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RimWorld => Mods => Releases => Topic started by: Shinzy on July 30, 2014, 08:19:27 AM

Title: [1.2] Apparello v2.2.2 Dawn of newer deluxier edition [02/03/2021]
Post by: Shinzy on July 30, 2014, 08:19:27 AM
(http://i.imgur.com/SO5dj1J.gif)

Adds extra pieces of craftable apparel and armor to your game along with the crafting stations and research and all that.

If you find any shady looking bugs be sure to report them to your closest Shinzy!
Be aware of other Shinzies that are not me, They're likely overqualified to help you



Download
Apparello For 1.3 - Mediafire (https://www.mediafire.com/file/gqpibego41otqiy/Apparello.zip/file)

Apparello on Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=728381322&searchtext=)



Apparello For 1.2 - Mediafire (https://www.mediafire.com/file/0geuawfycinvdyt/Apparello.zip/file)

Apparello For 1.1 - Mediafire (http://www.mediafire.com/file/h8cwdbf2ai5yfp6/Apparello.zip/file)

Apparello For 1.0 - Mediafire (http://www.mediafire.com/file/9093yyl0mjrbt9n/Apparello.zip/file)

Apparello For B19 - Mediafire (http://www.mediafire.com/file/f9y2h9j70c6889z/Apparello.zip/file)

Apparello For B18 - Mediafire (http://www.mediafire.com/file/1uiq8f9d2bbqmzv/Apparello.zip)

Apparello For A17 - Mediafire (http://www.mediafire.com/file/88060yxdau0td26/ApparelloA17.zip)

Apparello For A16 - Mediafire (http://www.mediafire.com/file/txx7iqagd2b39wp/Apparello.zip)

Apparello For A15 - Mediafire (http://www.mediafire.com/file/xddu45b46e503c0/Apparello.zip)


Tons of new clothing, complete with stat bonuses and whatnot!
Most of the crafting is locked behind their own research. If crafting and research ain't your thing you can still loot most of the cool stuff from raiders, which arguably is the only *real* way of collecting hats.



Notes
When you add the mod to already started colony remember to edit your Apparel storage zones and Outfits (in the Assign tab) to allow the new clothing, otherwise they'll just leave them lying around like dirty rags. ..which I don't blame them for!


Contents
52(?) hats, 15 pants and 30ish? pieces of other apparel

6 researches
- Quilting, Early armor (might not be worth the research, feedback appreciated)
- Apparel design and patterning, Gives you the basic fancier apparello clothing
- Safety standards, Allows the crafting of job stat boosting apparel
- Apparel augmentation, Crafting recipes for better apparel.
- Prototype apparel , Unlocks few curious items for crafting. Just a bit flavour for the end game mostly.
- Tribal adornment, Tribals in the tribal start scenario begin with this research. Unlocks fancy tribal apparel.

2 Buildings
- Tinkering bench, Contains most of the more advanced apparel crafts.
- Schematic cabinet, Addon for the other buildings. Requires bundle of schematics which can be only acquired from traders.



Changelog
Apparello v2.2.2
14.08.2020
------------------
- added version number for 1.2

Apparello v2.2.1
02.03.2020
------------------
- Fixes and changes to support 1.1
- other minor fixes
- Tricorne hat

Apparello v2.2.0
20.10.2018
------------------

- Updated for 1.0





(https://i.imgur.com/u1JCvM8.png)
(https://i.imgur.com/qCyk9dH.png)
(https://i.imgur.com/3GCzOpm.png)
(https://i.imgur.com/nA73uz3.png)





(http://i.imgur.com/lyjLesy.png) (https://ludeon.com/forums/index.php?topic=9015.msg89082#msg89082)
Poke the fabulous painting "Peaceful Sunset" by Mrofa to gain access to all my other mods

(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png)
http://creativecommons.org/licenses/by-nc-sa/4.0/
Title: Re: [MOD] (Alpha 5) Apparello v1.0
Post by: Rhea on July 30, 2014, 10:37:22 AM
Amazing mod, thanks for all the cool clothes.
Title: Re: [MOD] (Alpha 5) Apparello v1.0
Post by: Shinzy on July 30, 2014, 12:54:51 PM
Quote from: Rhea on July 30, 2014, 10:37:22 AM
Amazing mod, thanks for all the cool clothes.
Thanks! I'm glad you like them
and you're welcome!
Title: Re: [MOD] (Alpha 5) Apparello v1.0
Post by: kaycho on July 30, 2014, 01:10:46 PM
Super! thank you :) gonna play it in a moment :)
Title: Re: [MOD] (Alpha 5) Apparello v1.0
Post by: Jerethi50 on July 30, 2014, 06:04:35 PM
Would love to add this to AIO modpack, that ok ?
Title: Re: [MOD] (Alpha 5) Apparello v1.0
Post by: Bog on July 30, 2014, 07:00:27 PM
Oh wow, very pretty.

