Quartermaster
Quartermaster adds a tab to the bottom bar that works out the best gear your colony can craft right now. It reads what you have researched, which workbenches you have built, and what is sitting in your stockpiles, then picks a full armor set whose pieces all fit together without slot conflicts, plus the best weapon and utility items to match.
Saves you the guessing about the best combinations. Open the tab and it tells you what to build, or what you have l;aying around.
- Best craftable set – a complete, non-conflicting armor loadout you can make from materials on hand, picked for the most protection.
- Weapons and utility too – the strongest melee or ranged weapon and the most useful utility gear to go with the armor. You can choose with a slider wheter you want to focus on armor rating, or stat boosts.
- One-click Craft – hit Craft on any item and the bill is queued on the right workbench, locked to the exact material shown.
- Materials on hand – every item shows how many you could build right now from your current stockpiles.
- Utility categories – the tab also provides utility categories, if you’re looking for social stat boosts it will show you a list with all gear giving these stats, many stats are supported.
Pick a role and let a single slider do the work, blending raw armor against the stats that role actually cares about:
- Melee Heavy – maximum damage and protection.
- Melee Agile – dodge and move speed for a fast, evasive fighter.
- Ranged Heavy – accuracy and fire rate behind heavy plate.
- Ranged Agile – a mobile skirmisher that keeps its distance.
Slide toward Armor for raw protection or toward Bonuses to favor the role’s stats. Ranged roles also suggest a throwing weapon.
- Show unavailable – list every craftable item in the game and see exactly what you are missing for each one (research, bench, or materials) marked in red.
- Best possible – the best set your benches could make if you had the materials, ignoring what is in your stockpiles right now.
- On the map – the best gear already lying around your colony, with a button to jump straight to it.
- Armor diagram – a body readout of protection per region, with an adjustable "enough armor" cap so the optimizer stops over-armoring and starts adding utility.
- CE? – my calculations for finding good gear are based on a simple armor calculation, CE uses more complex calculations, so you wont get relevant suggestions from my mod.
- Works with modded gear. It reads the game’s live recipe list, so armor and weapons from other mods show up beside the vanilla ones with no patches needed.
- Safe to add to an existing save and harmless to remove. It only reads your game and queues bills; it never writes to your save.
- Plays nice with other mods. It adds a tab instead of overwriting vanilla systems.
- No DLC required. Works with the base game and reads any DLC content you happen to own.
Open the tab, see your colony’s best loadout, and build it in a click. Feedback and bug reports welcome.