'forced' apparel
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Ruisuki on March 27, 2018, 04:13:48 PM
Ah thats what I was looking for! thanks kiame. With that I wont have to forbid the door to the apparel
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on May 05, 2018, 09:35:28 PM
Update:
-'Do Until X' will not take into account quality and hit point filters when counting
Note: Any mod that adds its own filters will not be supported
-Stored items will now be correctly tallied when calculating a colony's total wealth
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: ZE on May 09, 2018, 12:11:24 PM
was recently trin to test out somethin, i opened up an Apini Drone in Change Dresser, and couldn't change skin-tone, i do not know how to make it compatable.   second thing is closing an Apini Drone had him change to a pink-box.  See the male apini use the same bodytype as the female, but female andmale are restricted from selecting eachother.  but the problem actually was when i closed it, it assumed this Male Apini would have the body type of Male.
Title: Re: [B18] [KV] Change Dresser (some Alien Races supported) [ModSync]
Post by: Kiame on May 09, 2018, 01:52:20 PM
I'd have to dig into how apini drones bodies are defined. IIRC I had to use the 4 basic types of bodies and see if the alien races support them. Not sure if i want to go down that rabbit hole for asexual race compatibility
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on May 13, 2018, 12:29:48 AM
I am currently trying again to have both Outfits defined by the core game and Custom Outfits work together.

The new dresser will not be save-game compatible so I will be posting it under a different mod-posting (for lack of a better term).

I will have links to that here. I hope to have it in the next few days. It will be in a 'beta' phase and if all goes well that will be the version heading into RimWorld's official release version.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on May 14, 2018, 01:59:49 AM
The new version is available here: https://ludeon.com/forums/index.php?topic=41483.0

It is NOT save game compatible so you will need to start a new game.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: CSGMat on May 14, 2018, 05:18:00 AM
halo.
how to reset/clear list on Assign Outfits?
2 on list already dead but still on list Assign Outfits (reason dead is incapable status, and feed to animal).


sorry, ignore that post, me just need restat game for dead gone on list.
thank you.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on May 26, 2018, 06:29:40 AM
Update:
Fixing an issue where pawns will be naked when they try to change to another outfit
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: CSGMat on May 28, 2018, 02:45:00 PM
Please add support Dubs Rimkit mods,
cause..
1.switch outfits not equip Medkit, and me need forced to equip Medkit.
2.if me travel (medkit still "forced") for raid or world map event, and when me arrivals in that place all my paws naked.
3.if me travel (medkit not "forced") for raid or world map event, and when me arrivals in that place medkit got auto remove and if me forced equip, my paws got naked
Thank You.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on May 28, 2018, 11:16:22 PM
Just took a look at Dubs Rimkit. It looks like they're backpacks of sorts? You could try the new version of Change Dresser - https://ludeon.com/forums/index.php?topic=41483.0 - and the custom outfits option.

The packs go where belts do so the new version of Change Dresser will work for what you want to do:
1. Create a Custom Outift
2. Select the pawn to wear the pack
3. Assign the pack to use and either the other apparel to use or the outfit to use

I'm curious too, why doesn't the current version work? If the pack is assigned to an outfit it should be equipped unless there's another belt item that is a higher score when equipping the pawn. In that case consider making another outfit - Medic - which only has the med pack as an option for the belt slot.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Orange_Mushroom on June 22, 2018, 04:38:40 AM
Hi, KiameV
I created the Korean translation and sent a pull request from github.(Added Korean translation - Jun 22 (#1))
Please check it out and merge. if you write the contributor's name is Orange_Mushroom.
Thank you.
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on June 22, 2018, 09:44:42 AM
Great! Thank you for making the translation  ;D

I should be able to get it merged and posted to ight
Title: Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
Post by: Kiame on June 22, 2018, 09:51:05 AM
Update for 1.0: https://github.com/KiameV/rimworld-changedresser/releases/download/1.0/ChangeDresser.zip

Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update

Please use the new thread for bug postings and discussion: https://ludeon.com/forums/index.php?topic=41483.msg408919#msg408919