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RimWorld => Releases => Mods => Outdated => Topic started by: XeoNovaDan on May 09, 2017, 10:46:05 AM

Title: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: XeoNovaDan on May 09, 2017, 10:46:05 AM
(http://i.imgur.com/vrvNN2S.png)

IMPORTANT NOTE: Gloves can't be worn if a colonist has both bionic arms; make sure they're not wearing any gloves if you're installing two bionic arms as they will disappear. Same applies for boots with legs. This is because bionic arms don't actually include hands, and bionic legs don't actually include feet; this is a vanilla issue.

Overview
Are you tired of walking barefoot on the Rim? Hands chilly because there's nothing around to put on them? Constantly losing precious digits and toes because there's nothing to stop them? Not anymore!

Hand 'n' Footwear adds a set of... handwear and footwear, which are balanced to fall in line with existing vanilla apparel. Additionally, humans will actually have a slower walking speed if they're barefoot - although not massive, it could make a difference in certain scenarios. Here's what this mod currently adds to the game:

Shoes: Just a basic pair of shoes that offers little protection for your feet, and gives a mobility improvement. Cheap, and quick to make.

Tribal Boots: Boots made out of animal/human hide, which can be made at a crafting spot - perfect for dressing up your tribals! You'll also see enemy tribals rocking these, so beware. Gives a slight mobility improvement, and minor cold insulation.

Cowboy Boots: It was inevitable, wasn't it? Cowboy boots fit in with the Western-part of the Sci-Fi/Western masterpiece that is RimWorld - slightly more protective than shoes, but can only be made out of leather. Minor boost to social chat impact, and mobility.

Plated Boots: Is it a shoe, is it a boot? No, it's two lumps of metal bashed into the shape of boots, and hollowed out so that fragile feet and tootsies can fit (sort of) snugly inside them, and be protected from various forms of harm! As implied, these aren't great for one's mobility...

Gloves: Finally you can wear squirrels on your hands with gloves... or thrumbos... or mushrooms... or whatever! Provides minor protection for your hands, and a small buff to cold insulation.

Dexterous Gloves: Made out of a strange glitterworld polymer, these gloves take ergonomics to the extreme to the point that work performance and combat performance get a slight improvement! Slight caveat though: Supply of glitterworld-exclusive polymer is sort of low on the edge of the galaxy (and the fact that how these are manufactured is a deep, dark glitterworld secret), so the only way of obtaining a pair of these bad boys is on the black market - or rarely from high-ranked raiders... and they're lucrative as to be expected. They also offer no protection.

Plated Gloves: Low-tech, bulky, metal-plated gloves that fit nicely on one's hand, and do a half-decent job at protecting hands and digits from bullets and other forms of harm. However, it's not so easy to perform work tasks with these on and they therefore hinder global work speed.

As always, if you like (or dislike) this mod, you're welcome to leave some feedback! With the way that Ludeon Forums works, a post will effectively mean that more people can hear about this mod and enjoy it too - whereas they might not've been able to because they would've never heard of it. The community may be appreciative of this because the concept of handwear and footwear is commonly overlooked - with only a few mods offering this, but most - if not all of them are outdated.

Suggestions
Seeing as this mod tweaks pawn's apparel budgets so that they can accommodate for the new items of apparel introduced, it'll be much appreciated if you suggest some compatibility patches for other mods so that they get the same tweaks - to keep things balanced.

As with one of my other mods, I'm trying to keep the scope of this mod limited. Balance feedback is very welcome though, but I won't make the military-orient items stronger than the military (now simple) helmet - as that's what their stats were based from.

Addition suggestions are also appreciated, but don't expect them to be included unless it's something that fits in with the game, and isn't overpowered. I won't add gloves that give crazy insulation buffs, for instance, unless you can come up with a justification/caveat which'd make me deem it good for addition. I want to keep things as vanilla-friendly as possible.

Credits
SihvMan and Shinzy for helping out with sussing out xpathing in patching.

Compatibility
There is an unusual issue with this mod and Mending which causes some recipes to not show up on either tailoring bench. This is remedied by placing Hand 'n' Footwear above Mending in the load order.

