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RimWorld => Releases => Mods => Outdated => Topic started by: Hatti on December 15, 2016, 12:15:13 PM

Title: [A16] DeadMansClothing (V 0.16.1)
Post by: Hatti on December 15, 2016, 12:15:13 PM
DeadMansClothing - Who cares about cloths from a dead pawn?




Description:

You dont like to punch out the raiders to get usefull cloth? Someone died by a raid or infection with a newly crafted legendary powerarmor and now it gives bad mood?

Our pawns fight for their lives and they dont have better things to do than complain about wearing cloths from a dead man? NOT ANYMORE!

With this mod, apparel wont get marked with the big "D" anymore which marks apparel that its from a dead man.

Compability
The mod detours Apparel.Notify_Stripped
This mod is save compatible, but it wont alter already marked apparel.


Author
Hatti (https://ludeon.com/forums/index.php?action=profile;u=54297)


Download
Dropbox (https://www.dropbox.com/s/rvxnot3m3w1nj2o/DeadMansClothing.rar)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=817902482)


Changelog

V 0.16.1
- Initial release.


How to install:

Non Steam:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Special credits and thanks:
Authors from CCL (https://ludeon.com/forums/index.php?topic=16599.msg179402#msg179402) for some nice code snippets
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: SteelRev on December 16, 2016, 06:37:10 PM
Instead of removing it outright,  modding in a washing machine or similar building to "clean" the apperal. I know I wouldn't want a dead man's shirt without it being cleaned first.
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: Didact04 on December 16, 2016, 11:08:47 PM
I don't think giving it a good wash will remove the bullet holes.
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: Hatti on December 16, 2016, 11:42:35 PM
better brainwash the pawns who cant knew that cloths are from dead man, so they forget its from dead man :o
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: Adalah217 on December 17, 2016, 03:07:07 PM
Quote from: SteelRev on December 16, 2016, 06:37:10 PM
Instead of removing it outright,  modding in a washing machine or similar building to "clean" the apperal.

That's a good idea! I couldn't make that kind of mod myself, but maybe it will show up eventually. At the very least, we will be able to recycle the apparel once other mods update.

Quote from: Didact04 on December 16, 2016, 11:08:47 PM
I don't think giving it a good wash will remove the bullet holes.

Although to be fair, any colonist that gets into a fight with raiders will have bullet holes in their clothes, and they don't seem to mind wearing those up to a point (hitpoints already decease upon taking damage, so a "wash" wouldn't fix the hitpoints, just the "gross" factor represented by the debuff).
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: OFWG on December 17, 2016, 05:52:38 PM
I'm in, the dead man clothes debuff is one of the dumbest ideas (in a fairly long list) that has come along to ruin a fun little game. :)
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: Etherdreamer on December 17, 2016, 06:11:47 PM
I normally play with psychopaths, so never was aware of this "Dead man" debuff" lol

But yeah there it´s a lot of stuff like this that don´t fit in a logic of survival mentality.
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: Daguest on December 23, 2016, 03:34:37 AM
Quote from: Didact04 on December 16, 2016, 11:08:47 PM
I don't think giving it a good wash will remove the bullet holes.
"Bullet holes" and combat damage to the clothing is represented by the usually low durability of dropped gear.
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: gendalf on January 25, 2017, 11:10:06 AM
imo dead man's should be removed only for the armor/helmets/shields just like it is for weapons - who cares that it was warn by a corpse, it can save your life. - add an option for this pls.
The rest of the clothing should be recycled: 1 (https://ludeon.com/forums/index.php?topic=18799.0) or 2 (https://ludeon.com/forums/index.php?topic=14177.0).
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: shadowstitch on April 15, 2017, 03:07:08 PM
Thanks for this, another necessary mod to undo some totally needless additions.

Oh sure, we don't have sand for sandbags or glass, or water for drinking/cleaning/bathing, or plumbing for sinks and bathrooms, or even fences for animals, but we sure do have a comprehensive drug production feature and tainted clothes!

Sometimes Tynan's development priorities baffle me.
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: Devon_v on April 15, 2017, 03:20:23 PM
Quote from: shadowstitch on April 15, 2017, 03:07:08 PM
Thanks for this, another necessary mod to undo some totally needless additions.

Oh sure, we don't have sand for sandbags or glass, or water for drinking/cleaning/bathing, or plumbing for sinks and bathrooms, or even fences for animals, but we sure do have a comprehensive drug production feature and tainted clothes!

