colonists replacing thier apparel themselves

Started by hwoo, February 22, 2015, 10:47:32 PM

Previous topic - Next topic

hwoo

If one is wearing a worn parker at 20% and there's a allowed parker in a stockpile better but the same item. The colonist automatically replaces it to get better clothing. But only of the same type. Instead of me having to manually make them wear a better quality one all the time which is time consuming. Non fun micro.

Anything you don't want them to wear simply disallow and they wont touch it.

Due to deterioration this is a must in my opinion.

CodyRex123

Agreed, i find it kinda annoying to search though my colonists for those unhappy about what they be wearing.
Dragons!

kingtyris


Eleazar

I agree that the micromanagement introduced by the clothing degradation doesn't look like fun-- especially since clothing has two stats: quality and "wear" (whatever it is called), making it more complicated to figure out what's best.

It seems you pretty much have to go through everything by hand-- there's no way to stockpile according to "wear", or quality.  This is the biggest issue IMHO.

We have a thousands of variations of a single type of clothing (if you figure in the different leathers), and most of them aren't different enough for me to care about.

Games should be about making interesting decisions that matter.  The trade-offs here are often too small.

Also it really clutters up the trading window.

I'm not saying that some sort of "wear" isn't a good mechanic, but as it is now, it detracts from the game.

I agree i'd like the pawns to dress themselves if their clothing isn't up to par, but with the with all the variations, it will often be a judgement call weather one particular piece is better than another.

Personally, i'd greatly decrease the number of different types of leather to a few types (i.e. iguanas and turtles and snakes can all give "scaly leather") to start simplifying the situation.

Sartain

I gave up on managing colonist clothing when I passed 6 colonists. It's just too much of a hassle. Sometimes, I'll notice that someone doesn't seem to be wearing pants and tell them to go put some on, or I'll have my fighting guys grab some clothes while I'm outfitting them, but generally I don't really bother because it's annoying and it feels like the process is drowning in clicks: 2 clicks to check colonist outfit, then move the map to storage and click to check durability of clothes until you find something useful (so maybe 5 clicks), then back to colonist and click him, then click the piece of clothing in question. Repeat for the other two pieces of clothing everyone wears, repeat for every single one of your colonists.... YAWN!

hwoo

Would love to hear tynans opinion if he would be so kind.

akiceabear

http://www.reddit.com/r/RimWorld/comments/2wlavo/clothing_degradation_do_you_like_it_or_no/
QuoteTynanSylvesterLead Developer 14 points 2 days ago*
Yeah, I'm not comfortable with the micromanagement this tends to introduce. That why I'm aiming for A10 to have a system whereby the colonists will make their own clothing decisions. The player's only job will be to set them a 'category' or an 'outfit' to give them a general intent; then they'll determine themselves what exactly to wear and when to change it out.
So the micromanagement problem is known and temporary to Alpha 9.
[/quote]

Listy

Quote from: akiceabear on February 23, 2015, 06:46:47 AM

So the micromanagement problem is known and temporary to Alpha 9.
[/quote]

And there was much rejoicing!

Gonumen

+1, it's annoying when you have to change it every time.

hwoo

Fantastic! May as well close this thread then 

TimTumm

Agreed.  Too much annoyance without this.  Until then, I am actively looking for a mod that removes item ruination.