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RimWorld => Mods => Releases => Topic started by: Kiame on May 14, 2018, 01:52:16 AM

Title: [1.2] [KV] Change Dresser [ModSync RW]
Post by: Kiame on May 14, 2018, 01:52:16 AM
Large re-writing of the code behind the original Change Dresser - https://ludeon.com/forums/index.php?topic=35632.msg365747#msg365747
Please consult the original forum thread for more details on Change Dresser.

Important
For anyone using the patch "Change Dresser Mending Patch" you can remove that mod. Change Dresser now includes it by default and will enable it only when Mending is in the mod list.

This is a new thread because it is NOT save game compatible with the previous version (also to not get confused while I support the older version).

I am planning for this version to be the version going into RW's release.

This mod can be added to new games or currently running games that do not use the previous version of Change Dresser.


Major Changes:
1. Added the ability to create Custom Outfits which can be assigned to a specific pawn (see screen shots)
Example:
Pawn 'Yuuka' has an awesome cowboy hat that she wants to wear with power armor. She doesn't care about which power armor, just that she wants to wear the cowboy hat in battle.

Yuuka can create a Custom Outfit with the legendary cowboy hat included and the 'Solder' outfit as the base. When she is drafted she will put on the cowboy hat first then all other apparel like normally (from the previous Change Dresser)
-Note: It is not required to have a base outfit selected. Leaving it as (None) will make it so only the selected apparel will be used.

2. Assigned Outfits will work the same way as they did previously (the underlying logic has been re-written)

3. The Mending Attachements will now first repair apparel that is used for Custom Outfits before moving onto other apparel. I've also decided it was much cleaner if the attachments no longer 'removed' apparel and hogged them while repairing, instead they are mended even if they get worn.

Important
The mod uses the 'force wear' mechanic to manage Custom Outfit apparel. If using Custom Outfits never Clear Forced for those pawns.

I have done testing on my side but with so many avenues in the code I very well might have missed something. Please understand that if you use this mod you may lose apparel. If you do please do your best to explain what happened when you lost the apparel so I can figure out what happened.

Beyond that please submit any and all feedback about these changes.

Thank you!

Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1385697110)

Direct Download:
1.2 (https://github.com/KiameV/rimworld-changedresser/releases/download/current/ChangeDresser.zip)

B18 (https://github.com/KiameV/rimworld-changedresser/releases/download/B18BETA/ChangeDresser.zip)
B19 (https://github.com/KiameV/rimworld-changedresser/releases/download/B19/ChangeDresser.zip)
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

GitHub (https://github.com/KiameV/rimworld-changedresser) (do not download from this link for use in game)

Mending Mod: https://ludeon.com/forums/index.php?topic=22894.0

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

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


(https://steamuserimages-a.akamaihd.net/ugc/928183639038629976/03CECA08D83E878A62271707EE47BCDC5D5C2AAF/)

(https://steamuserimages-a.akamaihd.net/ugc/928183639038630157/7B539D0FC14CC2785C78EF0C3C954A08DBBBFDFF/)

(https://steamuserimages-a.akamaihd.net/ugc/928183639038630371/A815E451EEFFD888E9DB2D7206242C26708EC6BA/)

(https://steamuserimages-a.akamaihd.net/ugc/928183639038630535/812EA3AAE36EEA722715AD4407D42AA6F8FD8901/)
Title: Re: [B18->1.0] [KV] Change Dresser BETA
Post by: Chaos17 on May 14, 2018, 02:31:55 AM
Thank you for your had work. Downloading it now  ;D
Title: Re: [B18->1.0] [KV] Change Dresser BETA
Post by: Kiame on May 14, 2018, 09:33:25 PM
Fixed an issue where Custom Apparel assigned to a pawn was lost when the pawn died.
Now when a pawn with Custom Apparel is killed, any assigned Custom Apparel that's not being worn will be returned to the best Change Dresser (based off filters and priority). If no applicable Change Dresser is found, the apparel will be dropped around the dead pawn.
Title: Re: [B18->1.0] [KV] Change Dresser BETA
Post by: Kiame on May 20, 2018, 03:05:15 PM
Custom pawn apparel colors should persist now. I broke it in the update  :-[
Title: Re: [B18->1.0] [KV] Change Dresser BETA
Post by: Kiame on May 21, 2018, 03:18:08 AM
Update:
Fixed an issue where deleting an Outfit would not remove it from the pawn buttons.
Title: Re: [B18->1.0] [KV] Change Dresser BETA
Post by: Kiame on May 23, 2018, 10:01:36 PM
Update:
Fixed an issue where 'alien' pawns could not be selected from the Custom Outfits window
Title: Re: [B18->1.0] [KV] Change Dresser BETA
Post by: Kiame on May 24, 2018, 07:53:04 PM
Update:
Added a new window in Change Dresser and Change Mirror: Color By Layer

This works alongside Color Apparel but instead of coloring apparel by piece, it's by layer.
If this extra menu is not desired it can be toggled off in the mod's options.

As part of this change some apparel may change color unexpectedly. For instance coloring a shirt will also color the pants because they are both on the same layer (on skin)
Title: Re: [B18->1.0] [KV] Change Dresser BETA
Post by: Kiame on May 26, 2018, 06:19:15 AM
Update:
Fixing an issue where pawns would not dress into a new outfit. Not sure what was causing the issue but looks like it was also happening in the previous version...
Title: Re: [B18->1.0] [KV] Change Dresser BETA
Post by: Kiame on May 27, 2018, 11:33:57 PM
Update:
Body Type dialog will be correctly hidden if the option is set.
Title: Re: [B18->1.0] [KV] Change Dresser BETA
Post by: Kiame on June 02, 2018, 10:15:09 PM
Update:
Added a Mod Setting to persist the color of apparel. Defaulted to off

When enabled, an apparel's color will be saved off when worn by a pawn that dyes the apparel a different color. When the pawn removes the apparel, the apparel will be dyed to its original color.


Added ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) support.
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Harry_Dicks on June 05, 2018, 08:00:49 PM
Thank you for all of your hard work :)
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Kiame on June 07, 2018, 01:07:04 AM
Update:
Fixed an issue where alien-race body colors could not be changed

Important
For anyone using the patch "Change Dresser Mending Patch" you can remove that mod. Change Dresser now includes it by default and will enable it only when Mending is in the mod list.
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: q_mi on June 08, 2018, 09:53:04 AM
Hey Kiame,

I'm not sure whether it is related? My game freezes every few minutes and throwing thousand of warnings below after I install Change Dresser. I love your mod. Keep up the good work

Code: [Select]
CanReserve original result: True
Verse.Log:Warning(String)
ChangeDresser.Patch_ReservationManager_CanReserve:Postfix(Boolean&, ReservationManager, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
Verse.AI.ReservationManager:CanReserve_Patch4(Object, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
Verse.AI.ReservationUtility:CanReserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
WM.SmarterFoodSelection.FoodUtils:IsValidFoodSourceForPawn(Thing, Pawn, Pawn, Policy, Boolean)
WM.SmarterFoodSelection.<>c__DisplayClass0_0:<MakeRatedFoodListForPawn>b__0(Thing)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
WM.SmarterFoodSelection.FoodUtils:MakeRatedFoodListForPawn(Map, Pawn, Pawn, Policy, List`1&, Boolean, Boolean)
WM.SmarterFoodSelection.Detours.FoodUtility.TryFindBestFoodSourceFor:Internal(Pawn, Pawn, Boolean, Thing&, ThingDef&, Boolean, Boolean, Boolean, Boolean, Policy)
WM.SmarterFoodSelection.Detours.WorkGiver_InteractAnimal.WorkGiver_InteractAnimal:TakeFoodForAnimalInteractJob(Pawn, Pawn)
WM.SmarterFoodSelection.Detours.TakeFoodForAnimalInteractJob:Postfix(WorkGiver_InteractAnimal, Job&, Pawn, Pawn)
RimWorld.WorkGiver_InteractAnimal:TakeFoodForAnimalInteractJob_Patch3(Object, Pawn, Pawn)
RimWorld.WorkGiver_Tame:JobOnThing(Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
RimWorld.<TryIssueJobPackage>c__AnonStorey1:<>m__0(Thing)
Verse.<ClosestThingReachable>c__AnonStorey0:<>m__0(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1, Func`2)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
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)
RimWorld.<StartFeedAnimal>c__AnonStorey3:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Kiame on June 08, 2018, 10:03:15 AM
hmm have not seen this one before. I'll take a look. I have smarter food selection as well so I'm not sure what the problem might be off the top of my head.

Just to verify this is a new save and not a save which was using the old change dresser?
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: mrsebseb on June 08, 2018, 01:06:46 PM
Got the same-ish warning, on a new save, causing the game to stutter to a degree I find unplayable. I don't use Smarter Food Selection though but way too many other mods.
I apparently forgot to save the log with the warning. but figured I'd give you a heads up anyway. I'll add the warning I get when I can.
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Kiame on June 08, 2018, 02:10:41 PM
interesting. Please include any logs you (anyone) find as I have not seen any stuttering on my side at this point
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: mrsebseb on June 08, 2018, 02:35:50 PM
interesting. Please include any logs you (anyone) find as I have not seen any stuttering on my side at this point

Found the warnings I got

Code: [Select]
CanReserve original result: True
Verse.Log:Warning(String)
ChangeDresser.Patch_ReservationManager_CanReserve:Postfix(Boolean&, ReservationManager, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
Verse.AI.ReservationManager:CanReserve_Patch4(Object, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
Verse.AI.ReservationUtility:CanReserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
RimWorld.WorkGiver_Miner:JobOnThing(Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
PrisonLabor.HarmonyPatches.<>c__DisplayClass1_0:<CreatePredicate>b__0(Thing)
Verse.<ClosestThingReachable>c__AnonStorey0:<>m__0(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1, Func`2)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
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_Patch6(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Seems to be Prison Labor but I also get this:

Code: [Select]
CanReserve original result: True
Verse.Log:Warning(String)
ChangeDresser.Patch_ReservationManager_CanReserve:Postfix(Boolean&, ReservationManager, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
Verse.AI.ReservationManager:CanReserve_Patch4(Object, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
Verse.AI.ReservationUtility:CanReserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
RimWorld.<CarryIngestibleToChewSpot>c__AnonStorey3:<>m__0(Thing)
RimWorld.<CarryIngestibleToChewSpot>c__AnonStorey3:<>m__1(Thing)
Verse.<ClosestThingReachable>c__AnonStorey0:<>m__0(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1, Func`2)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.<CarryIngestibleToChewSpot>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<Jump>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Full log is massive and with a bunch of unrelated errors as I was testing what caused some other problems at the same time. These two pop all the time though
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Kiame on June 08, 2018, 03:02:17 PM
Thanks.

I'll take a look at the reservation manager and see if anything pops out tonight
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Kiame on June 08, 2018, 03:23:22 PM
I had a few minutes and took a look. I left debugging on which was causing a ton of logs to be written. Sorry!

