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Shift Change

Положительные голоса95%126 голосов игроков
Подписчики10,7 тыс.10 662 в Steam Workshop
Размер файла418,82 КБЗагрузка через Steam
Обновление автора23 сент. 2026 г.Дата обновления материала
Shift Change

Изображение 1 из 8. Материалы автора из Steam Workshop.

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О материале

«Shift Change» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

Requires the Odyssey expansion. The outfit stand this mod builds on is Odyssey content, so without it nothing happens. Harmony is also required.

In a game with so many choices of arms, armor, and apparel, why limit yourself to just one set for all jobs? There is different gear best for work, play, combat - use all of them!

With Shift Change, colonists can change into the right clothes for the room they are going to, whether they are there to work, to enjoy themselves, or to sleep, and back out again afterwards.

Your doctor operates in combat armor. It's always been on, and never taken off.

Put an outfit stand in the hospital and put scrubs on it. A colonist who takes doctoring on as automatic work will change at the stand before they start, and change back when their work takes them elsewhere. The stand reads the room it is standing in, so a hospital sets itself to doctoring and a kitchen to cooking. There is nothing to assign.

Somewhere in your stockpile is probably not a set of formal wear that nobody has ever put on. So go make some, and put them in the rec room.

A stand set to recreation will dress anyone who arrives in that room to enjoy themselves, and change them back when they leave. Rooms the game already scores as rec rooms turn themselves on. A throne room does not, so that one takes the switch by hand, once.

Your space marine has been sleeping in their cataphract armor since the day you got it.

A stand in the bedroom will hand out whatever is on it at bedtime and hold their day clothes until morning. To park the armor instead of issuing pyjamas, set the stand to Deposit only. They will drop it off on the way to bed and collect it in the morning. Narrow the stand's storage filter to the armor first, or it will try to take almost everything they have on.

Most of this you will never touch. A stand reads the room it is in and starts working as soon as you put an outfit on it.

The one decision that is genuinely yours is whether the outfit goes on over their own clothes or instead of them. A lab coat goes over. A sauna robe goes instead.

  • Drinking and drug-taking do not count, because fetching a beer is the same job in a bar or a corridor. Sitting down to socialize at a table is caught, drink and all.

  • Reading is left alone, because a colonist picks their reading spot after setting off.

  • Outdoors is excluded, for now. Every outdoor cell resolves to the same map-spanning room, so a stand in open ground would dress colonists for every walk on the map. A walled but roofless yard is its own room and still counts.

  • Nobody is pulled out of bed: vanilla gives patients recreation they can take lying down, so they stay put.

You will run out of things to put on these stands almost immediately.

The base game has no scrubs and no chef's whites, and the one lab coat it does have is Anomaly's, so there is very little that says what a colonist actually does. Any apparel mod fixes that. Vanilla Apparel Expanded adds all three and is what every screenshot here uses. Not affiliated with the Vanilla Expanded team.

Apparel Painter, by the same author, was built for the wardrobe wall this mod ends up creating. It recolors apparel on the stands themselves, one garment or the whole stand at once, previewed live on the map. Bulk repainting tools cannot see inside a stand at all.

Known to work with:

  • Outfit Stands Plus, in either load order. Its mechanized and mending stands are full shift stands, and each stand shows exactly one Set owner control: this mod's while in service, theirs when set to Not used for shift changes.

  • Gerrymon's Hotspring Expanded, with no setup at all. Its pool rooms turn a stand on for recreation by themselves.

  • Standalone Hot Spring, and any other modded recreation carrying a joy kind, though its room takes the switch by hand.

  • Dubs Rimatomics. A reactor core, the plutonium processor or the spent fuel pool turns a stand on for fuel work by itself. Put a stand where the rods are kept as well as in the hall, since a colonist changes where the job begins. Working the console is not covered, being an order you give rather than a job.

Automated test cases run inside RimWorld itself before every release, concentrated on what is hard to undo: a gravship flight, a colonist dying or being banished mid-shift, a save reloaded while someone is still in uniform. That does not make it bug-free. It means a failure in those paths shows up in testing, not in your save.

MIT licensed, with the design notes and the suite in the repository. No clothing, no buildings, no textures; it adds behavior to a building the game already draws. Written with AI assistance. No generated art anywhere.

github.com/beverage/shift-change

Automatic Swap Outfit by aedbia (MIT) covers adjacent ground, triggered by allowed-area boundaries. Shift Change is an independent implementation, but that mod is why several dead ends were cheap to avoid.

Portions of the materials used to create this content/mod are trademarks and/or copyrighted works of Ludeon Studios Inc. All rights reserved by Ludeon. This content/mod is not official and is not endorsed by Ludeon.

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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