Re-categorize shields as "equipment" instead of apparel

Started by Chibiabos, August 30, 2016, 10:32:46 PM

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Chibiabos

Kinda frustrating that any colonist without a ranged weapon will quickly grab shields looted from fallen enemies, but such shields generally are badly damaged.  Unfortunately since they seem to be categorized as apparel, this generates a tattered apparel mood debuff ... and trying to micromanage colonists to avoid letting them pick up damaged shields to avoid this debuff is frustrating micromanagement when you have several colonists.
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keylocke

you can change the apparel settings.

my setup is usually : (i set the item health to only be equip at 50% and up)

-worker outfit : i disable all armors and shields (coz keeping armor equipped causes movement penalties and it slowly degrades equipped items. personal shields also degrade, so it's better to keep them in the stockpile when not in combat)

-gunner outfit : i enable armors but keep shields disabled

-brawler outfit : i enable everything

then i just swap outfits when i get the enemy alert message, then i draft-undraft pawns to reset their tasks, then pawns go back to the armory to pick up their assigned gear.

-out of combat : i use worker outfit for everyone.

-in combat : i assign gunner or brawler outfit to designated personnel.

-i name my characters : S-name, A-name, B-name, G-name : S=snipers, A=assault, B=brawler, G=grenadier (snipers/assault/grenadier gets gunner outfit. brawlers get brawler outfit)

baegle

Yes but personal force fields should not trigger "oh damn my personal force field is tattered and insults my vanity and sense of self-worth". If you're going to have a force field, it shouldn't matter emotionally what it's status is.

MikeLemmer

Quote from: baegle on August 31, 2016, 01:50:30 AM
Yes but personal force fields should not trigger "oh damn my personal force field is tattered and insults my vanity and sense of self-worth". If you're going to have a force field, it shouldn't matter emotionally what it's status is.

I'd argue I'd rather not have a dented, battered metallic belt with wires dangling out around my waist. Problem would be solved by storing it in a case until it's needed, but it's a nuisance to remember what equipment goes to who and manually telling them to equip it whenever the red alert happens.

keylocke

each time the player swaps an outfit (ie : switching from worker outfit to my gunner outfit), pawns automatically pickup their combat gear in my armory. (my armory is located next to my killbox) so it's easy for them to get to defensive position or head outside for an assault with their squads.

this constant outfit swapping also has the benefit of ensuring that they always take off tattered clothing to wear newer clothes, since i think there's a bug in the auto-swap-out of tattered outfits. (pawns sometimes forget to replace tattered clothing, even if unforced)