I'll have the fix up shortly
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Kiame on June 08, 2018, 03:30:15 PM
Update:
I had mistakenly left Debug messages on which could cause the game to run slower or cause lag/skipping

Sorry everyone!
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Kiame on June 11, 2018, 02:50:06 AM
Update:
Found/Fixed another route by which pawns could end up naked on new maps.
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Kiame on June 22, 2018, 01:31:09 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
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 24, 2018, 12:55:41 AM
1.0 Update:
Fixing an issue where when the last dresser is destroyed pawns will continue to try to dress from i
t and becoming naked
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: kolt16 on June 24, 2018, 05:40:56 PM
I'm not sure if this is a bug or I'm doing something wrong. Using B18. I love the new custom outfit mechanic, and at first it seemed to register what is being worn by others and what is not. After some time, it started showing appareal worn by others as available, ending with me assigning the same item to different pawns. Obviously they can't wear it the same time. If I have more of the same type I can't tell whitch is free to assign. Is there some way I can avoid this happening? Or reset it to register what's been taken out of the dresser?
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Anni on June 24, 2018, 08:17:29 PM
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

Every version you released since about 3 days ago does not work for me. It seems to either have an error or just conflict with most other mods I am using.
Title: Re: [B18->1.0] [KV] Change Dresser BETA [ModSync RW]
Post by: Kiame on June 24, 2018, 09:50:05 PM
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

Every version you released since about 3 days ago does not work for me. It seems to either have an error or just conflict with most other mods I am using.

Could you include any errors you're getting related to change dresser?

Just to verify you're on the unstable 1.0 version of the game correct?

If not make sure to grab the B18 version here: https://github.com/KiameV/rimworld-changedresser/releases/download/B18BETA/ChangeDresser.zip
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: sai05 on June 27, 2018, 11:23:43 AM
http://prntscr.com/k00vrb

only me or you guys heppend to ? the item keep drop

need help .. thanks
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 27, 2018, 12:08:01 PM
Sai05

Sorry, I'm not sure what you're asking...
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 29, 2018, 12:51:44 AM
[1.0] Update: Added a setting in Mod Options to Share Hair Style Between Genders
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Semo on June 29, 2018, 06:59:27 AM
I'm a big fan of more furniture stuff and especially if it has functionality. Love being able to customize my pawn in game!

The only thing that is bothering me is the colour. This is a problem a lot of mods have. They don't really match the vanilla colors or styles.
While your style fits in great the color is off enough to bother the heck out of me.

For example https://imgur.com/a/8f4iyMl

On the left side your granite version almost looks like slate. Especially with the marble wall behind it
The wooden one on the right doesn't look that bad but is still a lot darker then the rest.

Oh and that mirror looks like it belongs above the end table! Was that intended? Coz they look made for each other :D
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 29, 2018, 09:59:10 AM
I can take a look at the color again

Originally i did have it so the mirror could be behind the dresser but with the interaction square it probably blocks it. I'll reconsider that too
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Semo on June 29, 2018, 10:11:14 AM
The mirror works fine atm. Can be used and build.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 29, 2018, 02:19:05 PM
[1.0] Updated the texture to better match other furniture.

I did not update the ModSync version as of yet as i think i need to update some code with the newest RW version
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on June 29, 2018, 03:16:08 PM
I was wondering, would it be possible to make the mending speed configurable?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Semo on June 29, 2018, 04:26:12 PM
[1.0] Updated the texture to better match other furniture.

I did not update the ModSync version as of yet as i think i need to update some code with the newest RW version

That was fast! Thanks!
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 29, 2018, 06:28:20 PM
I was wondering, would it be possible to make the mending speed configurable?

I think that should be possible. Busy the rest of tonight, i'll check it out this weekend
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on June 29, 2018, 08:26:37 PM

I think that should be possible. Busy the rest of tonight, i'll check it out this weekend
No worries, many mods aren't updated for 1.0 at all yet. Also I was refering to any mending attachment (not just change dresser, but also the weapon storage)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 29, 2018, 11:50:52 PM
Yeah i'll look at adding it for both   :D
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 01, 2018, 06:42:31 PM
1.0 Update:
Both Change Dresser and Weapon Storage (https://ludeon.com/forums/index.php?topic=35503.0) now have a setting for changing the speed the mending attachment mends at
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Ncates1234 on July 02, 2018, 10:49:16 PM
So uhh... I decided to use some drop pods to get that sweet vano-cell, but my droids appear to be missing... Well any clothing is gone, only their weapons are equiped. They got eaten away by some wargs. Is there anyway to over come this?

Also should mention that I'm still on B18 untill all other mods get updated.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 03, 2018, 12:38:45 AM
Can you help me understand the problem better? You used drop pods and the pawns were naked? Were the normal human pawns or droids? If the later from what mod?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Ncates1234 on July 03, 2018, 01:02:57 AM
Can you help me understand the problem better? You used drop pods and the pawns were naked? Were the normal human pawns or droids? If the later from what mod?
I used the "Androids" mod, I have packed one drop pod with 2 droids with some apparel, but when they landed they had no clothing. Or as you said, naked.
Also as a test I have sent another pawn with a drop pod. The vanilla pawn, and he was missing clothing too.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 03, 2018, 01:11:20 AM
Tested in 1.0 and drop pods are working.
I had a pawn assigned Worker and Soldier outfits. Pawn landed and exited the pod with Soldier outfit equipped.

Just to make sure in Change Dresser you have at least one 'use for battle' outfit assigned to the pawn/pawns in question?

I know i've improved some code from B18 to 1.0. I'll test there next

Edit: Just tried on B18 BETA and it worked as well. Double check that the pawns do have a "Use for Battle" outfit assigned to them
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 03, 2018, 01:46:12 AM
[1.0] Update:
Fixing an issue where the Custom Outfit window would close with an error when opened.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Ncates1234 on July 03, 2018, 02:18:41 AM
I had set "Soldier" as Use In Battle when I built the drawer, it works fine in base, but after using drop pods, they just lose connection to clothing. I have tried to set all to Use In Battle, and still naked. In the "shortcut" pictures I can see them using clothing but once they land, clothing vanishes.
Drafting and undrafting also doesn't affect anything.

Also, I tried a little test, I sent a normal (vanilla human) pawn to the place with a caravan, he arrives with clothes. But if I draft him, he loses his clothing aswell. Doesn't give his old clothes if I undraft him either.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 03, 2018, 08:37:22 AM
I know that bug existed at an earlier point. Are you using the latest version of the mod and if on B18 the BETA version?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Ncates1234 on July 03, 2018, 11:48:07 AM
Huh... I thought I had the latest version, apparently not. Works fine now. Sorry for the trouble.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on July 03, 2018, 12:03:59 PM
Damn Kiame made so much work with Modsync lately and then people don't use it ! :-(
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 03, 2018, 12:09:55 PM
Huh... I thought I had the latest version, apparently not. Works fine now. Sorry for the trouble.

No worries. Sorry for the trouble with that bug  :(
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 03, 2018, 12:11:13 PM
Damn Kiame made so much work with Modsync lately and then people don't use it ! :-(

To be fair the original ModSync didnt catch on. Hopefully over time the new on will  :)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on July 07, 2018, 05:03:07 AM
Okay, this is going to be nitpicky as hell but... the mending "ticks" very very rarely (once an hour?) and the variable you gave us (me =P) multiplies the mending % each tick. So if I say 5x mending speed it still ticks every hour, but for 5% instead of 1%.

Not sure if possible, but could you rather divide the interval by the mending speed from the config than multiply the %? Would make it go smoother and e.g. a 99% clothing would be done a lot faster. In other words, it mends 1% regardless of config, but if it's x5 then it just mends 5x as often.

If there is any reasons to not do this (CPU, bad interactions etc.) it's fine, I'm just being nitpicky. Either way your thread is on the frontpage again, so at least you get something out of my nitpickyness
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 07, 2018, 10:01:02 AM
It's mainly how the base game's timing works and concern with cpu usage. Balance is also a concern.

It was way too fast with the other timing options and it was just easier to do the longer ticks. It can also be expensive to find the next apparel to mend depending on how many apparel are stored. It is a linear expense so i am probably worrying too much.

A way to imagine it would be "the attachment is a black box. It takes an hour to do anything"

I can take a second look at it though
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on July 07, 2018, 12:45:14 PM
Oh how I imagine it is no issue. I play with dev mode on, so my immersion must be pretty strong anyway haha. (Doesn't mean I use it to cheat... more like to fix bugs which happen a lot due to mods just being updated and Rimworld itself being rather unstable).

It's more about efficiency and not having to wait like an hour or two for the 99% weapon/gear to get 1% and then wait another hour until the next starts mending.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 07, 2018, 03:23:41 PM
Update: Added a new setting "Seconds Between Ticks" to go along with the renamed setting "HP Per Tick"

Example:
"Seconds Between Ticks" = 5.5
"HP Per Tick" = 2
Means: Every five and a half seconds, mend apparel two HP

In-depth dive into how this works
After some more trial an error these are the bounds i have to work with in regards to base game tick/update intervals:

Previous I was using Long for update intervals.

In this update I now use Normal. This allows a much larger range of update intervals - i've set a min/max of 0.25/120. I'm not worried about any logic in this part of the code being too expensive.

The part I am concerned about is when apparel is searched for to be repaired/mended as it will search through all stored apparel in the attached dresser which can become expensive especially when it's done 60 times a second. To this end i added another tracker which will only allow a search for apparel/weapons to be mended/repaired to every 30 seconds.

sudo code:
Code: [Select]
Apparel being mended
...
...
Apparel done, store apparel
<if apparel hasn't been searched for in the last 30 seconds>
    Search for next apparel
    <if found>
        apparel being mended (go to top)
<if `hasn't been 30 seconds` or `no apparel found`>
    wait the remainder of the 30 seconds then search again for apparel to mend

Note: All references to Weapons refer to another mod of mine called Weapon Storage (https://ludeon.com/forums/index.php?topic=35503.0)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on July 07, 2018, 04:19:03 PM
My nitpickyness has been satisfied, thanks.

And maybe it actually improves you mod more than one might think. When I started using your mod a year ago or so I always hated the mending attachment because it was so slow, power hungry and you just couldn't see any effect, only after checking after a few minutes.

With this maybe others will feel that it's actually pretty decent at repairing stuff if you choose fair values (not too high lol).
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on July 10, 2018, 06:55:33 AM
Okay, there is another issue I have. As you know, I use Orassans and change dresser supports changing alien skin color, however you cannot access the body attributes menu anymore, where you change body shape, head shape and age etc.

Normal pawns can use it normally, but Orassans can only access apparel, hair and alien skin color.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 10, 2018, 07:17:11 AM
ok i'll take a look at that tonight
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 10, 2018, 08:03:42 AM
just thought about it and i think orassians only have 1 body and head type so those selections are disabled. Age might be the same thing. I'll double check
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on July 12, 2018, 08:17:50 AM
New update, error, blah, the usual. Should be an easy fix.

Code: [Select]
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for MendingChangeDresserPatch.HarmonyPatches ---> System.ArgumentException: No target method specified for class MendingChangeDresserPatch.Patch_WorkGiver_DoBill_TryFindBestBillIngredients
  at Harmony.PatchProcessor.PrepareType () [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__7_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at MendingChangeDresserPatch.HarmonyPatches..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00026] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00022] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\StaticConstructorOnStartup.cs:26
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00001] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:279
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00036] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:493)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 12, 2018, 01:48:47 PM
hmm strange. So that's actually a cross-mod comparability error. A quick fix is to go into the ChangeDresser mod's Assembly directory and delete the mending dll.

