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Make It Unique: Apparel Addon

Odyssey-style uniques from any apparel. Works with armor and modded apparel too. Pick a fit. Click a box. Get a legend. *Spawns:* uniques from this add-on appear from high-quality crafting upgrades and from stripping pawns wearing the unique apparel. *Optional crafting:* a toggle in the mod settings gives high-quality crafted apparel a chance to come out Unique. — What it does — * Whitelist any apparel (vanilla or modded). The add-on creates a “\*\_Unique” sibling that rolls Odyssey-style names and perks. *Items already shipping with a unique sibling other mods are filtered to avoid duplication.* * Category-driven identity. You set broad categories (the vibe); the Unique rolls fitting traits from those categories. * Smart defaults. The add-on guesses sensible categories automatically; you can nudge them to steer the identity. * DLC-aware. Royalty/Ideology/Biotech pieces only pull DLC-specific trait families if those DLCs are active. — Unique, Tailored — Each Unique is a bespoke version of a base apparel item stamped with thematic categories and the perks they imply. You set the theme, the addon tailors the outcome — adding stories, not replacing your originals. – *High Quality Crafts (optional)* – if toggled on, crafted apparel of Excellent or higher has a chance to roll as the unique variant. If another mod already provides a unique for that item, crafting the base piece can roll *that* unique instead. — Global Category Toggles — * Find them under Mod Settings → Make It Unique → Apparel. Master filter: Globally enable/disable whole category families (e.g. On-skin/Middle/Shell/Head layers; Textile/Light/Heavy; Worker/Soldier/Royal, etc.). * Affects everything: Toggles apply to all whitelisted apparel—generation and craft rolls only use categories that are both selected on the item and toggled on globally. * Plays nice with other mods: Detected categories/traits from other mods respect the same global on/off switches. * When to use: Turn whole families off to keep a tighter theme, or on to broaden the perk pool. * Note: After changing global toggles, click Generate/Refresh (Apparel) and restart to rebuild the XML and load the new pool. — How it plays — * Open the mod settings and whitelist the apparel you want to be eligible. * Click Generate/Refresh (Apparel) to create the XML defs. * Restart RimWorld to load the newly created clones. * (Optional) tweak their categories to shape the kind of perks they tend to roll. The category guesser makes mistakes. * As other mods add their own apparel categories and traits, this add-on can detect them. You can assign those modded categories and their traits to any apparel of your choosing. * Keep playing. If you enabled the crafting chance, Excellent and above can roll as Uniques when finished at the bench. — For mod authors — * The add-on detects your ApparelCategoryDefs and the traits associated with them. Add new categories/traits in your mod and MIU can use them automatically. * Players edit categories in MIU’s settings; if they don’t, the guesser assigns a sensible default. * Want to disable a specific trait in your load order? Use Cherry Picker (or any trait blacklist tool). Doing per-item trait surgery would explode the number of defs. — Requirements & load order — * Harmony * RimWorld 1.6 * Odyssey DLC * Make It Unique(base mod) Suggested order: Harmony → Core + DLCs → apparel mods → Make It Unique → Make It Unique — Apparel Add-on *Ensure apparel-adding mods load before MIU so they appear for selection/generation.* — Compatibility — * Works with most apparel mods. * Safe to add mid-save. (If removing, replace or despawn any Uniques first to avoid missing-def references.) * No clue about CE; feel free to make a patch. — Incompatible — * No known incompatibilities. — Known Issues — * After generation, a restart is required to load the new defs (prompted in-game). * Deleting generated apparel uniques removes those defs; any items using them will disappear until regenerated. — FAQ — Q: Does this replace my apparel? A: No. It creates parallel “\*\_Unique” defs; originals remain unchanged. Q: Can I pick exact perks? A: No. You set categories (the theme); the roll comes from those categories, Odyssey-style. Q: Where do these Uniques appear? A: In the same places as Odyssey uniques. Optionally, high-quality crafts can roll as Uniques if you enable the setting. Q: Why aren’t my apparel items showing up? A: Make sure apparel mods load before MIU, then click Generate/Refresh (Apparel) and restart. Q: My unique clones aren’t in-game after I changed my list? A: Re-run Generate/Refresh and restart to load the new defs. Q: Why did my generated XML defs disappear after an update? A: The shipped files are blank; game updates can clear your generated files. Your whitelist persists—just hit Generate/Refresh again and restart. — Future plans — * Make the Unique Apparel Namer's logic better * Cross-mod category packs as authors opt in. — Credits — Ludeon Studios (RimWorld & Odyssey) Harmony (Brrainz & contributors) All the apparel mod authors whose gear now tailors into legends Tags: Apparel, Armor, Odyssey, Framework, Utility, 1.6, Harmony, Unique Apparel