Hopefully whatever I make will look even remotely as good as yours.
Title: Re: [MOD] (Alpha 5) Apparello v1.0
Post by: Shinzy on July 31, 2014, 03:47:13 AM
Quote from: Jerethi50 on July 30, 2014, 06:04:35 PM
Would love to add this to AIO modpack, that ok ?

Knock yourself right out Jer! I'd love that =P

Quote from: kaycho on July 30, 2014, 01:10:46 PM
Super! thank you :) gonna play it in a moment :)
You're welcome! hope you like it

Quote from: Bog on July 30, 2014, 07:00:27 PM
Oh wow, very pretty.

Hopefully whatever I make will look even remotely as good as yours.
I have no doubt they will Bog, you can do miracles with little shading
and the program you use does most of the work for you in that respect =P

And thanks, you all!
Title: Re: [MOD] (Alpha 5) Apparello v1.0
Post by: foffof on July 31, 2014, 04:37:59 PM
This is Amazing! We can make armor now!! thank you! ;D
Title: Re: [MOD] (Alpha 5) Apparello v1.0
Post by: Shinzy on July 31, 2014, 04:52:42 PM
Quote from: foffof on July 31, 2014, 04:37:59 PM
This is Amazing! We can make armor now!! thank you! ;D
You're welcome!
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 02, 2014, 07:06:46 AM
New update!
Adds Poncho (or a fancy scarf, however you take it) Brocade Vest, Stablehand trousers & Steamhull armor (A combination of Scyther frame and Hive armor)

(http://i5.photobucket.com/albums/y168/Teppana/Ponchoupdate_zps0144a826.jpg) (http://s5.photobucket.com/user/Teppana/media/Ponchoupdate_zps0144a826.jpg.html)
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Jerethi50 on August 02, 2014, 12:52:13 PM
Lol, you would add awesome stuff right after i get yer mod into my pack :) now i gotta update it again lol.
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Jerethi50 on August 02, 2014, 12:53:36 PM
also, what mod is it that has those curved storage shelves ?

Woops, That is this mod Lol, would you mind if i made a version of it in AIO Mod that holds normal stuff ? its a neat looking storage shelf.
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Jerethi50 on August 02, 2014, 01:18:30 PM
is the new clothing not craftable ?
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Bog on August 02, 2014, 01:38:04 PM
Quote from: Shinzy on August 02, 2014, 07:06:46 AM
Adds Poncho (or a fancy scarf, however you take it)
Woohoo! That was quick. ;D
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 02, 2014, 01:51:16 PM
Quote from: Jerethi50 on August 02, 2014, 12:52:13 PM
Lol, you would add awesome stuff right after i get yer mod into my pack :) now i gotta update it again lol.

hehe yeah I felt little bit bad about that after I saw you had updated =P
but I just got all the new textures done so couldn't help it!

Anyhow only the new 'Steamhull' armor is craftable
the rest of them are all more or less basic clothing and you'll be having so much of them after raids
that you'd have no reason to craft them

and sure you can make proper shelf out of that one =P
I'm not even entirely sure why I limited it only for schematics in the first place


and the Clint Eastwood pic was too persuasive Bog =P
I *had* to make one, they just fit the rimworld's theme so well
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Bog on August 02, 2014, 04:25:01 PM
If you're still looking for inspiration of things to make, I wouldn't mind these outfits here to be in-game items:

(http://fc01.deviantart.net/fs71/i/2014/017/f/6/rimworld_storytellers_by_ricardotomeart-d72lskw.jpg)

They'd be a little tricky without arms (especially phoebe's... I mean not including headwear the arms are really the only interesting bit outside of that random hay coming out of her shoulder) but I still think they'd be pretty cool.

PS: Saw your deathstar pic. That was pretty funny. What do you think the round thing is supposed to be anyways? Looks like it's either come out of, or going to go into her sleeve that she's holding open but I have no idea what the meaning of it is. ???
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 02, 2014, 04:57:18 PM
Quote from: Bog on August 02, 2014, 04:25:01 PM
If you're still looking for inspiration of things to make, I wouldn't mind these outfits here to be in-game items:

They'd be a little tricky without arms (especially phoebe's... I mean not including headwear the arms are really the only interesting bit outside of that random hay coming out of her shoulder) but I still think they'd be pretty cool.