I will upload a newly compiled version of  ChangeDresser shortly
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 12, 2018, 01:59:06 PM
New update, error, blah, the usual. Should be an easy fix.

Code: [Select]
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for MendingChangeDresserPatch.HarmonyPatches ---> System.ArgumentException: No target method specified for class MendingChangeDresserPatch.Patch_WorkGiver_DoBill_TryFindBestBillIngredients

Ok i've uploaded a recompiled version of Change Dresser that will address this issue: https://github.com/KiameV/rimworld-changedresser/releases/download/1.0/ChangeDresser.zip

I did not increment the ModSync number as nothing changed code wise. This just needs to be re-downloaded for those that use the 1.0 Mending mod
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on July 16, 2018, 04:48:24 AM
Would be great if you enabled the body attributes for alien races. Orassans does use different body shapes (though not head shapes), everything aside from "fat" basically. Wait, you want proof? From the orassan race XML:
Code: [Select]
<aliencrowntypes>
<li>Average_Normal</li>
</aliencrowntypes>
  <alienbodytypes>
       <li>Hulk</li>
       <li>Thin</li>
       <li>Male</li>
       <li>Female</li>
  </alienbodytypes>

Anyway - even if not, there would still be the age thing =p
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 16, 2018, 12:21:41 PM
Would be great if you enabled the body attributes for alien races. Orassans does use different body shapes (though not head shapes), everything aside from "fat" basically. Wait, you want proof? From the orassan race XML:
Code: [Select]
<aliencrowntypes>
<li>Average_Normal</li>
</aliencrowntypes>
  <alienbodytypes>
       <li>Hulk</li>
       <li>Thin</li>
       <li>Male</li>
       <li>Female</li>
  </alienbodytypes>

Anyway - even if not, there would still be the age thing =p

This is still on my list of things to do/look into. Last week was crazy busy for me.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: rawrfisher on July 19, 2018, 04:17:28 AM
Trying to figure out where I saw it mentioned but

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Widgets:EnsureMousePositionStackEmpty() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Utility\Widgets.cs:2176)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:83)
 
This appears when I try opening the storage window on the dresser.  Might just be my version of its outdated but just in case
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 19, 2018, 09:43:21 AM
I know this is fixed in 1.0 version
 I don't think i went back a fixed the B18 one
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: rawrfisher on July 19, 2018, 02:38:53 PM
I'll try redownloading and reinstalling the mod to see if that fix's it.  Odds are I just need to update

Edit:  Seems the issue was a symptom of a different problem
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: rawrfisher on July 23, 2018, 10:52:50 PM
Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00072] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:385
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:343
  at System.Activator.CreateInstance (System.Type type) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:254
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000c5] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingMaker.cs:44
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00096] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Build.cs:284
  at Verse.DesignatorManager.ProcessInputEvents () [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Designator\DesignatorManager.cs:71
  at RimWorld.MapInterface.HandleMapClicks () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:147
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00176] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:105
  at Verse.Root.OnGUI () [0x0004f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:169)


Newest update of rimworld
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 24, 2018, 01:12:00 AM
Woohoo!

Latest 1.0 unstable broke a lot of stuff in multiple mods. Taking a look now
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 24, 2018, 01:17:59 AM
1.0 Update - Works again

https://github.com/KiameV/rimworld-changedresser/releases/download/1.0/ChangeDresser.zip
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Cerous on July 24, 2018, 05:56:45 AM
Thanks for fixing it so quickly! BTW, I love the addition of the layer colors. I color code all of my pawns and you made my experience amazing! I have a request if you can please. In the layer colors you can only save a max of 5 colors. Is there anyway to up it to 10 saved colors? Thanks so much for making this mod better!
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on July 24, 2018, 06:03:15 AM
In the layer colors you can only save a max of 5 colors. Is there anyway to up it to 10 saved colors? Thanks so much for making this mod better!
Same problem for me in the apparel window. 5 just doesn't cut it for me.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 24, 2018, 09:43:58 AM
Glad to hear other people besides myself use the saved colors. I should be able to increase it easily enough
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: whitebunny on July 24, 2018, 06:00:33 PM
Glad to hear other people besides myself use the saved colors. I should be able to increase it easily enough
It's my favorite feature, every pawn should look fab and original before getting dismembered by scythers and in my case makes them so much easier to identify and remember.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 24, 2018, 06:35:29 PM
haha i do the same. Knowing this I'll see if i can expand on this ability. I remember I made the save side able to expand to infinity (not a good idea oc). I'll play around with it and see how many i can comfortably fit on the gui
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 25, 2018, 01:33:49 AM
[1.0] Update
-Assign Window now has static Outfit and Pawn headers which will make assigning outfits much easier
-Added more Preferred / Save Colors in Outfit/Hair color dialog (21 for apparel and 21 for hair)

The assign window's not prefect, the "Use For Battle" text scrolls off...
The check/x marks seem to be off by a few pixels too...
At some point I'll poke at it some more...

The game's (unity's) table GUI is not really designed for a two-tiered headered table out of the box. This is very much a hack job  ;D
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Cerous on July 25, 2018, 08:10:00 PM
Nice! Thank you for fulfilling my request. At first I had an issue saving the new colors but after I deleted the old config it worked great! Thank you.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 25, 2018, 10:33:00 PM
hmm i did not have that problem Do you remember if there was an error and what that error was?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Ruisuki on August 01, 2018, 02:17:54 AM
Pawns are unequipping their gear. I have them set as nudists and force wear their apparel because i like full control over this aspect. I think the automatic equipping when drafted might be interfering with this?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 01, 2018, 03:02:50 AM
Is there at least one dresser that can accept what the pawns were wearing?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Mufflamingo on August 01, 2018, 03:09:30 AM
I update to the latest version and it cannot be read in the Mod Settings when I activate the mod. (Where you check if you can change body and sex etc etc.)

I also downloaded the mending mod and I tried it in game with this change dresser's latest version and my people went idle all the time. They wont work ever. Even right clicking doesnt pop the command.

:(
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 01, 2018, 03:13:55 AM
I update to the latest version and it cannot be read in the Mod Settings when I activate the mod. (Where you check if you can change body and sex etc etc.)

I also downloaded the mending mod and I tried it in game with this change dresser's latest version and my people went idle all the time. They wont work ever. Even right clicking doesnt pop the command.

:(

I'm guessing this is w/ 1.0 unstable? I'll take a look tomorrow.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Mufflamingo on August 01, 2018, 03:26:06 AM
I update to the latest version and it cannot be read in the Mod Settings when I activate the mod. (Where you check if you can change body and sex etc etc.)

I also downloaded the mending mod and I tried it in game with this change dresser's latest version and my people went idle all the time. They wont work ever. Even right clicking doesnt pop the command.

:(

I'm guessing this is w/ 1.0 unstable? I'll take a look tomorrow.

I think I just 'fixed' it. I used the 'destroy' tool to my existing dresser and everything was fine.

But still, I get that idle colonist bug when I installed the mending mod. I guess its the mending mod that is the problem. Sorry!
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 01, 2018, 11:57:45 AM
If it's 1.0 I'm kind of updating the mending mod too  :P

If you could, set the mending bill's HP filter to 0-95% and see if that fixes the problem.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: KnewOne on August 01, 2018, 02:20:00 PM
Does it repair already equipped items like in weapon storage, or nah ?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 01, 2018, 02:51:21 PM
I assume you're referring to the Auto Mending Attachment? For Custom Outfits it will repair apparel being worn. As for Assigned Outfits my thought is apparel will be rotated automatically as pawns are switched between battle and civilian (and pawns changing apparel themselves). This does rely on outfits restricting apparel that is less than, say, 80% HP quality.

At some point I may come back to this and reassess having worn apparel be mended.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: SagaciousNJ on August 08, 2018, 06:43:53 PM
So I have the Change dresser mod installed but if I attempt to build the dresser or the mirror I get the following entry in the log and nothing is placed or built.

Any Advice?



Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00072] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:385
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:343
  at System.Activator.CreateInstance (System.Type type) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:254
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000c5] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingMaker.cs:44
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00096] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Build.cs:284
  at Verse.DesignatorManager.ProcessInputEvents () [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Designator\DesignatorManager.cs:71
  at RimWorld.MapInterface.HandleMapClicks () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:147
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00176] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:105
  at Verse.Root.OnGUI () [0x0004f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:169)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 08, 2018, 09:17:35 PM
This looks like an exception in an earlier version of 1.0 change dresser. Do you have the most up-to-date version off github?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: SagaciousNJ on August 09, 2018, 11:31:10 AM
I believe I do, when I get home, I'll download and reload the mod just to be certain.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on August 09, 2018, 12:21:45 PM
Why you don't check it with Modsync ? :-)
Ahh yes, i forget Steam user, he don't need that for workshop too bad.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 09, 2018, 01:55:14 PM
haha well none of my mods have 1.0 steam versions yet (learned the hard way with the A17->B18 cycle that it adds more work than it's worth).

Latest ModSync RW version would be 1.0.0.9
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: SagaciousNJ on August 09, 2018, 10:01:36 PM
Sadly, its still happening. I was sure to delete the version of the mod I have now and reinstall. No difference at all.



Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00072] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:385
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:343
  at System.Activator.CreateInstance (System.Type type) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:254
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000c5] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingMaker.cs:44
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00096] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Build.cs:284
  at Verse.DesignatorManager.ProcessInputEvents () [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Designator\DesignatorManager.cs:71
  at RimWorld.MapInterface.HandleMapClicks () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:147
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00176] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:105
  at Verse.Root.OnGUI () [0x0004f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:169)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 09, 2018, 11:43:50 PM
Honestly no idea about that error. I just started up RimWorld and I was able to create both a Dresser and Mirror w/o issue.

A few random quesitons:
Are you on Linux?
What materials are being used to make them?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on August 10, 2018, 02:15:45 AM
SagaciousNJ,
what about the rimworld version ? The latest mod version need the latest Rimworld version too.
Maybe an error log (CTRL-F12 if you got hugslib installed).
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 28, 2018, 11:28:22 PM
B19 update now available here:
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1385697110

Direct Download: https://github.com/KiameV/rimworld-changedresser/releases/download/B19/ChangeDresser.zip

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

Has support for newest Mend And Recycle mod: https://ludeon.com/forums/index.php?topic=22894.0
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: rawrfisher on August 29, 2018, 12:09:41 AM
Sadly, its still happening. I was sure to delete the version of the mod I have now and reinstall. No difference at all.



Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00072] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:385
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:343
  at System.Activator.CreateInstance (System.Type type) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:254
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000c5] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingMaker.cs:44
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00096] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Build.cs:284
  at Verse.DesignatorManager.ProcessInputEvents () [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Designator\DesignatorManager.cs:71
  at RimWorld.MapInterface.HandleMapClicks () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:147
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00176] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:105
  at Verse.Root.OnGUI () [0x0004f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:169)

Load order?

I know that error like the back of my hand lol

If I am not mistaken you are trying to place either a change dresser or change mirror in god mode.