Downloads
GitHub (https://github.com/XeoNovaDan/HandNFootwear/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=922413776)

Like this mod? Check out my other mods here (https://ludeon.com/forums/index.php?topic=29503)!

License
Hand 'n' Footwear is under a creative 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 me credit, and provide a link to this post.



Update Log:

v1.2.3 onwards have been logged on GitHub.

v1.2 (21/5/2017)
- Movement speed tuning
    - Human's base move speed: 4.61 -> 4.53 c/s (xpatch)
    - Shoes: 0 -> 0.08
    - Cowboy Boots: 0 -> 0.06
    - Combat Boots: -0.07 -> -0.05
- Cold Insulation Tuning
    - Gloves: 1.6 -> 2°C
- One new item
    - Tribal Boots
        - +0.04 c/s move speed
        - +3/4% blunt/sharp protection
        - 2°C (3.6°F) cold insulation
        - Costs 36 stuff
        - 5400 work to make
- Coverage Changes (not the most glamorous of solutions, but it's the only way to have the items work with bionics)
    - Handwear now occupies hands and shoulders
    - Footwear now occupies feet and legs
- All items of apparel now occupy the 'Overhead' layer.

v1.1 (11/5/2017)
- Dexterous Gloves added
     - Can't be crafted, rarely found on elite raiders, expensive
     - +20% Global Work Speed
     - +10% Melee Accuracy
     - -10% Aiming Time
- Some recipe tweaks
     - Plated Gloves
         - Steel Cost: 15 -> 0
         - Stuff Cost: 40 -> 60
         - Work To Make: 16000 -> 10000
     - Combat Boots
         - Steel Cost: 20 -> 0
         - Stuff Cost: 50 -> 70
         - Work To Make: 12000 -> 7200
- Raider apparel budgets increased to accommodate for gloves and boots
     - Please inform me of any necessary mod/race compatibility patches needed
- Texture XCFs now included

v1.0 (9/5/2017)
- Initial Release
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.0 (9/5/2017)
Post by: TOWC on May 10, 2017, 07:30:02 AM
Something like this actually needs to be in the core. In every melee fight, in pre-A17 at least, my colonists lose a finger or two because of no protection on their hands. This mod seems to be fixing the problem a bit.
Thanks a bunch.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.0 (9/5/2017)
Post by: ChromeMax on May 10, 2017, 09:17:43 AM
Hey Xeo, I'm going to be making a tactical gear mod that includes tactical gloves with padding, tactical vests that are lighter and provide a little bit more of protection, combat boots that up to par with modern military standards, and possibly better helmets and goggles. I'd like to ask if I could use the base code from your mod and mix up the stats and sprites to my preference. I will certainly credit you in my mod as a major contributor if you allow me to do so.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.0 (9/5/2017)
Post by: XeoNovaDan on May 10, 2017, 10:29:08 AM
Quote from: ChromeMax on May 10, 2017, 09:17:43 AM
...

You're more than welcome to use this mod as a baseline, but thanks for asking :)

Quote from: TOWC on May 10, 2017, 07:30:02 AM
Something like this actually needs to be in the core. In every melee fight, in pre-A17 at least, my colonists lose a finger or two because of no protection on their hands. This mod seems to be fixing the problem a bit.
Thanks a bunch.

No problem! Although I started working on this before digit loss was reduced (majority of the time was spent doing the textures), handgear and footgear can help that little bit more
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.1 (11/5/2017)
Post by: XeoNovaDan on May 11, 2017, 03:23:46 AM
Updated to v1.1! (11/5/2017)

Changes:
- Added dexterous gloves which can only be obtained from traders and (rarely) from high-ranked raiders; these can't be crafted - they yield a bonus to global work speed, melee accuracy, and aiming time.
- Slightly increased raider apparel budgets so that they can equip a pair of gloves and boots without being detrimental to the quality of the remainder of their equipment. Higher-ranked raiders get bigger boosts.
- Tweaked recipes for Combat Boots and Plated Gloves so that they don't take as long to make (but still longer than the military/simple helmet), and steel is no longer necessary to make them (for the purpose of consistency with vanilla).
- Texture XCFs (GIMP) are now located in their respective texture sub-folders so you can make personal tweaks to them if you want - but each texture has one of the two 'items', so you'll have to merge layers and copy + rotate as necessary.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.1 (11/5/2017)
Post by: XeoNovaDan on May 12, 2017, 10:44:00 AM
Added a compatibility patch for jecrell's Call of Cthulu's 'Factions' (https://ludeon.com/forums/index.php?topic=26078.msg263995#msg263995) module (A16, dropbox only).
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.1 (11/5/2017)
Post by: DiamondBorne on May 17, 2017, 04:16:57 AM
The A16 1.1 version seems to be incompatible with something along the line of 'apparel_shieldbelt' I used the 1.0 version with the same load order before and it didn't gave me any error.