PS: Saw your deathstar pic. That was pretty funny. What do you think the round thing is supposed to be anyways? Looks like it's either come out of, or going to go into her sleeve that she's holding open but I have no idea what the meaning of it is. ???

I've actually been looking at the storyteller clothing for a while now with that in mind =P
there's a lot of discernible features in them

..and lot of work =P I've hesitated to even try those yet

And the cassandra's ball just reminds me most of those ridiculous keychains that play a preset sound
when you touch the (magnetic?) metal strips on the side. The size is about right and it has the holes =P
But somehow I doubt it's anything like that
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: mrofa on August 02, 2014, 05:18:33 PM
Must say thats a preety cool pice of work you did here :)
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Jessi on August 02, 2014, 08:13:30 PM
To let you know; I'm not certain if anyone else has this issue, but this mod, (while being a lovely mod I wish I could use again!), stops all traders from dropping by the planet, and stops the supply pods event from occurring. Tested with all my mods, and after this one was disabled, everything worked normally again.

You may wish to look into that! :)
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 03, 2014, 04:53:22 AM
Quote from: Jessi on August 02, 2014, 08:13:30 PM
To let you know; I'm not certain if anyone else has this issue, but this mod, (while being a lovely mod I wish I could use again!), stops all traders from dropping by the planet, and stops the supply pods event from occurring. Tested with all my mods, and after this one was disabled, everything worked normally again.

You may wish to look into that! :)
oh no =O
I'll try see if I can figure out what's causing that kind of thing to happen
Thanks! I'll make sure you can use it again =P

Edit: Hmm I'm still getting both of these occurences happening
(I let the game run on the ultra speed after setting up the trade zone)
I really don't know what could have been causing that =/

The only implication to traders in any of the files I could find was with the
custom items in the Defs/ThingDefs/Items_Apparello
the line <tradersCarry>true</tradersCarry>
You could try set that one to 'false'
I don't know what good that would do! but I'm really at a loss here

I really didn't expect the traders would flip out on this scale
about me monopolizing the clothing trade =P and start to flat out
boycott Rimworlds using these!

Anyway!
I made quick 'Lite' version that shouldn't possibly cause any complications with
anything at all
It makes all the armor and clothing spawn on raiders and visitors
and gets rid of all the crafting
And if you don't want the enemies to spawn with the advanced armors
later on you can easily delete the 'Advanced_Apparel' File or
or changing the clothing <tags> to some kind of gibberish and they can
only be spawned in through the dev thingie

http://www.mediafire.com/download/5gljge7cdd45ucc/Apparello_Lite.zip

Has anyone else had this kind of issue?

Edit 2:
Oh and thanks Mrofa!
Quote from: mrofa on August 02, 2014, 05:18:33 PM
Must say thats a preety cool pice of work you did here :)
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Jerethi50 on August 03, 2014, 10:24:36 AM
I really doubt the crafting was causing the problem, the traders carry could have been the culprit, As the drop pod scripts use items from traderscarry lists and if for some reason it is having an issue placing one of your clothing items inside a drop pod, when it executes a drop pod event, it will "quietly" error, doesnt even force open the console. but once it does error, it will stop events from occuring, Reproducing this bug is going to be a rare occurence, because you need 1. the drop pod event to trigger 2. the drop pod event to pick the exact item from your mod its having trouble with and 3. error out when it trys to assign the item to a pod. It is best to keep apparel items out of the traders carry list. I have noticed in the current version there seems to be issues with traders and clothing, I think it may be related to clothing needing randomly generated colors and possibly other things are randomly assigned. Im not certian on that last bit though, but yea my suggestion is to make all of your apparel items not carried by traders.
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 03, 2014, 12:28:37 PM
Quote from: Jerethi50 on August 03, 2014, 10:24:36 AM
I really doubt the crafting was causing the problem, the traders carry could have been the culprit, As the drop pod scripts use items from traderscarry lists and if for some reason it is having an issue placing one of your clothing items inside a drop pod, when it executes a drop pod event, it will "quietly" error, doesnt even force open the console. but once it does error, it will stop events from occuring, Reproducing this bug is going to be a rare occurence, because you need 1. the drop pod event to trigger 2. the drop pod event to pick the exact item from your mod its having trouble with and 3. error out when it trys to assign the item to a pod. It is best to keep apparel items out of the traders carry list. I have noticed in the current version there seems to be issues with traders and clothing, I think it may be related to clothing needing randomly generated colors and possibly other things are randomly assigned. Im not certian on that last bit though, but yea my suggestion is to make all of your apparel items not carried by traders.