There is some obscure mod conflict that is causing this and moving the mod either up or down in your load order will fix it.
I recommend using a quick start map to do the testing and please click share logs button in the debug panel.  I would like to see what mods we have in common.
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 31, 2018, 12:21:50 AM
Updated for the latest Mend & Recycle version
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on September 09, 2018, 04:44:23 PM
Update:
Alien body attributes can be modified again
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on September 24, 2018, 12:22:34 AM
Update:
"Do Until X" filtering works again with bills
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Amnesiac on September 26, 2018, 12:24:11 AM
This mod is amazing. I had it for awhile and just finally figured out how it all works and wow. Took me a bit to understand it but I think I got it all set up. Thanks for saving me so much hassle with my outfits!
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on September 26, 2018, 01:03:40 AM
There is a lot to it... kind of just kept adding up while i was making it.

Let me know if you can think of any way to make it more user-friendly. To a point i'm constrained by the UI but i'd like any feedback  :)
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: NankaDanka on September 27, 2018, 01:16:56 AM
[?] Need help.. ;-;
I am trying to change the appearance of the elf of my colony, however.. it limits me to only these five hair options and does not allow change of body attributes (on the shelf i can change the body but the hair options remain the same).

[?] Is there any way to make this work or take away the hair limitation?

(I'm not sure if the limitation is of the breed mod).

Mods: ChangeDresser || Lord of the Rims - Elves
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on September 27, 2018, 01:36:49 AM
The hair limitations are dictated by the alien race
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: NankaDanka on September 27, 2018, 09:31:02 AM
I was able to remove the limitation by removing a few lines inside the file of the race that contained TAG in the name referring to the ELF type... I do not handle much of this hahaha
 
Thank you very much Kiame for helping me c:
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Amnesiac on October 01, 2018, 06:27:07 AM
I have a question about how pawns prioritize which clothing to wear,

I've made two outfits for in-combat, one called Winter Soldier and another called Winter Soldier Quick which is the same as Winter Solder, just without armor for quickly moving or getting in position.

For some reason I have a pawn which decided that with Quick outfit, she'll wear a slightly damaged Tribal wear for her clothing:
 https://i.imgur.com/aUIN3hP.png

But with Winter Soldier, She'll wear a button down shirt:
 https://i.imgur.com/8GcIn3G.png

I assumed that it was because the tribal wear gave better armor, but it would actually be better for her to switch into plainleather pants and button down shirt:
 https://i.imgur.com/opnr2VN.png

So for some reason, with the quick outfit, she's not switching to the best available clothing, but with the soldier outfit, she is. Kinda strange! Any Idea why?

Edit: possibly because the tribal wear gives her a slightly higher max temp?
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 01, 2018, 09:53:55 AM
The apparel selection is all based on the base game's logic. It's been a while since I last looked at that code and don't remember how it exactly decides what is going g to be worn.
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on October 03, 2018, 08:34:01 AM
Kiame, could you look at the following issues:
1. Body attributes can still not be changed for alien races (age, body type, etc.)
2. The second alien skin color does not work
3. Thoughts about improving the color picker?

I know #2 because my new naga race uses the 2nd color widely and when I change it via change mirror it doesn't seem to save it after exiting the menu. This might be on me though because I mess with color in my code. So I'm not 100% on it, you could look into it though.
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 03, 2018, 09:38:50 AM
Can u give me a link to ur naga race and I'll take a look. IIRC when I was making the alien race stuff I couldn't find an alien race with two skin colors... It very well could be I'm not setting the right value
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Syrchalis on October 03, 2018, 01:28:16 PM
https://github.com/Syrchalis/Naga/releases/tag/0.1
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 07, 2018, 02:06:09 AM
Update:
Adding information icon (i) next to apparel when selecting it
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: crusader2010 on October 07, 2018, 11:04:19 AM
Hello,

Got two questions:

1. How does this mod work with Outfitter?
2. Is there a way to sort apparel by certain stats when designing an outfit? I need a way to choose the best items out of around 50-100, without using a pen and paper or Notepad :) Even then, alphabetical ordering is needed to not get a headache.

Thanks!
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 07, 2018, 12:20:13 PM
Hello,

Got two questions:

1. How does this mod work with Outfitter?
2. Is there a way to sort apparel by certain stats when designing an outfit? I need a way to choose the best items out of around 50-100, without using a pen and paper or Notepad :) Even then, alphabetical ordering is needed to not get a headache.

Thanks!

What kind of apparel filters would be useful? Blunt/Piercing/Heat & Cold/Warmth?

This probably won't work with Outfitter. You can try though. Worst case you'll just have to deconstruct all change dressers then disable this mod. This mod allows for pawn-specific outfits to be created - works will with infused apparel - so Outfitter is not really needed.
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: crusader2010 on October 07, 2018, 01:27:34 PM
What kind of apparel filters would be useful? Blunt/Piercing/Heat & Cold/Warmth?

This probably won't work with Outfitter. You can try though. Worst case you'll just have to deconstruct all change dressers then disable this mod. This mod allows for pawn-specific outfits to be created - works will with infused apparel - so Outfitter is not really needed.

Well, I would split them into two or more types: soldier, worker, etc.
Dependent on the type, other features of apparel become important.

Generally, it would be nice to sort and filter by: name, layer(s) used by the clothes, quality, current durability, weapon range, weapon damage (+ [number of shots]) , heat insulation, cold insulation, movement speed buff/debuff, mental break threshold, social impact. I think these are always important to see and should cover a great percentage of needs.

Secondly, I would like a separate filter for infused or enchanted items (from Infused or A Rimworld of Magic) and maybe other similar mods, if possible.

For soldiers, we definitely need the armor type protections: heat, blunt, sharp, harmony (this is from a mod I think - A Rimworld of Magic), etc. Then the offensive stats like accuracy, rate of fire, cooldowns, armor penetration, stopping power (this is modded in my game), aiming time, etc.

For workers, the other types of stats become important, like: mining speed, global work speed, global learning factor, research speed, plant work speed, tame animal chance, negotiation ability, toxic sensitivity, etc. I'm not sure which are vanilla and which are from Infused, but I never play without that mod  ;D  Some stats could come from "A Rimworld of magic" too but might not be shown on the apparel piece (i.e. after enchanting something with gems).

Lastly, it very much depends on how easy it is to see all of this information for each pawn, i.e. showing how the pawn's stats change when you add/remove a piece of apparel would be really cool, as well as their current job priorities (or at least those that have the highest priority - it's gonna get complicated when not using manual priorities though).

Also, the most important thing for me is to be able to do multiple sorting and/or filtering (i.e. for more than one stat at the same time).

PS: I know I'm asking for a lot and maybe for impossible stuff, but this is just what perfection would look like for me :) It's not my intention to offend nor undermine your work!

Thanks!
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Griphaha on October 08, 2018, 06:17:55 AM
Wall lights has code they makes the lights need a wall to be placed.  I used the .dll to make the mirror need the wall but he has MOD options attached to the .dll.  I was curious if you could implement that code.
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 08, 2018, 11:49:32 AM
I'm split whether 'requiring' a wall is needed for mirrors. The mirror can either be a standing mirror or wall mirror

(https://cb2.scene7.com/is/image/CB2/DrommenFloorMirrorROF16/?$web_product_hero$&161201151932&wid=625&hei=625)
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Amnesiac on October 08, 2018, 09:46:26 PM
I'm getting duplicate clothing every so often, still not sure exactly what's causing it, and I don't notice until I load a save and get these

https://i.imgur.com/Lr8CFGA.png (https://i.imgur.com/Lr8CFGA.png)
https://git.io/fxZFr (https://git.io/fxZFr)

It seems that the clothing items are all tied to a custom outfit when it does happen. I checked my save file for the ID and it's always a custom outfit that has all the duplicates in it

                           <name>Gourmet S</name>
                           <type>Civilian</type>
                           <isBeingWorn>True</isBeingWorn>
                           <uniqueId>c67</uniqueId>
                           <outfit>Outfit_Summer5</outfit>
                           <apparel>
                              <li>Thing_Apparel_CollarShirt2032</li>
                              <li>Thing_Apparel_CowboyHat170581</li>
                              <li>Thing_Apparel_Pants432363</li>
                              <li>Thing_Apparel_Duster541009</li>
                           </apparel>
It's happened 3 times in the past few days, not sure if anyone else is getting this.
Edit: I've deleted the custom outfits that were having the issue, I'll let you know if it happens again!
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 09, 2018, 02:20:37 AM
eww ok. I'll add this to my list of things to investigate  :)
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 09, 2018, 10:46:45 PM
Update:
Fixed an issue where when the game saved, if the dresser was emptied (tons of apparel in a single stack) when the game loaded, all the apparel would be spread around the dresser and destroy anything the items landed on. Now when a game is saved, all apparel piled in front of all dressers are collected.
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 10, 2018, 11:41:49 PM
Update:
Fixed and issue that was causing the Mod Options from closing if no game had started. Sorry about that!
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 12, 2018, 02:15:01 AM
I've been trying my best to get into a state where apparel is being duplicated with custom outfits but to this point I have not been able to get any duplicated. If anyone who's having the issue can find a series of steps to cause the issue I'd appreciate it.
Title: Re: [B19] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 14, 2018, 03:36:41 PM
Update:
Added a Filter on the Custom Outfit window to help find specific apparel.

This is a first iteration. I'll look at expanding on the filter options going forward.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 17, 2018, 11:54:01 PM
Updated for 1.0
https://github.com/KiameV/rimworld-changedresser/releases/download/1.0/ChangeDresser.zip (https://github.com/KiameV/rimworld-changedresser/releases/download/1.0/ChangeDresser.zip)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Quaaaid on October 18, 2018, 10:44:22 AM
The b18 link goes to 1.0 version of the mod, can I just change the about.xml to say b18, or has the wrong version been uploaded? Thanks :)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 18, 2018, 11:24:09 AM
Looked at the links and they're correct.

You do need to use the correct version of the mod, it's not possible to use newer versions on older releases
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Quaaaid on October 18, 2018, 12:44:43 PM
I tried downloading it a few times, they come up red in game and in the about.xml it says version 1.0.0, the link I clicked does direct to the correct place on your github,  but inside it's
as I said above :(
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on October 18, 2018, 12:47:19 PM
Kiame,
he is right The B18 link give you an archive with the 1.0 release, or at last the about show it.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 18, 2018, 12:52:35 PM
Yeah i just got on my computer - was on my cell previously - and it is indeed 1.0.0... This could be me getting versions screwed up when the 1.0/B19 change was happening. You could try loading the B18-beta version of change dresser and change 1.0.0 to 0.18.0 and see if it works. IIRC there was a case where I had to fix a bug in B18 after i was already getting ready for 1.0/B19 and I very well could have forgotten to change the About.xml back to B18.

There is also the older B18 version here: https://github.com/KiameV/rimworld-changedresser/releases/download/A18/ChangeDresser.zip
This still works but uses older means to assign apparel. This is not save-game compatible with the B18-beta version that has the bad version.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Epson on October 21, 2018, 11:46:33 AM
First, fantastic mod.