Sometimes Tynan's development priorities baffle me.

Adding one flag to an item is approximately 748% easier than adding an entirely new gameplay system.

Drugs, mechanically, are just diseases caused by consumable items. Crafting them is the same as crafting anything else. Hence, easy.
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: AngleWyrm on April 15, 2017, 03:28:55 PM

(https://s6.postimg.org/hv0odqfgx/Curious_Tink.png)
Quote from: Devon_v on April 15, 2017, 03:20:23 PM
Drugs, mechanically, are just diseases caused by consumable items. Crafting them is the same as crafting anything else. Hence, easy.

So would it be easy to make an event that sometimes when a consumable item is going to give food poisoning, instead it gets the colonist high?
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: Devon_v on April 15, 2017, 04:16:28 PM
Quote from: AngleWyrm on April 15, 2017, 03:28:55 PM

(https://s6.postimg.org/hv0odqfgx/Curious_Tink.png)
Quote from: Devon_v on April 15, 2017, 03:20:23 PM
Drugs, mechanically, are just diseases caused by consumable items. Crafting them is the same as crafting anything else. Hence, easy.

So would it be easy to make an event that sometimes when a consumable item is going to give food poisoning, instead it gets the colonist high?
I've never tried, but I presume you just substitute the smokeleaf HeDiff.
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: GideonHidolka on April 15, 2017, 05:51:10 PM
Quote from: Etherdreamer on December 17, 2016, 06:11:47 PM
I normally play with psychopaths, so never was aware of this "Dead man" debuff" lol

But yeah there it´s a lot of stuff like this that don´t fit in a logic of survival mentality.

You have to remember, its a survival situation with average Joes for the most part. Most people would be a creeped out by it
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: SpaceDorf on April 16, 2017, 06:55:20 AM
Quote from: GideonHidolka on April 15, 2017, 05:51:10 PM

You have to remember, its a survival situation with average Joes for the most part. Most people would be a creeped out by it

The question is, how long would they be ..
Maybe a Staggered Approach to the Dead Man debuff would be a good Idea.
Dead Friendlies matter more than dead enemies ..
"This was Blackies Jacket .. I miss him .. -6"
"That asshole tried to kill me, it's mine now .. -2 "
"Before I freeze my ass of, I rather wear this bloody Parka .. 0 "
"It still has Blood on it .. i Love it so much +4" - Bloodlust pawn.

And / Or a mechanic were the pawn become accustomed to the clothes,
like joy or a drug habit.
And maybe even a ownership mechanic like in DF, where the Pawns actually claim stuff for themselves.

I know it's a bit much for the scope of this mod .. just some thoughts that came out, when I started typing.
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: Shinzy on April 16, 2017, 07:43:40 AM
Quote from: SpaceDorf on April 16, 2017, 06:55:20 AM
Quote from: GideonHidolka on April 15, 2017, 05:51:10 PM

You have to remember, its a survival situation with average Joes for the most part. Most people would be a creeped out by it

The question is, how long would they be ..
Maybe a Staggered Approach to the Dead Man debuff would be a good Idea.
Dead Friendlies matter more than dead enemies ..
"This was Blackies Jacket .. I miss him .. -6"
"That asshole tried to kill me, it's mine now .. -2 "
"Before I freeze my ass of, I rather wear this bloody Parka .. 0 "
"It still has Blood on it .. i Love it so much +4" - Bloodlust pawn.

And / Or a mechanic were the pawn become accustomed to the clothes,
like joy or a drug habit.
And maybe even a ownership mechanic like in DF, where the Pawns actually claim stuff for themselves.

I know it's a bit much for the scope of this mod .. just some thoughts that came out, when I started typing.

I don't know about the first one, It could even have positive "Ima live and fight on for Blackie!" buff kind of deal :p

but anyway this kinda thing seems awfully tricky to actually mod in
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: SpaceDorf on April 16, 2017, 08:21:28 AM
I know .. I know .. but it's Easter .. the day a man rose from the dead ..
who knows what can happen :-D
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: Asue on May 29, 2017, 02:25:40 PM
Hey :) Can u do an update for A17 ?

edit : sorry i just saw the post https://ludeon.com/forums/index.php?topic=28678
Title: Re: [A16] DeadMansClothing (V 0.16.1)
Post by: Austintrollinski on June 04, 2017, 05:32:33 PM
is it going to be updated