So turning the <tradersCarry>true</tradersCarry> of the items into False would do it?
I did that for the crafting material items I had (and apparently stopped them from falling in drop pods which is good)
But I didn'tn't see any of the apparel files themselves having any options about being carried by traders
should I manually add one?
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Bog on August 03, 2014, 05:19:06 PM
So far as I know nobody has gotten traders to carry clothing properly. I read a thread somewhere that basically got to the conclusion that it seems to always break the game for some reason or another. I don't remember why though and I can't seem to find it. ???


The decision is up to you of course, but if it was me I'd probably forgo getting traders to carry armour and apparel at least for the time being.

I imagine Tynan is going to make apparel tradable at in the vanilla version at some point anyways, at the very least within weapons traders so we can buy and sell power armour and armour vests. Anyways, while it'd be nice I don't think it's a "central" part of the mod.

Edit: I should have just read Jerethi50's post. He seems to know why. :P
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 03, 2014, 05:30:10 PM
Quote from: Bog on August 03, 2014, 05:19:06 PM
So far as I know nobody has gotten traders to carry clothing properly. I read a thread somewhere that basically got to the conclusion that it seems to always break the game for some reason or another. I don't remember why though and I can't seem to find it. ???


The decision is up to you of course, but if it was me I'd probably forgo getting traders to carry armour and apparel at least for the time being.

I imagine Tynan is going to make apparel tradable at in the vanilla version at some point anyways, at the very least within weapons traders so we can buy and sell power armour and armour vests. Anyways, while it'd be nice I don't think it's a "central" part of the mod.

Edit: I should have just read Jerethi50's post. He seems to know why. :P

But which files would I have to modify to disable the clothing being tradeable
cause I never enabled this sort of behaviour anywhere to begin with. Just causing mild confusion for me right now :-[
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Bog on August 03, 2014, 05:37:52 PM
Quote from: Shinzy on August 03, 2014, 05:30:10 PM
But which files would I have to modify to disable the clothing being tradeable
cause I never enabled this sort of behaviour anywhere to begin with. Just causing mild confusion for me right now :-[
I did a quick search of your mod files and "Items_Apparello.hml" has <tradersCarry>true</tradersCarry> in it.

Some of those items in that file only stack to "1". I'm speculating here, but that might actually be the problem with clothes as well. The code might tell drop-pods to each have a bunch of each item (all the normal drop pods drop stacks of items) and when it can only have 1 in a stack, it bugs.

I'd be curious if making all the clothes stack to 75 fixes the problem. Of course that make a new set of bugs because so far as I know things with special stats on them like individual colours and hit-points never stack so far.
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 03, 2014, 05:45:53 PM
Quote from: Bog on August 03, 2014, 05:37:52 PM
Quote from: Shinzy on August 03, 2014, 05:30:10 PM
But which files would I have to modify to disable the clothing being tradeable
cause I never enabled this sort of behaviour anywhere to begin with. Just causing mild confusion for me right now :-[
I did a quick search of your mod files and noticed that "Items_Apparello.hml" has <tradersCarry>true</tradersCarry> in it.
Oh okay, Ignore me then! I was confused =P Both of you were talking of clothes and those are just my custom resources. I'll have that fixed
Maybe I'll go catch some sleep now, though =P

Edit: Rerouted the tachyon shield emitters and Traders were set to false
(v 1.1.1 download in the first post, nothing new added, just a small fix. (Okay if you got good eyes I forgot a very WiP texture and spawnable (through dev mode) item in this one, if you would kindly ignore that)
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Jerethi50 on August 03, 2014, 08:30:41 PM
Actually im not sure if the tradeable options apply to clothing or not, Ill do some testing if and when i get some time, rl issues have cropped up.
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 04, 2014, 02:07:23 AM
Quote from: Jerethi50 on August 03, 2014, 08:30:41 PM
Actually im not sure if the tradeable options apply to clothing or not, Ill do some testing if and when i get some time, rl issues have cropped up.
Don't worry, could have just been the schematics with their own categories and whatnot. Might have been something with the items, Whatever it was I'm sure it's gone now! (Foreshadowing)

