[A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works

Started by soulkata, September 12, 2015, 10:04:43 AM

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soulkata

AUTO EQUIP

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

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

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

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Version a13v002 (20/04/2016)
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* Changed to use CCL (Comunity Core Library) detours to inject in the AutoEquip. Now, AutoEquip depends of the CCL.
* Sorted the Stats in the Selection Window.

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

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Version a12v013 (05/10/2015) (Auto Equip) (Auto Equip - Infusion Handler)
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* Fixed Equip tab.

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Version a12v012 (01/10/2015) (Auto Equip) (Auto Equip - Infusion Handler)
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* Send right files, previous are old ones.

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

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

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

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

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

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

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

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

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

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

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


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

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

Modpacks:
Feel free to use and modify this mod, and include this in your modpacks.

FridayBiology

actually awesome, doesn't seem to mess up with other clothing mods.

All i need is mending EdB interface and i'd feel that the game is pretty much perfect :3
Yes another god damn youtuber.
 https://www.youtube.com/user/FridayBiology


Shinzy


1000101

Nice, I've been waiting for something like this and I just didn't know it!

Anyway to get it to inject weapons into outfits?
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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soulkata

Quote from: 1000101 on September 12, 2015, 03:36:02 PM
Anyway to get it to inject weapons into outfits?

Well, I don't understand your question pretty well... If you are asking about the outfit chooses the weapon of the colonist as it does for the other apparels, I have plans for it, but right now I am having doubts about the better way to accomplish that.

Match

quick question soul, do we download does infusion handler work as a patch? With the original still needing to be downloaded?

Ninefinger

Quote from: Match on September 13, 2015, 08:29:55 PM
quick question soul, do we download does infusion handler work as a patch? With the original still needing to be downloaded?

Yup load original first and then the infusion one after it, I would also recommend having them loaded after infusion too, but dont know if that is entirely necessary.


TheRedOne

I am very looking forward to seeing this mod rise and shine

soulkata

Recumpiled Infusion Handler to work with the last version of the Infusion Mod.

soulkata


ansik

I've got a few colonist I've come to know by the color of their clothes (among others), would it be possible to directly get to chose clothes by material? (Instead of looking up the materials stats and then trying to make a filter which only fits one or a few materials)

Herc18

How long does it take for a pawn to scan? I've set a colonist to have all the recruiting/speech buff options and he doesn't change any clothing? I have a cowboy hat in the stockpile that is better then the beret he has but won't equip it? Just confused on how it works exactly
What has been, will be again.

r4ky