Two questions questions:

Is it possible to have independently coloured outfits? For example, blue casual wear and black armor? Both the duster and marine armor are the 'shell' layer.  I'm on the B19 version.

Is there a way to have haulers who merge stacks ignore the dresser? My haulers are currently moving stuff from the dresser into my normal stockpile zones are part of their 'merge stacks' work type due to the dresser having a lower priority.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 21, 2018, 01:18:28 PM
Currently there is not a way to have colors per outfit.

Dressers act like any other stockpile, there is not a way to have them act differently
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Epson on October 21, 2018, 02:21:31 PM
Currently there is not a way to have colors per outfit.

Dressers act like any other stockpile, there is not a way to have them act differently

Thanks. An update to this. As a workaround I've set the dresser to critical priority and only allowed the items in the outfit. When pawns change outfits any items that the Dresser is not allowed to accept are destroyed. I guess they try to go to the dresser and the dresser rejects the item?

It doesn't happen often but when it happens its usually with a new pricey piece of equipment that some brand new idiot colonist tries to wear and I don't realise. Is this avoidable?

Again, I'm using B19 so apologies if it's been corrected.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 21, 2018, 03:20:33 PM
Do you have more than one dresser?
How it should work:
1 pawn changes
2 apparel looks at each dresser in priority order. If the apparel can go in a dresser it will be placed there.
3 if no dresser can be found the apparel will be placed on the ground next to the pawn.

This same logic applies to all apparel being put into dressers
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Epson on October 22, 2018, 01:05:06 AM
I only have a single dresser.

it happens both when drafting and using the bottons. Nothing drops on the floor and it doesn't exist on the map anymore either. Dragging Dresser to the top (below Hugs) doesn't solve this either.

How can I help work out what the problem is?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: vandal on October 22, 2018, 11:08:54 AM
Hi are beards added by facial stuff able to be changed with the dresser i see hair but not beards as an option. it was recently updated
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 22, 2018, 12:13:07 PM
Beards are not supported
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 22, 2018, 12:27:49 PM
Update:
Fixing a bug where apparel would disappear if no dresser could store it when pawns were changing outfits.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Epson on October 25, 2018, 08:56:30 AM
Update:
Fixing a bug where apparel would disappear if no dresser could store it when pawns were changing outfits.

Thanks Kiame

Just a heads up that the github version of Mend & Recycle https://ludeon.com/forums/index.php?topic=22894.0 is causing the Dresser mod to throw out patching errors but the steam version of Mend & Recycle works no bother.

Hi are beards added by facial stuff able to be changed with the dresser i see hair but not beards as an option. it was recently updated

If you really have to have beards with the dresser try using mods like Spoon's Hair Mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=725447220
The beards aren't separate but are part of the actual hairstyle. If you're feeling really spicy you could create your own just by combining the facial stuff with vanilla/modded hair textures. It's dead simple. I've done a workable few just using paint.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 25, 2018, 10:53:30 PM
Update:
Fixing an issue where abandoning a map that had a Change Dresser would cause errors
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Grabarz on November 18, 2018, 03:51:20 PM
Hello there i have problem with this mod - is great however everytime when i draft my colonists they just drop every layer of clothes and they staying naked.
i tried to configure custom outfits - however changing to "anything" does not help still naked drafted colonists...

could You provide some kind of walkthrough ?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: sophiasong on November 18, 2018, 06:12:33 PM
Hello there i have problem with this mod - is great however everytime when i draft my colonists they just drop every layer of clothes and they staying naked.
i tried to configure custom outfits - however changing to "anything" does not help still naked drafted colonists...

could You provide some kind of walkthrough ?

Click your change dresser and click the "assign outfits" button. It'll pull up this menu:

(https://i.imgur.com/vnxCRVx.png)

Uncheck everything on the "Use in battle" line. Then try drafting your pawns.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on November 18, 2018, 08:14:02 PM
Hello there i have problem with this mod - is great however everytime when i draft my colonists they just drop every layer of clothes and they staying naked.
i tried to configure custom outfits - however changing to "anything" does not help still naked drafted colonists...

could You provide some kind of walkthrough ?

Make sure you have at least one change dresser that can accept all apparel. When pawns are changing if removed apparel has no change dresser to be stored in, the apparel will drop on the ground.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Grabarz on November 19, 2018, 02:32:10 PM
Hello there i have problem with this mod - is great however everytime when i draft my colonists they just drop every layer of clothes and they staying naked.
i tried to configure custom outfits - however changing to "anything" does not help still naked drafted colonists...

could You provide some kind of walkthrough ?

Make sure you have at least one change dresser that can accept all apparel. When pawns are changing if removed apparel has no change dresser to be stored in, the apparel will drop on the ground.

God Bless You!
my apparel was always on the ground when colonist was drafted... then i accepted all apparel in change dresser - still my colonist prefer being nudist ...
then i went back to dresser and deleted all existing outfits, next i opened "custom outfits" and created outfit for every colonist individually - named it and turned on option called "use in battle" 

Now my colonist uses Rimsenal armors like a extension of their body, smashing zombies like a boss !

Thanks. took me while to make it work but the results are outstanding !
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on November 22, 2018, 10:15:08 AM
Update:
Fixing an issue where if a pawn dies while wearing a Custom Outfit, any assigned apparel would be duplicated. Now when a pawn dies with custom apparel on, the assigned apparel will disappear off their bodies and end up in a Change Dresser
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Holothurin on November 23, 2018, 05:17:02 PM
I have an issue where pawns automatically switch back to their previous outfits after being told to change. The change works, they switch outfits and at the next chance they run to the dresser and change back to the outfit specified at the assignment-tab. Assigning 'Everything' leads to them combining the specified outfit with everything else they can find.

Am I missing something here or am i doing something wrong?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on November 23, 2018, 07:07:32 PM
Are you assigning outfits through a change dresser then selecting a pawn and either drafting (for use in battle) or selecting a pawn and telling them to switch apparel nofor non battle?

Or are you using custom outfits?

In either case pawns should not try to get different apparel when told to change. If using custom outfits make sure not to clear the force flag.

What:s probably happening is you have another mod that patches the logic pawns use to determine what outfits to use. This mod relies on the base game's logic so anything else will cause that behavior
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: sophiasong on November 26, 2018, 03:38:22 AM
Getting this error:

(https://i.imgur.com/jlQAvjM.png)

Not sure exactly what's happening. I think it's related to an item being assigned to a pawn's custom outfit being deleted. A problem, because this error closes out the UI if I try to select the pawn's custom outfit (I had only created one for this pawn) or if I try to create a new custom outfit.

https://gist.github.com/HugsLibRecordKeeper/8428476f362bebd23c9ef5e1f55607d9

Relevant section:

Code: [Select]
CustomOutfitUI closed due to: NullReferenceException Object reference not set to an instance of an object
Verse.Log:Error(String, Boolean)
ChangeDresser.UI.CustomOutfitUI:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on November 26, 2018, 03:42:36 AM
sophiasong,
you should maybe post a full log file and not just a screnshot.
If you got hugslib installed, enable developer mode at the option.
Then open the log window with the top left icon they appear.
Use share logs button and post the link.

Without hugslib attach the logfile to your answer, you need to press reply the quickreply window don't got the feature to attach files.
How to locate the logfile you can read at
https://ludeon.com/forums/index.php?topic=513.0
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Holothurin on November 26, 2018, 06:18:10 AM

What:s probably happening is you have another mod that patches the logic pawns use to determine what outfits to use. This mod relies on the base game's logic so anything else will cause that behavior

Yah, it was my bad. I didn't read the description carefully and had the Change Mirror Standalone installed as well. I removed that mod, changed the load order so your Change Dresser loads after Simple Sidearms and the problem is solved now. Simple Sidearms is throwing some errors now but still seems functional.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: sophiasong on November 27, 2018, 01:46:34 AM
sophiasong,
you should maybe post a full log file and not just a screnshot.
If you got hugslib installed, enable developer mode at the option.
Then open the log window with the top left icon they appear.
Use share logs button and post the link.

Without hugslib attach the logfile to your answer, you need to press reply the quickreply window don't got the feature to attach files.
How to locate the logfile you can read at
https://ludeon.com/forums/index.php?topic=513.0


Oh my bad I thought I pasted that on here, thanks

https://gist.github.com/HugsLibRecordKeeper/8428476f362bebd23c9ef5e1f55607d9

Relevant section:

Code: [Select]
CustomOutfitUI closed due to: NullReferenceException Object reference not set to an instance of an object
Verse.Log:Error(String, Boolean)
ChangeDresser.UI.CustomOutfitUI:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on November 27, 2018, 04:01:20 AM
sophiasong,
i just notice you use
Glitter Tech and Glitter Tech (No Surgery).
They are basicly the same. Since you don't want the Sugery and use EPoE, you should deactivate the first.

For the other thing, Kiame need to look into it.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on November 27, 2018, 05:30:28 PM
kiame,
did you notice notfood got a new master for 1.0 at github ?
When i use these i got
Code: [Select]
Failed to patch Mending & Recycling.
No target method specified for class MendingChangeDresserPatch.Patch_WorkGiver_DoBill_TryFindBestBillIngredients (declaringType=, methodName =TryFindBestBillIngredients, methodType=, argumentTypes=NULL)
Verse.Log:Error(String, Boolean)
MendingChangeDresserPatch.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
https://gist.github.com/HugsLibRecordKeeper/6201d2a80693f509f4e67a31f596483d
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on November 27, 2018, 06:38:44 PM
I'll get Change Dresser, Weapon Storage, and Infinite Storage updated tonight
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on November 27, 2018, 08:10:03 PM
Update:
Works again with the newest version of Mending
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on December 12, 2018, 11:12:15 PM
Update:
Fixed issues with destroyed apparel causing problems for reparing and custom outfits.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on December 17, 2018, 04:33:18 PM
Update:
Dressers will now collect all apparel around them on a save - no matter the filter settings. Any apparel collected this way will be put back onto the floor a few seconds after the save is complete / the save is loaded.

This is to fix a case where there is a pile of apparel in front of a dresser than will no longer hold them due to filter changes. When a save was loaded the apparel would be strewn around destroying anything the apparel landed on
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: crusader2010 on December 17, 2018, 08:08:49 PM
After opening the mod settings window for ChangeDresser I cannot close it anymore (the Close button and the X don't do anything). Any ideas?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on December 17, 2018, 10:17:16 PM
Anything in the console? Hit the ~ button to open it if it doesnt open
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: crusader2010 on December 18, 2018, 03:11:16 AM
Anything in the console? Hit the ~ button to open it if it doesnt open

I've deleted the "Mod_ChangeDresser_SettingsController.xml" file from Appdata\...\Rimworld\Config and reloaded the game. The issue is now gone. Probably the newer version of the mod conflicted somehow with the already stored settings (of the older version).

Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: 2.71828 on December 30, 2018, 03:32:40 PM
Is it possible that some (recent-ish) update introduced an incompatibility with ‘Pick Up and Haul (https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058)’ or maybe ‘Outfitted (https://steamcommunity.com/sharedfiles/filedetails/?id=1595812861)’ (notfood's successor to ‘Outfitter’)? I got the following kind of error message, whenever one of my pawns tried to store something in a change dresser, after which the item of clothing vanished completely:

Code: [Select]
JobDriver threw exception in initAction for pawn Cookie driver=JobDriver_UnloadYourHauledInventory (toilIndex=6) driver.job=(UnloadYourH
auledInventory (Job_227975) A=Thing_MedTimes_Socks_Tailored126863 B=(107, 0, 159)) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
at Outfitted.OutfittedMod.ApparelScoreRaw (Verse.Pawn,RimWorld.Apparel,RimWorld.NeededWarmth) <0x0001d>
at Outfitted.JobGiver_OptimizeApparel_ApparelScoreRaw_Patch.Prefix (Verse.Pawn,RimWorld.Apparel,single&,RimWorld.NeededWarmth) <0x0002d>
at (wrapper dynamic-method) RimWorld.JobGiver_OptimizeApparel.ApparelScoreRaw_Patch1 (Verse.Pawn,RimWorld.Apparel) <0x00057>
at ChangeDresser.StoredApparel.AddApparelToLinkedList (RimWorld.Apparel,System.Collections.Generic.LinkedList`1<RimWorld.Apparel>) <0x00
048>
at ChangeDresser.StoredApparel.AddApparel (RimWorld.Apparel) <0x000b5>
at ChangeDresser.Building_Dresser.Notify_ReceivedThing (Verse.Thing) <0x00116>
at Verse.Thing.SpawnSetup (Verse.Map,bool) <0x00c64>
at Verse.ThingWithComps.SpawnSetup (Verse.Map,bool) <0x0002c>
at (wrapper dynamic-method) Verse.GenSpawn.Spawn_Patch2 (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool) <0x00a54>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.WipeMode) <0x00059>
at Verse.GenPlace.TryPlaceDirect (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x001e3>
at Verse.GenPlace.TryPlaceThing (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>) <0x000c2>
at Verse.GenDrop.TryDropSpawn (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>) <0x00379>
at Verse.ThingOwner.TryDrop (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>) <0x000f2>
at Verse.ThingOwner`1<Verse.Thing>.TryDrop (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>) <0x0011d>
at Verse.Pawn_CarryTracker.TryDropCarriedThing (Verse.IntVec3,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x00097>
at Verse.AI.Toils_Haul/<PlaceHauledThingInCell>c__AnonStorey6.<>m__0 () <0x002e5>
at AllowTool.Patches.ToilsHaul_PlaceInCell_Patch/<>c__DisplayClass0_0.<ClearHaulUrgently>b__0 () <0x0009c>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0060e>


Should I redirect this ‘bug report’ to someone else, since I'm pretty sure that your mod worked with ‘Pick Up and Haul’ and ‘Outfitter’ before in B18, or is this a problem on your end? I'm sorry if I'm barking up the wrong tree.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on December 30, 2018, 03:40:01 PM
Reading the stack trace, change dresser is calling the base game's JobGiver_OptimizeApparel which is being patched by Outfitter mod where the exception is being thrown
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: 2.71828 on December 30, 2018, 03:57:03 PM
Reading the stack trace, change dresser is calling the base game's JobGiver_OptimizeApparel which is being patched by Outfitter mod where the exception is being thrown

Thanks for looking into it that quickly! I just posted my bug report to ‘Outfitted’'s Workshop page, since Charlotte/notfood doesn't seem to have a Ludeon thread for her mod, yet.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: notfood on December 30, 2018, 04:40:00 PM
https://github.com/KiameV/rimworld-changedresser/blob/master/Source/StoredApparel.cs#L61

Interesting, vanilla never calls this function with a null but it has null checks for pawn.

I don't see it possible to have the extended functionality of Outfitted without the pawn's outfit so I'll just test for null and revert to vanilla if pawn is null.

Seems undesirable though.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: 2.71828 on December 30, 2018, 04:49:51 PM
Wow, that was also incredibly fast! I guess I'll thank you in advance for fixing this, because it seems like you already have it covered.  ;D
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: notfood on December 30, 2018, 04:57:47 PM
Euler's number, can you test this commit? https://github.com/notfood/RimWorld-Outfitted/commit/ac25ecbed4bc89c54aeb953bc83e362bbed82aa5
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: 2.71828 on December 30, 2018, 08:47:03 PM
Euler's number, can you test this commit? https://github.com/notfood/RimWorld-Outfitted/commit/ac25ecbed4bc89c54aeb953bc83e362bbed82aa5

I've tested it and it seems to work now. Thanks!
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on December 31, 2018, 01:20:31 AM
Thanks for fixing for this case notfood.

Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Marcus on December 31, 2018, 12:26:39 PM
@notfood,

Thanks for a link to non-steam download for your version of 'outfitted' mod, that commit for prioritising the tempereature need over the functionality of clothing fixes the issue when colonists were running naked because of negative numbers of brand new apparel available.

The mod itself makes a fantastic synergy with 'infused' mod and probably other mods that alter gear stats.

Cheers man.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Schwartz on January 13, 2019, 11:33:57 PM
Using a dresser set to accept only 100% durability, good-legendary, marine helmets, marine armor, shield belt,

Rimworld hangs with these settings in conjunction with the Mend & Recycle mod workbench set to mend items that will fit into the dresser. I can either remove the dresser or remove the mending bills. Since I don't know which mod is to blame, or if it's possibly a bad interaction, I'm posting this to both.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on January 14, 2019, 10:12:26 AM
For the mending bill is the hp range set to less than 100?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Schwartz on January 14, 2019, 08:33:51 PM
I just tried this.

With the change dresser out of range of the mending workbench -> game runs fine for days.
Mending workbench range set to unlimited -> game hangs.

Clearly the mending workbench is trying to access the change dresser and that's when it happens. Even if all the stuff stored in the change dresser is fully repaired, it will still result in a hang.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Schwartz on January 15, 2019, 02:08:17 AM
Another thing I've noticed..

When coloring worn clothes by using the saved palette icons, the dresser will often re-color an additional item that has not been selected. When selecting several items with shift and then clicking a saved palette color, it will often not color all the selected items.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on January 15, 2019, 02:46:48 AM
Colors are applied by layer. For example coloring a shirt will also color the pants as they're on the same layer.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Schwartz on January 15, 2019, 06:53:48 AM
Makes sense, but what I've seen here is different.

For example, I apply a color from the palette to a marine helmet or a marine armor. I have only the one thing selected, but it also applies the color to a pair of pants (but not the shirt). Shouldn't it by layer logic apply the color to both pants and shirt? And is marine armor even on the same layer as shirt or pants?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Ledaren on January 21, 2019, 09:05:00 PM
Can I update the old version to this in existing saves/ongoing game by cleaning the old mod?(deconstruct items, save, uncheck mod, load and resave)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on March 18, 2019, 10:56:47 PM
Update:
Fixed an issue where if there's a Change Dresser on a the primary map and a one or more Change Dressers on a second map, pawns would not be able to find apparel in the second map

Direct Download: https://github.com/KiameV/rimworld-changedresser/releases/download/1.0/ChangeDresser.zip
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on March 31, 2019, 12:07:10 AM
Update:
Added support for Gradient Hair - https://steamcommunity.com/sharedfiles/filedetails/?id=1687053679
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on April 04, 2019, 10:06:18 PM
Update:
Pawns will now automatically undraft when they leave a map joining a caravan
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Dogemon on April 06, 2019, 11:50:24 AM
Hey is there any reason why this mod changes this line on the pawn defs on a save file for androids?
(https://imgur.com/zttVkDh.png)
The correct line should be
Code: [Select]
<crownType>Narrow_Pointy</crownType>But whenever an android uses the change dresser the line gets changed into a texture file path
It results in the game replacing part of a file path it's trying to search with this file path, resulting in a double and longer texture file path, resulting in an android with no face.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on April 06, 2019, 05:51:52 PM
Looking through the code I don't see how Change Dresser can be setting this value to be the headGraphicPath's value. The only code that sets these values is
Code: [Select]
if (value.ToString().ToLower().IndexOf("narrow") >= 0)
{
    dresserDto.Pawn.story.crownType = CrownType.Narrow;
}
else
{
    dresserDto.Pawn.story.crownType = CrownType.Average;
}
typeof(Pawn_StoryTracker).GetField("headGraphicPath", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(dresserDto.Pawn.story, value);

Where value is the headGraphicPath which would be the file path.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on April 06, 2019, 05:55:57 PM
Update:
Fixing a rare issue where it pawns could become stuck on a map when they're trying to leave it.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Greed_GorAshaar on April 07, 2019, 03:05:13 AM
Can you make your mod compatible with facial stuff?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Falcio on April 19, 2019, 04:17:29 PM
Hi! Thought I could give you an hint on the clothing duplication issue in case you found no other clues.
I noticed it happens, at least to me, when a pawn removes a piece of clothing with the forced tag...and yes, for me, pawns with custom outfits will just randomly take off some clothing after finishing a task and prioritize hauling it back to the dresser, or leave it on the ground if the dresser isn't reachable, even if the force tag is on.
But if I just let them wear the default configurations (Worker, nudist, etc..) they'll do just fine (But wear random clothing depending on the stats.
Also, if I have them use a custom outfit and leave a slot empty, they'll often just go to the dresser and fill it with the best item they can find.

EDIT: I forgot to mention, I didn't build the mending attachment, but I have the Mend and Recycle mod installed.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Jovzin on May 25, 2019, 04:32:57 AM
Hello , this mod works works with Gear up and go ? 

EDIT:   OK so I tried it and I have a question.  WHen I am making custom outfit I can see only the items taht my pawn is wearing now.  I have several new items in the shelves in other room and those are not displayed in the change dresser.
Do I need to first manually force pawn to equip the item so it will be displayed in that list later or how it is working ?   Or I need first to put the new items in the change dresser storage ?   
Thank you
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on May 27, 2019, 09:58:00 PM
For apparel to be available to pawns to wear (via outfit or custom outfits) the apparel must be in a change dresser.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: firestrock on June 04, 2019, 08:28:31 AM
In the current version there seems to be a compatibility issue with Xenohumans. The Wolfmen can't use the change dresser at all. It throws the following error:
Quote
JobDriver threw exception in initAction for pawn Elsie driver=JobDriver_ChangeBodyAlienColor (toilIndex=1) driver.job=(ChangeBodyAlienColor (Job_229) A=Thing_ChangeDresser39131) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: capacity
  at System.Collections.Generic.List`1[RimWorld.BodyTypeDef]..ctor (Int32 capacity) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.SelectionWidgetDTOs.BodyTypeSelectionDTO..ctor (RimWorld.BodyTypeDef bodyType, Gender gender, System.Collections.Generic.List`1 possibleBodyTypes) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.AlienDresserDTO.Initialize () [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.AlienDresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDtoFactory.Create (Verse.Pawn pawn, Verse.AI.Job job, CurrentEditorEnum selectedEditor) [0x00000] in <filename unknown>:0
  at ChangeDresser.DresserJobDriver.JobDriver_ChangeBodyAlienColor.<MakeNewToils>b__1_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

This is my mod load order:

Core
JecsTools-1.1.0.15
ModManager
AlienRaces-1.0_v1
Xenohumans
ChangeDresser
EdBPrepareCarefully
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: account13123 on June 05, 2019, 05:07:14 PM
This sounded nice, I use the weapon crate mod and expected it to be like that, simple storage and retreival of apparel without sprawling warehouses of the stuff, plus some convenient maintenance.