Might be from 'Right tools rebalance' mod from my humble guess but idk.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.1 (11/5/2017)
Post by: XeoNovaDan on May 17, 2017, 10:28:27 AM
AFAIK that's a vanilla issue, because A17 replaces personal shield with shield belt. You'll get the same thing going to A17 from A16, except with personal shield instead of shield belt.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.1 (11/5/2017)
Post by: DiamondBorne on May 17, 2017, 01:16:03 PM
So you mean even though you specifically made the mod compatible with A16 it will still give me debug right?

Thanks for your time.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.1 (11/5/2017)
Post by: XeoNovaDan on May 17, 2017, 01:38:43 PM
Mhm. I get that error message too when I transition from A17 to A16 occasionally - regardless of modded or not.

You're very welcome.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.1 (11/5/2017)
Post by: DiamondBorne on May 20, 2017, 05:58:30 AM
Well alright if that's the case. Then can you please reupload the A16 1.0 on dropbox? That version don't give off any error and i'm planned to do a modded let's play series, just don't want some tiny problems that turns into a gamebreaker later. I'm willing to forfeit that shiny glitterworld glove tho. T_T
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.1 (11/5/2017)
Post by: XeoNovaDan on May 20, 2017, 06:04:23 AM
Apparel_ShieldBelt has nothing to do with this mod though, as this mod doesn't even touch those. It's most likely to do with the fact that Apparel_PersonalShield has been re-defined to Apparel_ShieldBelt, as that's the 'successor' to personal shield. I don't think even a 'v1.0.1' will fix it.

I doubt it'll become a gamebreaker, it's just the game loading back to A16 from A17, and it's saying "wait, where's Apparel_ShieldBelt? Oh, forget it" - because it'll 'forget' about the Apparel_ShieldBelt once the exception comes up, and just move on.

If you can send me a screenshot of the exception first-time loading A16 (from A17) with the mod, and repeat the first-time loading A16 with no mods, and there's a difference, I'll upload 'v1.0.1' - which includes the recipe changes, but not the new gloves.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.2 (21/5/2017)
Post by: XeoNovaDan on May 21, 2017, 02:59:52 PM
Updated to v1.2! (21/5/2017)

Note: This update is exclusive to the A17 version as A17 introduces the ability to do xpathing - which'll improve compatibility with other mods.

Changes:
- Humans now has a slightly lower base move speed - but this can be offset with most footwear items. Gives them a purpose other than just minor protection - although combat boots still hinder movement speed.
- Handwear and footwear can now be worn with bionics, but the way to achieve this was a little odd.
- New footwear item: Tribal Boots. Provides minor cold insulation, movement speed bonus, and can of course be found on tribals!
- All pawn apparel budgets are now done with patching to improve compatibility with other mods.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.2 (21/5/2017)
Post by: asquirrel on May 21, 2017, 05:56:19 PM
"The A16 1.1 version seems to be incompatible with something along the line of 'apparel_shieldbelt' I used the 1.0 version with the same load order before and it didn't gave me any error."

Running A16 and I get the same error.  This mod is at the end of my load order.  As soon as I enable it I get the error.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.2 (21/5/2017)
Post by: Rimrue on May 21, 2017, 06:53:21 PM
Tribal boots!!! :D
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.2 (21/5/2017)
Post by: XeoNovaDan on May 22, 2017, 02:05:41 AM
Quote from: asquirrel on May 21, 2017, 05:56:19 PM
The A16 1.1 version seems to be incompatible with something along the line of 'apparel_shieldbelt'.

This is still quite confusing, because this mod makes absolutely no references to Apparel_ShieldBelt, which is what replaces Apparel_PersonalShield. It's probably something minor, but I'll take a look into the XMLs now and see if there's anything that bears any resemblance.

