[under construction...]
Mod name and link | | Version | | Date | | Description |
[W] Boots and Gloves (https://ludeon.com/forums/index.php?topic=37639.msg395391#msg395391) | | 0.18.1 | | 31.01.2018 | | Adds some boots and gloves. |
[W] Clear Way (https://ludeon.com/forums/index.php?topic=37639.msg395851#msg395851) | | 0.18.0 | | 02.02.2018 | | Makes the filth to slow pawns (a little) so they should (at least sometimes) avoid stepping on it and spreading it more.
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I know that my English is not good, so if someone will want to help me to improve the text used in the mods and/or their posts, feel free to tell me.
Also I don't rely on my art skills so I tend to use any existed textures rather than trying to create them myself. So if someone will want to draw them, I'll be grateful. Currently there is a need for:
- light/heavy/tactical boots/gloves.
All my mods should be compatible with ModSync Ninja (https://ludeon.com/forums/index.php?topic=34443) unless otherwise stated in their post. However it doesn't mean that they require it.
(http://verify.modsync.ninja?92c80e01-11a1-446f-815b-49fd8d26e2b5) (http://www.modsync.ninja)
Looks great man
The only thing I'd suggest is changing the recipe's slightly for balancing reasons
e.g. light boots 35 fabric but heavy boots make it require 20 cloth and 40 either fabric or just straight out leather
Might also want to take the hyperweave requirement out of the tactical versions
Great to see someones updating the old mods with their own personal flair, keep up the great work dude
Hello! great mod, I saw a suggestion the other day about this and I thought it would be cool to have.
One question:
You say that Bionics in Vanilla won't work.
What about Bionics in EPOE or Rah's?
Also, will you include ModSync (http://www.modsync.ninja/) Support?
Thanks!
frenchiveruti,
i think he mean that bionic legs/arm rework the body, so they can't use hand/foots anymore (that allready happen at A17).
If you replace just hands/feets with bionic you still can use boots/gloves (i think didn't test it yet at B18).
Quote from: Shotgunfrenzy on December 14, 2017, 04:17:19 PM
The only thing I'd suggest is changing the recipe's slightly for balancing reasons
e.g. light boots 35 fabric but heavy boots make it require 20 cloth and 40 either fabric or just straight out leather
Might also want to take the hyperweave requirement out of the tactical versions
I'm thinking about some tweaks in recipes, probably by making light versions require any textiles and heavy require leathers + some steel. But not going to remove hyperweave (at least completely) as tactical versions are "ultimate" and intended to be "tasty" even in late game, when the hyperweave is probably the only material that is challengeable enough. I think that if someone likes to lower the challenges, they already are using some mods for it (ReclaimFabrics, Mending, something that allows to craft Hyperweave and/or decreasing its overall rarity), so the difficulty will be "selfscaled" to their preferred level.
Quote from: frenchiveruti on December 14, 2017, 05:00:41 PM
I saw a suggestion the other day about this and I thought it would be cool to have.
Yes, I saw probably the same suggestion and thought at first about updating that mod, but finally decided to just publish what I already had working for me :)
Quote from: frenchiveruti on December 14, 2017, 05:00:41 PM
Also, will you include ModSync (http://www.modsync.ninja/) Support?
Maybe later, right now I'm not sure if it would worth the efforts.
Quote from: Canute on December 15, 2017, 03:46:18 AM
frenchiveruti,
i think he mean that bionic legs/arm rework the body, so they can't use hand/foots anymore (that allready happen at A17).
If you replace just hands/feets with bionic you still can use boots/gloves (i think didn't test it yet at B18).
Yes, boots/gloves require feets/hands to be weared, but bionic legs/arms are "things as a whole" and doesn't have feets/hands as distinct bodyparts. Honestly I didn't test it in B18, too, so if it was changed, please correct me. Also I heard of attempts to fix this issue by some mods but can't remember how successful they were.
And thanks for your feedback :)
Hey I like your mod a lot, but I'm not seeing the recipe for the boots and gloves in the tailoring workbench. Could it be a conflict with any mods?
chacotaco84, it could be if some mod does some weird things, but at least not any mod that I tried. I suppose that you have checked that this mod is installed and activated correctly and that you have researched Complex Clothing tech. You can try to use HelpTab (https://ludeon.com/forums/index.php?topic=33593.msg342712#msg342712) to search for recipes.