I installed it and built one and as soon as my haulers loaded it all ten of my colonists started randomly changing clothes to ones I didn't want them to wear like dropping thrumbofur dusters for slow heavy flak jackets, even people out on caravan were having clothes magically teleport- generally speaking, ones I didn't want changed

I wish I could have the box and mender without any of the changes to or enforcement of outfits or anything, that's a huge headache
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 05, 2019, 09:24:44 PM
Create custom outfits for civilian use and battle. Then use the dresser to assign the outfits. That will solve your problems.

Consider Save Crafting/Outfit/etc mod so you don't have to create the outfits in each new game
https://ludeon.com/forums/index.php?topic=34075.msg347485#msg347485
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: account13123 on June 06, 2019, 02:26:36 PM
I think I'm going to try again with this https://steamcommunity.com/sharedfiles/filedetails/?id=1754037908

I just didn't expect my scrubs to teleport out of my locked surgery unit and onto some random hauler just because I hadn't spent hours setting up outfits
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on June 06, 2019, 03:07:30 PM
I just didn't expect my scrubs to teleport out of my locked surgery unit and onto some random hauler just because I hadn't spent hours setting up outfits
But don't you forget anything ?
With that mod, and if you spend the time with these different outfits.
The scrubs can teleport to your doctor too ! :-)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 08, 2019, 03:24:37 PM
I think I'm going to try again with this https://steamcommunity.com/sharedfiles/filedetails/?id=1754037908

I just didn't expect my scrubs to teleport out of my locked surgery unit and onto some random hauler just because I hadn't spent hours setting up outfits

Apparel should not be forced. If you're looking for custom outfits per pawn use the change dresser's Custom Outfits. A mod that forces apparel to be worn will have unknown behavior with this mod
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: account13123 on June 09, 2019, 01:03:17 AM
Now that I've gotten a handle on the custom outfits menu, I like it more than the vanilla outfits. The teleporting is still hugely cheesy lol
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on June 09, 2019, 02:43:31 AM
Did you ever watch Anime's or Power Ranger?
When the char's get their equipment summoned/teleport their armor straight on their body ? :-)
Don't forget to use Kiame's other mod for Weapon and the ultimate solution for storage ! :-)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Grabarz on July 21, 2019, 05:23:04 PM
Hello!
Ill be honest with you guys - Im dumb, i can't solve problem with change dresser

Previously ( if you look at my posts on this topic ) i had problems that my colonists were naked under draft - that silly problem has been solved by explaining how to use "Manage Outfits" button. Everything was fine.

Now im struggling with a similar problem. When i create outfit and manage to use this outfit by colonists they are wearing apparel from that setup without problems, however when colonist is drafted some parts of that Outfit which is being used are disappearing. They are not dropped at the floor, they are not teleported to change dresser those items just vanishing from the game. I don't get any error message at all
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Amnesiac on August 03, 2019, 01:58:01 AM
https://gist.github.com/58a2ea14449aa0301207ce8e03689fbc

It seems the issue of duplicate clothing items is still around =( If I had to guess, it probably happens when you draft/undraft everybody at once, but I'm really not sure. Maybe some way to destroy duplicates automatically on load would work as a fix.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Aidan on December 29, 2019, 02:22:19 AM
When I send a new recruit (previously prissioner) to change anything, it just stand there and then leaves, it doesn't pop the customization window.

Edit: Correction, affects everyone, no one can interact with the change dresser or the change mirror.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on December 30, 2019, 03:03:26 AM
Aidan,
a logfile would be helpful to track the problem.
If you use hugslib too, click at the green "Share log" button after you loaded the safegame and try to use a dresser.
How did you install the mod ? Over steam, download from Github ? Did you maybe download and use the master from Github ?
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Aidan on December 30, 2019, 09:51:05 PM
I got this version, used for a new colony and the problem ocurred. Later I decided to try new settings and mods in a new colony, I grabbed the Alien races supported version this time, deleting the Change dresser avaliable here, and the same problem ocurred.

This is what happens when I try to use a change mirror or dresser
Quote
JobDriver threw exception in initAction for pawn Kare driver=JobDriver_ChangeHairStyle (toilIndex=1) driver.job=(ChangeHairStyle (Job_434933) A=Thing_ChangeMirror106948) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.MissingMethodException: Method not found: 'Verse.GenTypes.GetTypeInAnyAssemblyNew'.
  at ChangeDresser.UI.DTO.DresserDTO.Initialize () [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDtoFactory.Create (Verse.Pawn pawn, Verse.AI.Job job, CurrentEditorEnum selectedEditor) [0x00000] in <filename unknown>:0
  at ChangeDresser.DresserJobDriver.JobDriver_ChangeHairStyle.<MakeNewToils>b__1_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

Here for more details
https://gist.github.com/HugsLibRecordKeeper/247fb704dc1e87f3021e716397e8a67b
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Canute on December 31, 2019, 02:59:55 AM
Aidan,
you should check your mods. Many/most of the mods throw out error's on rimworld start.
Be sure they have the right file structure
Mods
     Modname
          About
          Assemblies
          Defs

After you checked and fixed it. Try it it out again, and if it still don't works a new logfile please.

Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Dr.Devius on January 04, 2020, 01:39:13 PM
Using Change Dresser 1.0.1.6
Red text of madness has spawned, followed by yellow text of wariness.
Red text is complaining about duplicate ids
Yellow text is scared of references going MIA.
https://gist.github.com/HugsLibRecordKeeper/ed04cdb0055e6c5225acc04cbb9b5df8
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on January 05, 2020, 12:30:28 PM
Update:
The stored apparel will now correctly calculate the value of apparel stored in Change Dressers.
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Aidan on January 08, 2020, 01:39:33 AM
Aidan,
you should check your mods. Many/most of the mods throw out error's on rimworld start.
Be sure they have the right file structure
Mods
     Modname
          About
          Assemblies
          Defs

After you checked and fixed it. Try it it out again, and if it still don't works a new logfile please.

More of those are about an unknow version, but their structure is fine.
I had given up on Change Dresser, but while playing and loosing a colony I learned more about mods load order. So I fixed that, started a new colony an tried again with CD, this time this is what I got:

Quote
JobDriver threw exception in initAction for pawn Lacey driver=JobDriver_ChangeHairStyle (toilIndex=1) driver.job=(ChangeHairStyle (Job_719117) A=Thing_ChangeDresser127915) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.MissingMethodException: Method not found: 'Verse.GenTypes.GetTypeInAnyAssemblyNew'.
  at ChangeDresser.UI.DTO.AlienDresserDTO.Initialize () [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.AlienDresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDtoFactory.Create (Verse.Pawn pawn, Verse.AI.Job job, CurrentEditorEnum selectedEditor) [0x00000] in <filename unknown>:0
  at ChangeDresser.DresserJobDriver.JobDriver_ChangeHairStyle.<MakeNewToils>b__1_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

JobDriver threw exception in initAction for pawn Lacey driver=JobDriver_ChangeHairStyle (toilIndex=1) driver.job=(ChangeHairStyle (Job_719211) A=Thing_ChangeDresser127915) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.MissingMethodException: Method not found: 'Verse.GenTypes.GetTypeInAnyAssemblyNew'.
  at ChangeDresser.UI.DTO.AlienDresserDTO.Initialize () [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.AlienDresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDtoFactory.Create (Verse.Pawn pawn, Verse.AI.Job job, CurrentEditorEnum selectedEditor) [0x00000] in <filename unknown>:0
  at ChangeDresser.DresserJobDriver.JobDriver_ChangeHairStyle.<MakeNewToils>b__1_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

JobDriver threw exception in initAction for pawn Lacey driver=JobDriver_ChangeHairStyle (toilIndex=1) driver.job=(ChangeHairStyle (Job_719223) A=Thing_ChangeDresser127915) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.MissingMethodException: Method not found: 'Verse.GenTypes.GetTypeInAnyAssemblyNew'.
  at ChangeDresser.UI.DTO.AlienDresserDTO.Initialize () [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.AlienDresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDtoFactory.Create (Verse.Pawn pawn, Verse.AI.Job job, CurrentEditorEnum selectedEditor) [0x00000] in <filename unknown>:0
  at ChangeDresser.DresserJobDriver.JobDriver_ChangeHairStyle.<MakeNewToils>b__1_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

Currently, is the only mod not working as it should.

https://gist.github.com/HugsLibRecordKeeper/5826522c717caf5d07179c60004cf254
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Amnesiac on January 16, 2020, 03:00:53 AM
Started a new game with the latest version recently, and my pawns cloths changed colors from the defaults when switching outfits for the first time
https://i.imgur.com/Ox9wwlM.png (https://i.imgur.com/Ox9wwlM.png)

The bearskin cloths were correctly colored brown, now the shirt is white. the pants are synthread colored, and the hat is a lighter brown color
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: blopi on January 24, 2020, 11:07:47 AM
Good morning,

First of all, thank you very much for the nice mod and the effort you gave to build it, it is very appreciated.

I noticed a little… I do not know how to call it, so I will try to explain it.
It is not a bug, neither a mod conflict.

Context:
Pawns can haul, but it's the animals which haul things in the base, generally.
All apparels are stored in the Change Dresser (meaning there are not one single Apparel stored on the floor neither in a shelf).

Problem encountered:
- Formation of a Caravan (pawns, items, route).
- All the selected apparels fall down on the floor in front of the change dresser for the pawns to be able to load the items in the caravan.

-> The animals in the base who have access to the change dresser directly put back the apparels in the Change Dresser.
-> The Caravan pawns, then, do no find the apparels (or some of them) an go travelling without all the apparels selected in the Caravan formation.

To prevent this, I just have to play with the "area permission", and set the animals to an area that exclude the zone where the Change Dressers are.

As I said, it is not a bug nor a conflict mod. I just wanted to report this… "fact" I encountered, which can be easily avoided by playing with the area permission.

I hope I explained correctly the little situation, as english is not my native language, and if this is something I am doing wrong, please excuse-me for thinking it is coming from the mod.

Thank you for your time, and good day to you!
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Kiame on January 24, 2020, 10:53:55 PM
Hmm these are trained animals that are placing apparel back I the dresser?  Interesting. The gams's default code should have the pawns that are part of the caravan reserve the apparel so other pawns cannot interact with them. As you've done, limiting the animal pawns from being able to use that square is probably the best solution.

If I have some time I can do a little digging. It's also possible that another mod like "while you're up"  could be conflicting in some way
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: blopi on January 27, 2020, 02:59:34 PM
(…)
If I have some time I can do a little digging. It's also possible that another mod like "while you're up"  could be conflicting in some way

Oh what you are saying is interesting, because if I am not using the mod "while you're up", I am using "Hardworking animals" mod. So it has to come from here.
I play with very few mods (less than 30), I was far from guessing it could be a "conflict" between two mods, because the game is really smoothy…
Let me verify in different context with no other mods (just the Core and the Change Dresser), and I will come back with more details on the thread.