Edit: OK, I found it - big oversight on my behalf. It's referring to Apparel_ShieldBelt in PawnKindDefs_Humanlikes.xml. Will fix it right away. Seeing as I'm working on that, I might as well go full circle and update the A16 version to v1.2 too - although it won't have the patching aspect to it.

Edit 2: Done, the fixed version should be available on Dropbox now.

Edit 3: OK, maybe I forgot to update Apparel_ShieldBelt references to Apparel_PersonalShield. I'll re-work on that.

Edit 4: OK, actually done this time.
Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.2 (21/5/2017)
Post by: DiamondBorne on May 22, 2017, 06:17:15 AM
Real sorry i'm quite busy these days i don't have the time to upload the screencap for you. But seeing you're already update the mod, i guess you won't be needing that anymore.

Some suggestion for new gears.

-Divide the basic shoes into two types. Both should still be on the same tier.
-Sneaker
Speed                : +++
Durability           : ++
Protection          : +
Heat Insulation  : ++
Cold Insulation   : +
Social                 :
Sneaker can only be made of fabrics. Has the fastest movespeed of the two but less protection and durability. Also has better overall temperature insulation.
-Leather Shoes
Speed                : +
Durability           : +++
Protection          : ++
Heat Insulation  : +
Cold Insulation   : +
Social                 : +
Leather shoes can only be made of leather of course. Has less movespeed bonus but higher durability and protection. Has less temperature insulation because you don't want to wear these on highnoon or your feet will be cooked, trust me my country is located just a little bit above the equator. Note that the leather shoes should still be one tier lower than cowboy boots.

-Flipflop
Speed                : ++
Durability           : +
Protection          :
Heat Insulation  : +++
Cold Insulation   :
Social                 :
-Flipflop. is the worse footwear on the tier list but is even cheaper and faster to produce. Only offer a good heat insulation while still retaining some walkspeed bonus.

-Fur boots
Speed                : +
Durability           : ++
Protection          : +
Heat Insulation  :  ++
Cold Insulation   : +++++
Social                 :
Fur boots. Is a direct upgrade to the tribal boots. Offer a very good cold insulation. Like the parka of all footwears.

-Fancy Footwears
Speed                : +
Durability           : ++
Protection          :
Heat Insulation  : +
Cold Insulation   : +
Social                 : +++++
Fancy Footwears. A catch-all term for high-heel and anything you wear to some rich social event. This is what happened when Cowboy Boots decided to dump all its stats into social impact rather than equally distribute them to protection, durability and speed. Should also be on the same tier.

-Metal Greaves
Speed                : +
Durability           : ++++++
Protection          : +++++
Heat Insulation  : +
Cold Insulation   : +
Social                 : +
-Metal Greaves. An even heavy and stronger alternative to the combat Boots. With a little bit of social bonus because who wouldn't impressed by a huge shiny metal boots? Offer low insulation because it was made out of metal. Actually this is exactly what your Combat Boot's description try to convey. So i'm thinking of having the combat boots also use fabric to craft and change them to a sort of faster but less protection and durable than the metal Greaves.

Shoes tier list
              ->Sneaker --------  -->Tribal Boots ------>Fur Boots --
Flipflops-                             --                                                     -->Combat Boots
              ->Leather Shoes --  -->Cowboy Boots ------------------
                                           --                                                     -->Metal Greaves
                                              -->Fancy Footwears ---------------

Gloves

-Doctor gloves. Add for the sole purpose of increase healing successful surgery chance. But i heard the A17 Surgery has been fix so this might not needed.

-Fingerless leather gloves. Ergonomically designed to aid shooting and prolonged gripping of heavy bludgeoning object. reduce attack cooldown.

-Change Dexterous glove's name. Dexterous gloves sounds like it came out of Diablo or that Infusion mod. ^_^
Maybe something like Nanonic Energizing Motion Assisted (NOMA)gloves Gives it some Sci-Fi feels.