Ok took your advice and looked up helptab. According to helptab I need the "tiberium research crafting adapter" in order to build light/heavy boots and gloves! No idea how you're mod would run into incompatibilities with Tiberium Rim!
Tactical Boots and Gloves still require the machining table which works.
I fixed it by putting Tiberium Rim below it in the load order.
Thx for the help troubleshooting.
Maybe some mods are overwriting other mods defs that they rely on.
Just noticed that the light gloves from this mod have a very low amount of hitpoints (20 for normal cloth light gloves). This means they are literally disintegrating into nothing from wear within ~10 game days. Is this intentional or a typo?
I realize I can easily change this in the defs, just wanted to post here to check.
pinguin42, thanks, I should really increase it. Probably these values are there from some earlier alphas and I didn't pay enough attention to it.
Just a few days ago I was so sad to find out that the Hand 'n Footwear mod won't be continued anymore and now I find yours! Thanks you! :)
OverviewThis mod adds just what it says: some boots and gloves. It was made some time ago deriving from Raccoon (https://ludeon.com/forums/index.php?action=profile;u=54199)'s mod Boots and Apparel (https://ludeon.com/forums/index.php?topic=20089) for personal use. It also uses some textures from XeoNovaDan (https://ludeon.com/forums/index.php?action=profile;u=66226)'s mod Hand 'n' Footwear (https://ludeon.com/forums/index.php?topic=32255). I think it works fine enough for me, but if there will be other people interested, I'll try to refine and improve it.
DetailsLight and Heavy versions require Complex Clothing research and are made at the Tailoring Bench. Tactical versions require Powered Armor research and are made at the Machining Table.
Name | Blunt armor | Sharp armor | Heat armor | Heat insulation | Cold insulation | Extra | Made from |
Light boots | | 0.01 | 0.05 | | -4 | Move speed + 0.2 | 30 Fabric/Leathery |
Heavy boots | 0.05 | 0.05 | 0.2 | | -4 | | 30 Leathery + 10 Steel |
Tactical boots | 0.3 | 0.3 | 0.5 | +5 | -5 | Move speed + 0.2 | 30 Plasteel + 10 Synthread + 10 Hyperweave + 4 Components |
Light gloves | 0.01 | 0.01 | 0.05 | | -2 | Work speed + 0.1 | 20 Fabric/Leathery |
Heavy gloves | 0.05 | 0.05 | 0.2 | | -2 | | 20 Leathery + 10 Steel |
Tactical gloves | 0.3 | 0.3 | 0.3 | +5 | -5 | Work speed + 0.1, Melee hit chance + 0.2 | 20 Plasteel + 10 Synthread + 10 Hyperweave + 4 Components |
CompatibilityIt's pure XML and does not change anything except adding these things so it shouldn't have incompatibility problems.
There was a report about strange issue with TiberiumRim (https://ludeon.com/forums/index.php?topic=28843): https://ludeon.com/forums/index.php?topic=37639.msg394137#msg394137 (https://ludeon.com/forums/index.php?topic=37639.msg394137#msg394137)
IssuesBionic legs/arms in vanilla don't technically include feet/hands, so boots/gloves can't be worn by pawns that have both bionic legs/arms.
LicenseCreative Commons License. This means that you're allowed to derive from this mod, as well as include this in a mod pack - so long as you give appropriate credits and links.
(I hope I understand it right that it must be inherited from Hand 'n' Footwear mod as I used textures from it). Please correct me if I'm wrong.DownloadIt's in attachment (at least for now). You may have to login to the forum to download it.
Changelog
0.18.1 (31.01.2018):
Tweaked recipes and hit points of the items.
Added Tactical boots/gloves to the random quest rewards.
Added ModSync Ninja support.
0.18.0 (14.12.2017): initial public version.
[attachment deleted by admin: too old]
I've updated Boots and Gloves. As it changes the recipes, I recommend to temporarily remove the orders to craft them in your workbenches prior to update if you do it in existing colony.
The first post will be edited as I decided to add something more...
Add something more? Ooooo, I'm excited!
More ? i am surprised you didn't use apparello.
I think this just the right mix for boots and gloves.
