![]() It's somewhat annoying that the specialist don't actually want their apparel. ![]() Ideology adds some extra clothing to take care off, but only to like 1-4 people. ![]() My nobles/psy casters wear "worker" gear and equip eltex stuff manually for heavier raids. They are only my backup and don't actually fight but idle drafted behind my city wall. They are usually people without a ranged passion and too new to have leveled up enough anyway. Quality allowed: normal-excellentĪt that point my "workers" drop their utility stuff and get low shield packs. Quality allowed: normal-anythingĪs soon as I get some more people who are actually good at shooting and unlock more gear realisticly, I let them equip "ranger" gear which is very similar to the worker gear, but has jump packs as the only utility and gun link on head slot. I let them equip the heavier body armour manually for heavier raids. I leave my melee on "soldier" with the same basic clothing + flak vest + all helmets and shield belts as only utility allowed. If the weather does not allow dusters, I take what I need. I set almost everybody to "worker" with duster, button down shirt, pants, flak vest (, most utility), all noble clothes and some hat I like for that colony. I let everybody wear formal clothing - capes are identical to dusters anyway, and formal shirts etc are no worse than button-down shirts.Īs soon as I can actually start crafting apparel: I also eventually make a "melee" set of rules which allow shield packs, and then a "noble" one to make sure they are the only ones who wear prestige armor etc, otherwise some random cook will end up wearing an eltex shirt and prestige helmet. It sounds like a lot to do, but I generally only do this in small stages so it doesn't take much time or effort. Pawns will slowly wander in and upgrade gear, then the next guy with slightly worse stuff will wear the cast-offs etc, so over time everybody ends up wearing pretty nice stuff of high quality.Īs for temperature, there might be a mod to help with that but I just turn dusters and parkas etc on or off depending on the season/temperature. This makes my tailor/smiths keep remaking items until there's at least one of the right quality laying around at all times. To deal with keeping gear on-hand, I set my tailor/machine table/etc bills to "make until you have X" and then I set it to like, normal or good quality, over 80-90%, and "1". I also make sure they only wear gear that's like 60 or 70% or better, although I have to be careful that guys aren't walking around sans pantalons. I *always* allow flak vests until I can start putting pawns into recon/marine/etc armor, because vests stack with most normal clothing.Īfter I get everybody in dusters or parkas and whatever apropos hat, I start to worry about quality, so I tweak the permissions to only allow "good" or better gear, eventually "excellent" or better. I start the game by setting everybody (or all but 1) to "worker", and then I turn off stuff like t-shirts, jackets, and the crummier types of hats on general principle.
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