Title: Re: [A17] [A16] Hand 'n' Footwear Mod v1.2 (21/5/2017)
Post by: XeoNovaDan on May 22, 2017, 10:29:07 AM
Those are some great ideas, but the aim of this particular mod really is to keep small and simple. Shinzy's supposed to be working on a similar project - sort of a foot version of apparello - so it may be worth pointing them out to him.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.1 (21/5/2017) - HIATUS
Post by: Patrick on June 03, 2017, 09:29:40 PM
I would Love To See If They Affect Temperature of The Colonist :3
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: Mufflamingo on June 24, 2017, 08:58:15 PM
Tynan should make a hand and foot slot by a18. Hahahahaha.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: Canute on June 25, 2017, 03:43:55 AM
What do you think about
- roller blades, increase movement on floors only.

- jumping boots, increase outdoor/unroofed movement speed
https://www.youtube.com/watch?v=B5V356k-9a8
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: XeoNovaDan on June 25, 2017, 06:08:04 AM
They're both interesting ideas, and I especially like the latter after watching the video you linked. It'd be nice if perhaps somebody could program for these, because I'm not a C# programmer.

They'd probably be made purchase-only much like dexterous gloves so that you ideally don't get too many in your colony. The only other issue is with the way that bionics work as they stand, and that in term is the major caveat of this mod.

Worst thing is that I can't do anything about that because this is a vanilla issue.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: Mufflamingo on June 27, 2017, 07:14:02 AM
Why cant I wear Jacket and Gloves at the same time? ???
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: XeoNovaDan on June 27, 2017, 07:56:40 AM
Quote from: Mufflamingo on June 27, 2017, 07:14:02 AM
Why cant I wear Jacket and Gloves at the same time? ???

That's... odd. Are you using the latest HnF version?

Jackets occupy the 'Shell' layer, whereas all apparel included in this mod all occupy the 'Overhead' layer - which replaced 'Accessory' from previous alphas. Furthermore, Gloves no longer cover shoulders because that was just a hideous workaround to get them to work with bionics.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: Mufflamingo on June 27, 2017, 08:27:07 AM
Oops. I was using 1.2.1. (Thats what it said when I checked the ver)

I just updated it and it worka fine. Sorry for the ruckus buddy.  ;D ;D

Goodluck on future projects.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: XeoNovaDan on June 27, 2017, 10:36:11 AM
You're welcome.

I'm currently working on a re-balance series of patches for EPOE. Nerf hammered the power arms in particular, but other tweaks have been made too. Might do the same for A Dog Said, because its recipes are dissimilar to that of EPOE's.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: NoImageAvailable on June 27, 2017, 11:54:08 AM
Quote from: XeoNovaDan on June 27, 2017, 07:56:40 AM
Quote from: Mufflamingo on June 27, 2017, 07:14:02 AM
Why cant I wear Jacket and Gloves at the same time? ???

That's... odd. Are you using the latest HnF version?

Jackets occupy the 'Shell' layer, whereas all apparel included in this mod all occupy the 'Overhead' layer - which replaced 'Accessory' from previous alphas. Furthermore, Gloves no longer cover shoulders because that was just a hideous workaround to get them to work with bionics.

Overhead is for hats, Accessory was renamed into Belt (which is what shield and smokepop belts are using).
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: Mufflamingo on June 30, 2017, 05:42:46 PM
Question: How do I make plated gloves?
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: XeoNovaDan on June 30, 2017, 05:59:49 PM
Quote from: Mufflamingo on June 30, 2017, 05:42:46 PM
How do I make plated gloves?

Plated gloves and combat boots can both be made at a machining table.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.2 (07/06/2017)
Post by: Mufflamingo on June 30, 2017, 11:05:05 PM
Quote from: XeoNovaDan on June 30, 2017, 05:59:49 PM
Quote from: Mufflamingo on June 30, 2017, 05:42:46 PM
How do I make plated gloves?

Plated gloves and combat boots can both be made at a machining table.

