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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

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