No need for dancing shoes or surgical gloves.
No, not more boots and gloves, but some other mod... or two... or... later ;) as atm I'm a bit tired of trying to figure out how to make the usage of ModSync fine.
[W] Clear Way
OverviewMakes the filth to slow down pawns (a little) so they should (at least sometimes) avoid stepping on it and spreading it more.
DetailsThis micromod is exceptionally simple. All it does is adding <pathCost>1</pathCost> to the BaseFilth def thus making all deriving types of filth (including modded ones if they don't set pathCost, too) to slow down pawns a little (the filthy constructed floor will be treated like rough stone with movement speed 93%) so the pawns will prefer to go on clear ways and won't spread that filth more.
But don't expect much from this mod. Actually its effect is not very noticeable. The pawns will not take the big efforts to go around the filth and will only prefer "clear way" if it's not longer than the more strict one.
You can increase its effect easily by editing Patches/Filth.xml and increasing that pathCost, but I think it won't be very realistic and probably you'll suffer from slowing more than from the extra filth. But feel free to try. Here is a little table that may help you to choose which value you want:
pathCost value | | Terrain example | | Movement speed |
0 | | Most constructed floors | | 100% |
1 | | Rough stone | | 93% |
2 | | Soil, Gravel | | 87% |
3 | | Lichen-covered dirt, Mossy terrain | | 81% |
4 | | Sand | | 76% |
9 | | Burned floors | | 59% |
12 | | Mud, Ice, Shallow water | | 52% |
15 | | Marshy soil | | 46% |
23 | | Marsh | | 36% |
30 | | Bush | | ? |
130 | | Tree | | ? |
The attached picture may help to illustrate it:
(https://ludeon.com/forums/index.php?action=dlattach;topic=37639.0;attach=32102;image)
- Without this mod, the pawn will go through all 3 filthy tiles if going to the point A and 4 if going to the point B.
- With this mod the pawn still goes through those 3 upper tiles if going to the point A, but not if going to the point B.
- If you increase the pathCost value in the mod, the pawn will become more picky: she will avoid all those filthy tiles if going to the point A, though still won't bother to go around that 4th single tile if going to the point B.
This mod is safe to be added and removed to/from existing games.
CompatibilityI don't expect compatibility problems except in the case when some other mod also adds pathCost to the BaseFilth. But in this case I think you just don't need this mod :)
IssuesThe pathfinding algorithm in Rimworld is
terrible not very good. It works reliably only on short distances, and even then sometimes its decisions look weird. And the effect of this mod completely depends on the pathfinding. I can't do anything with it.
LicenseAnyone can do anything any way they want.
DownloadIt's in attachment (at least for now). You may have to login to the forum to download it.
Changelog
1.1.0 (13.04.2020): update to RimWorld 1.0/1.1; changed default movement cost to 2.
0.18.0 (02.02.2018): initial public version.
[attachment deleted due to age]
If we use it with Path Avoid, will the weights on cells stack?
Quote from: Harry_Dicks on February 02, 2018, 01:29:00 PM
If we use it with Path Avoid, will the weights on cells stack?
I hope it should, otherwise Path Avoid would be useless in many situations. But when some time ago I asked (https://ludeon.com/forums/index.php?topic=33027.msg344367#msg344367) Kiame about details how it works, I haven't got an answer that suited me (or just haven't understood it :) ), so I can't be 100% sure.
Sounds useful, I will try it out!
I am tempted to get boot and gloves but I have so much clothes already. If only there was a cabinet/armory to put clothes into sets! I'll definitely be trying this out along with visible pants. Im getting sucked back into the modding game...
Quote from: Ruisuki on February 14, 2018, 05:11:08 AM
I am tempted to get boot and gloves but I have so much clothes already. If only there was a cabinet/armory to put clothes into sets! I'll definitely be trying this out along with visible pants. Im getting sucked back into the modding game...
Change Dresser is your new best friend.
Also check out Better Pawn Control ;)
Quote from: wwWraith on January 31, 2018, 07:21:27 AMIssues
Bionic legs/arms in vanilla don't technically include feet/hands, so boots/gloves can't be worn by pawns that have both bionic legs/arms.
Is there any way around this?
Instead to use Bionic leg/arm's just use Bionic feet/hand's.