Thank youuuuuuuuuuuu.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.3 (07/08/2017)
Post by: XeoNovaDan on August 07, 2017, 06:30:41 PM
Updated to v1.2.3 (07/08/2017)

Changes:
- Buffed Plated Gloves and Combat Boots
    - Now offer the same protection as a simple helmet
- Halved Dexterous Gloves' market value and increased commonality
- All apparel items cover the 'OnSkin' layer again
- VFWE patch has been integrated

As is slowly happening with my mods, the direct download has been moved to GitHub
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.3 (07/08/2017)
Post by: SpaceDorf on August 08, 2017, 04:28:52 AM
Could Combat Boots and Plated Gloves be made from leather with just metal additions ?
This would be more realistic .. at least as far as I remember my combat boots :)

And have some power gloves and boots.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.3 (07/08/2017)
Post by: Canute on August 08, 2017, 04:38:20 AM
Do you realy think your "Bundeswehr treter" act as combat boots ? :-)
Compare them with the safty boots from you can buy.
Ofcourse they are made with leather or other robust material, but they need to have better resist material inbound like steel,carbon.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.3 (07/08/2017)
Post by: XeoNovaDan on August 08, 2017, 05:26:58 AM
I could have the combat boots require leather, but I instead opted for consistency with vanilla. Sometimes gameplay in that aspect takes priority over realism. I probably won't do power boots/gloves mainly since I probably wouldn't be able to make a good texture for them (I could barely do the combat boots/plated gloves' textures), but also because I still want hand and feet to stand somewhat as a weak point, which is probably what the devs were thinking as this sort of thing isn't in vanilla.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.3 (07/08/2017)
Post by: SpaceDorf on August 08, 2017, 05:49:07 AM
Quote from: XeoNovaDan on August 08, 2017, 05:26:58 AM
I could have the combat boots require leather, but I instead opted for consistency with vanilla. Sometimes gameplay in that aspect takes priority over realism. I probably won't do power boots/gloves mainly since I probably wouldn't be able to make a good texture for them (I could barely do the combat boots/plated gloves' textures), but also because I still want hand and feet to stand somewhat as a weak point, which is probably what the devs were thinking as this sort of thing isn't in vanilla.

I understand, your signature makes it clear also :)

Quote from: Canute on August 08, 2017, 04:38:20 AM
Do you realy think your "Bundeswehr treter" act as combat boots ? :-)
Compare them with the safty boots from you can buy.
Ofcourse they are made with leather or other robust material, but they need to have better resist material inbound like steel,carbon.

Since those Treters survived about 10 years of nearly daily use .. and then died because of a user error .. I think they count.
The job of combat boots is not to be bulletproof .. but having some kevlar or metal inlay would sure be appreciated ..
A modern combat boot is more of a camouflaged Hiking Boot than anything else.
Made to be comfortable and to endure trecking through all kind of terrain.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.3 (07/08/2017)
Post by: Canute on August 08, 2017, 10:19:50 AM
And i think more at medival knights boots, special at the combination of "plated gloves".
Cowbow boots, or Shoes are more for a comfortable and endure trecking.
Combat boots and plated glover should give the best availble protection.

If he ever made power gloves/boots they got the same protection but with movement bonus.

And i still miss some 7 miles sandales. (+20 m/s) :-)
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.3 (07/08/2017)
Post by: SpaceDorf on August 08, 2017, 10:25:35 AM
Maybe we should call them "plated boots" or "reinforced boots" then ?
More descriptive, and I guess I am not the only one who thinks of modern Soldiers when reading Combat Boots.

And while I am at it .. I throw in my general apparel suggestion :
please add a own sub category to the stockpile-tree.
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.3 (07/08/2017)
Post by: XeoNovaDan on August 08, 2017, 10:29:04 AM
@SpaceDorf I like them suggestions actually, v1.3 shall be a thing very soon!
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.3 (07/08/2017)
Post by: SpaceDorf on August 08, 2017, 10:35:29 AM
Thank you, and thank Canute as well .. I am waiting for the update then :)
Title: Re: [A17] Hand 'n' Footwear Mod v1.2.3 (07/08/2017)
Post by: XeoNovaDan on August 08, 2017, 11:34:06 AM
Updated to v1.3 (8th August 2017)

Changes:
- Dexterous gloves are now 'Military' instead of 'Spacer' tagged gear
    -  This will stop you from starting with dexterous gloves
- Handwear and footwear are now broken down into their own categories within Apparel
- 'Combat Boots' have been renamed to 'Plated Boots'
- Most items now inherit from new abstract defs
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: mslsr on September 16, 2017, 05:20:09 PM
Neat mod, but how do I actually craft these things? I can only find tribal boots in the crafting spot, none of the rest show up either in crafting spots or tailoring benches.
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: XeoNovaDan on September 16, 2017, 05:59:34 PM
Ah, the weird recipe issue was reported on Steam too. It's apparently a load order thing:

Quote from: Esse Coisa (Steam)
I found that moving this mod toward the top of my mod order (over the other clothing mods I have) fixed the issue of no boot/glove bills at either tailoring table.