Thank you again!
-------------------------------------------------------

Edit January 27:
Thank you again for your suggestion!
I checked with "Core" and "Change Dresser", it is working fine, animals do not mess up with the caravan. I also reloaded my game without the "Hardworking animals" mod, and it is also working fine.
So yes, there is something to be checked with the author of the "Hardworking animals" mod.

-------------------------------------------------------

-> New french translation! (hey ;) )
……… I reworked the french translation because it was partially translated and sometimes french words were incorrect.
……… I also tested everything I could, and here is what I noticed.

What's done:

-> Item's informations are now more detailed and better explained ; what and where things must be.
-> I had to change the previous french name of the Change Dresser ("Commode" to "Commode-Penderie") because the french vanilla word item for "Dresser" has the very same name (Commode).

What's not done:

-> Could not verify properly the displayed french text information for Alien's part.
……… I do not play with this mod.
-> Could not verify Error Messages translation.
……… I do not know how to generate errors and the mod is working fine on my game…
-> In the mod panel settings, two informations are not displayed.
……… <ChangeDresser.KeepForcedApparel> and <ChangeDresser.IncludeColorByLayer>, so I did not translated them, as I can not check if the french translation will be properly displayed on the panel.

Difficulties met:

Changing color:

-> I don't know how to change a modified apparel's color to its default vanilla color.
……… I did not test all ideas yet (like -dropping on the floor and wear again -pass it to another pawn with different presets -Put it back to the Change Dresser and worn it again, etc…)
-> When "On skin" color layer is modified, I do not know how to separately modify the color of (said) the T-shirt and the Pant on the previous panel.
……… If I then modify the color of T-shirt, the Pant will adopt the same color automatically. If I do modify the color of the Pant, the T-shirt will adopt the same color.

Translation:

-> I do not know where to translate the word "Mending Attachment".
-> I do not know where to translate the words "False" and "True".
-> When ordering a pawn to change the layers colors, while walking to the Change Dresser, it is said the pawn is "getting changed" in french.
……… I can not find where to translate it.
-> When saving a Custom Outfit without name, the default name is "(missing label)" in french.
……… I can not find where to translate it.
……… When saving more than one Custom Outfit without name, they all have the same default name "(missing label)".
-> In the "Custom Outfits" panel, when browsing Quality, the qualities are in english, but the game is in french.
……… I can not find where to translate them.
-> In the "Custom Outfits" panel, after selecting a pawn which has a saved custom outfit, the button "Select Outfit" is still in english.
……… I can not find where to translate it.

In the ChangeDresser.xml file, at <!— Gizmo (Command Button) --> part:
-> In the Empty's tooltip (ChangeDresser.EmptyDesc), I do not know what does "Storage group apparel" refer to, so I do not know how to translate it.
……… I left it in english.

In the ChangeDresser.xml file, at <!-- Common Strings --> part:
-> It seems that <ChangeDresser.SelectPawn>'s french translation is not displayed in french in the game and is still in english.
……… I do not know how to fix this.

In the ChangeDresser.xml file, at <!-- Layers --> part:
-> I do not know what does "Middle" refer to.
……… I translated it (Milieu).

Displayed information:

-> Here is a list of informations that are displayed in the game, but I can not see where.
……… I believe I looked everywhere… still without success. However, I translated the text but I am not sure if the translations are making sense and if they are properly displayed.

In the ChangeDresser.xml file:
In <!-- Gizmo (Command Button) -->
-> <ChangeDresser.ChangeTo>
-> <ChangeDresser.Wearing>
-> <ChangeDresser.WearingDesc>

In <!-- Assign Outfits UI -->
-> <ChangeDresser.AvailableApparel>
-> <ChangeDresser.CustomOutfitApparel>

In <!-- Help Text -->
-> <ChangeDresser.RemoveToEnableDelete>
-> <ChangeDresser.NoClothingIsWorn>

In <!-- Job Toils -->
-> <ChangeDresser.ChangeApparelColors>
-> <ChangeDresser.ChangeApparelColorsByLayer>
-> <ChangeDresser.ChangeHair>
-> <ChangeDresser.ChangeBody>

In <!-- Mod Settings -->
-> <ChangeDresser.KeepForcedApparel>

In the JobDef_ColourOutfit.xml file:
-> <WearApparelFromStorage.reportString>

Suggestion:

-> On the Change Dresser panel, would it be possible to expand (enlarge?) the reset and save buttons?
……… French words have more letters and then do not "fit" inside the button. Vanilla button size is okay.

The file is named "French [KV] Change Dresser - 1.0.zip", it is attached to this post.

Very good day :)
Title: Re: [1.0] [KV] Change Dresser [ModSync RW]
Post by: Boxmanbr on February 25, 2020, 08:44:02 AM
Currently, is the only mod not working as it should.

https://gist.github.com/HugsLibRecordKeeper/5826522c717caf5d07179c60004cf254

You are using RimWorld 1.0.2059 rev1002, which is a outdated 1.0 build.

Title: Re: [1.1] [KV] Change Dresser [ModSync RW]
Post by: Kiame on February 28, 2020, 01:01:12 AM
Updated for 1.1 - https://github.com/KiameV/rimworld-changedresser/releases/download/1.1/ChangeDresser.zip

Just a warning, i have not put this through all its paces. It's passed my initial run through but if there are any problems please report them. Include the version (1.0 should work fine though) and steps that i can use to reproduce the issue.

Thank you!
Title: Re: [1.1] [KV] Change Dresser [ModSync RW]
Post by: KatsPurr on February 29, 2020, 07:59:49 PM
Exactly what I needed, thank you very much for your hard work!
Title: Re: [1.1] [KV] Change Dresser [ModSync RW]
Post by: Quebek on March 01, 2020, 05:12:47 AM
Using version 1.1
There seems to  be problems with humanoid alien races 2.0 and this mod
If you access the change dresser and change the body type or face type of a colonist. Frist the face will not change. But the body type does seem to change.
However, when a raid comes. The raiders seem to have their faces missing.
I encountered it in my bigger modded game but was eventuall narrowed it down it a mod list containing only
- HugsLib
- Humanoid Alien Races 2.0
- [KV] Change Dresser - 1.1

Note : I had the Royalty dlc as well
Title: Re: [1.1] [KV] Change Dresser [ModSync RW]
Post by: Kiame on April 03, 2020, 02:45:19 AM
Update:
Fixing an issue where the game would start to stutter as dressers get full of apparel (300+ items)
The pawns are very aggressive about optimizing apparel and the game is not meant to search through so many pieces of apparel. I've added code to prevent pawns from optimizing as often.

In addition I've added a new button to dressers - Dress From
Defaults to enabled. When disabled pawns will not search that dresser for apparel to use to dress with. For performance purposes i recommend disabling this for dressers that are use as dumps - ie apparel that will only be sold and not used.
Title: Re: [1.1] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 15, 2020, 11:45:32 PM
Update:
Fixed the problem with pawns spawning with no head for when AlienRaces is enabled. Load order for this mod will not matter.

Let me know if there are still any issues.
Title: Re: [1.1] [KV] Change Dresser [ModSync RW]
Post by: Kiame on June 18, 2020, 12:10:33 PM
Update:
Fixing a possible problem for those not using AlienRaces mod when selecting crown types
Title: Re: [1.1] [KV] Change Dresser [ModSync RW]
Post by: Kiame on July 30, 2020, 12:35:59 AM
Update:
Added a search bar in the Manage Apparel window

Also included are updates to Chinese and Japanese translations.
Title: Re: [1.2] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 12, 2020, 12:15:17 AM
Updated for 1.2
Title: Re: [1.2] [KV] Change Dresser [ModSync RW]
Post by: Kiame on August 17, 2020, 02:23:26 AM
Update:
Fixing an issue where human w/ AlienRaces enabled could not have their head type changed.
Title: Re: [1.2] [KV] Change Dresser [ModSync RW]
Post by: Kiame on September 04, 2020, 04:00:48 PM
Update 1.2.0.3:
Change what a prisoner is wearing!

1. Make a Change Dresser and put apparel in it
2. Select the prisoner
3. Press the Wear button at the bottom where pawn actions are
4. In the new dialog, select the dresser to use (top right)
5. Swap apparel as needed with the [ > ] and [ < ] buttons
Title: Re: [1.2] [KV] Change Dresser [ModSync RW]
Post by: Kiame on September 05, 2020, 05:14:56 AM
Update 1.2.1.0:
- Prisoners will now have a Dresser button when selected. From this button the prisoner's apparel, hair, hair color, body, and stats can be changed.
- This same button can be enabled for colonist pawns as well in settings. Defaults to off.
- Performance improvements - pawns will not try to optimize their apparel as much (follows the base game's logic outside of outfit changes)
Title: Re: [1.2] [KV] Change Dresser [ModSync RW]
Post by: Kiame on September 07, 2020, 11:24:03 PM
Update 1.2.1.1:
- Added button on Change Dressers to change their name
- When opening the Wear / Storage dialog window, if it's a prisoner pawn there will be a pawn selector that will go between each prisoner. If it's a colonist, the selector will go between all colonists.
- Wear / Storage dialog window now has a "Strip" button which will move all apparel into change dresser
-- Important: Apparel will not always end up in the dresser on the right. If apparel will not go into the selected dresser because of storage filters, the apparel will end up in a dresser that will accept the apparel. If no dresser will hold the apparel, it'll end up on the ground.
Title: Re: [1.2] [KV] Change Dresser [ModSync RW]
Post by: Ledaren on October 17, 2020, 11:54:13 AM
Hi Kiame, thank you for all the QoL mods you make.

Currently I have a problem with this mod in particular as it unequip gear every time I undraft my colonists. It leads to glitchy experience.

- If I prohibit an apparel at the dresser, let's say a plate armor. If my pawn wearing a plate armor (maybe have to be forced and is not currently in outfit) and go with a caravan, enter a map encounter (without ever undraft), and then reform the caravan after the encounter finished, the game will undraft my pawn in the background, dropping the plate armor to the map because the dresser reject the prohibited item and refuse to teleport, lastly delete the map along with the plate armor. I lost all my plate armor and shield belt once because of this behavior

- The duplicating error from this thread
  https://steamcommunity.com/workshop/filedetails/discussion/1385697110/1743358239835463378/
I can't offer details for this one as the bug come randomly and it hard to keep track when the pawns keep wearing the clothes. It doesn't hinder the gameplay but the warning every save and load kinda make it scary for the long term

So, anyway to circumstance that?
Is there any simple version of Change Dresser that didn't undress pawn and teleport items to it storage. Just a storage for apparels. I actually only want to use it to store insulating apparels
Title: Re: [1.2] [KV] Change Dresser [ModSync RW]
Post by: Kiame on October 17, 2020, 04:58:04 PM
It's recommended to always have a 'catch-all' dresser. Even if it's of lowest priority (so it's never used). That way if armor is all prohibited it'll still get stored.

There is no way to mark apparel to not be stored on undraft.

I have not tracked down the duplicate apparel issue. It's not game breaking as any duplicate apparel is removed on load/storage in a dresser so it 'looks' bad but does not have any negative impacts to the game.
Title: Re: [1.2] [KV] Change Dresser [ModSync RW]
Post by: Ledaren on October 17, 2020, 07:05:19 PM
All right. Thank you for the information