I'd still like to know what mods exactly causes this, because that'd be worth noting in the 'Compatibility' section.
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: mslsr on September 16, 2017, 06:52:16 PM
Heh, yeah, I found out about that after making my post. Pulling it to the top of the load order did indeed fix things and now my colonists are all wearing sweet leather boots.

That other guy mentioned the Mending mod, which I also have. Maybe that's the culprit?
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: XeoNovaDan on September 16, 2017, 07:12:53 PM
I guess that'll be the one to mention then!
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: The_Spare_Ace on December 14, 2017, 04:07:25 AM
Hey Nova, are you planning to update this mod to B18?
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: SpaceDorf on December 14, 2017, 05:29:29 AM
Quote from: XeoNovaDan on November 03, 2017, 05:15:57 AM
Woo, necro!

However, the following is a set of mods which probably won't be updated, and why:

Unlikely to update these mods for A18:

  • EPOE: Rebalanced - actually depends if Ykara updates EPOE for A18 or not.
  • Hand 'n' Footwear Mod - the items caused stockpile bloat, especially late-game.
  • Vanilla-Friendly Weapon Expansion - blurs the lines of well-distinguished niches in the base game.
  • Visible Pants - while the cosmetic was there, it wasn't consistent; the pawn renderer would probably need to be modified for this to work properly.
  • Simple Plastic - economy balance is going to be tough with A18's changes.


Quoted from Dan's Collection Thread.
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: PGMP1979 on December 14, 2017, 05:45:52 AM
Well i hope its updated. My fingers and toes will thank it a lot ! :D
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: Nightinggale on December 14, 2017, 08:13:00 AM
There are mods to deal with the amount of appeal you get in late game. You can burn, extract raw leather, hide in appeal storage, sell etc. I don't think it's a valid reason to not update. In fact I think it should be updated because the alternative is that some unofficial update will appear eventually.
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: Mufflamingo on January 17, 2018, 08:48:03 PM
Quote from: Nightinggale on December 14, 2017, 08:13:00 AM
There are mods to deal with the amount of appeal you get in late game. You can burn, extract raw leather, hide in appeal storage, sell etc. I don't think it's a valid reason to not update. In fact I think it should be updated because the alternative is that some unofficial update will appear eventually.

Where is that unofficial update now? 😭
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: SpaceDorf on January 31, 2018, 07:16:59 AM
Here :

[B18] Boots and Gloves (https://ludeon.com/forums/index.php?topic=37639.0)
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: wwWraith on January 31, 2018, 07:49:59 AM
Quote from: SpaceDorf on January 31, 2018, 07:16:59 AM
Here :

[B18] Boots and Gloves (https://ludeon.com/forums/index.php?topic=37639.0)
No, my mod is not an update to this one :) It was developed independently (though I've stolen its textures eventually :P ) and I won't going to mess with editing pawns stats and money so it is much simpler (and less likely to cause unbalancing with other mods also editing it). Although I appreciate XeoNovaDan's work and think that his mod could be preferable for many people.
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: SpaceDorf on January 31, 2018, 09:02:43 AM
This may be,

but with Dan having stopped supporting his mod you are at least the spiritual successor.  ;D
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: XeoNovaDan on January 31, 2018, 10:26:27 AM
I second SpaceDorf's statement. :P
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: sgtarpin on March 09, 2018, 10:55:55 PM
https://github.com/FrodoOf9Fingers/Rimworld-Hand-and-Footware
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: Kiame on June 29, 2018, 01:16:25 AM
XeoNovaDan
Wanted to ask permission to revive Hands'n'Footware

I know about the other mod Boots and Gloves but TBH i prefer the approach this mod took.

Thank you
Title: Re: [A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)
Post by: XeoNovaDan on June 29, 2018, 04:28:35 AM
Kiame - Sure thing!