Thanks though, you two
Help is always appreciated!
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Jerethi50 on August 04, 2014, 01:40:22 PM
well anyhow if the problem does crop up again for anyone it can usualy be fixed by entering debug mode from the options menu and forcing an incident to trigger, this usualy gets the storyteller working again. until it errors again
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Zeta Omega on August 05, 2014, 05:05:56 PM
 :o Out of all the crazy mods created from Allie Mechanoids to freaking muffelow mating this is a very interesting and well desighned mod....Plus the regular clothes were getting boring
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 06, 2014, 06:35:50 AM
Quote from: Zeta Omega on August 05, 2014, 05:05:56 PM
:o Out of all the crazy mods created from Allie Mechanoids to freaking muffelow mating this is a very interesting and well desighned mod....Plus the regular clothes were getting boring

Thanks! This was all just practise for me wanting to add more hats in game once
the next alpha comes out
But I got really into it after finishing the first piece of apparel (really into it -> find myself awake still at 4 o'clock and still waking up the 'single digit number' times)
and then kept getting all those late night ideas (everyone knows those are the best ones) *cough* washing machine *cough*

Oh I'm still curious about what people thinks of the 'advanced armors'
whether the speed boosts and reductions are "balanced" in any way
cause I could see the scyther frame being really cheaty with kiting and long range weapons, even if it does negate all armor (the dmg reduction doesn't seem to be able to go below 0 as in actually increasing how much damage is taken).

I'd be real glad if someone would share their thoughts about them =P
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Oragepoilu on August 06, 2014, 09:42:57 AM
Quote from: Shinzy on August 06, 2014, 06:35:50 AM
Quote from: Zeta Omega on August 05, 2014, 05:05:56 PM
:o Out of all the crazy mods created from Allie Mechanoids to freaking muffelow mating this is a very interesting and well desighned mod....Plus the regular clothes were getting boring

Thanks! This was all just practise for me wanting to add more hats in game once
the next alpha comes out
But I got really into it after finishing the first piece of apparel (really into it -> find myself awake still at 4 o'clock and still waking up the 'single digit number' times)
and then kept getting all those late night ideas (everyone knows those are the best ones) *cough* washing machine *cough*

Oh I'm still curious about what people thinks of the 'advanced armors'
whether the speed boosts and reductions are "balanced" in any way
cause I could see the scyther frame being really cheaty with kiting and long range weapons, even if it does negate all armor (the dmg reduction doesn't seem to be able to go below 0 as in actually increasing how much damage is taken).

I'd be real glad if someone would share their thoughts about them =P

Well, you can get mine if you don't mind.

basic armor is balanced because with hight damage weapon you steel need the same number of hit to get killed - so it only help a bit in early/mid game before there is a lot of snipers.

late game armor with only reduc dmg and low speed is actually REALLY POWERFULL, because you quicly end in a ranged battle anyway with turrets - so don't move that much.
the mixed one isn't worth it. you'r still too slow anyway to do something and you loose reduction of damage (from 85% to 70% as i remember, so you take twice damage !).

The one with speed buff is freacking awesome. especially against centipede. And it's actually quite powerfull at any time not fighting.

What i could see here .... could be a few change if it's possible  (but i'm almost sure it's not) :

-Mixed armor late game could add an effect maybe with a bit lower stats. like a small buff to morale, or something like this, because actually there is point of using these.

-Speed armor could only help moving in terrain with hight cost to movement speed (like sand, dirt ...) up to the 100% on created terrain, instead of a flat buff.

So one would be usefull to attack outdoor meca/sniper (movement speed  = kiting), one when you defend your wall (hight armor = you can resist way more), and another for long term battle to avoid losing the mind of your fighter because he is bleeding and get low morale.
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 06, 2014, 10:17:12 AM
Quote from: Oragepoilu on August 06, 2014, 09:42:57 AM-Mixed armor late game could add an effect maybe with a bit lower stats. like a small buff to morale, or something like this, because actually there is point of using these.

This is actually really good idea,
Edit: I'm somewhat confident I can add new thoughts with the xml things
I'm not very confident about it at all anymore =P
The rest I'm afraid is out of my capabilities
But maybe I can add somekind of negative 'My joints are aching' debuff on the speed booster so fighting with them on isn't so viable tactic =P Cause I really made it mostly with the long range hauling in mind.

This really appreciated! Thanks Orage!
Now I'm just hoping I can find easy way to work the ThoughtDefs, hehe
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Bog on August 06, 2014, 04:53:06 PM
The one thing I've noticed with the speed boost is that it's really powerful when not in combat.

For example your dudes can haul things back and forth a lot faster then they would otherwise do. Hunting also gains a huge boost from it. Basically any task where moving around takes more time then the task itself benefits a lot, but pretty much everything benefits at least a little.

PS: Are you looking or open for contributions for your mod? My Ned Kelly armour has hit a snag or two (specifically it looks really really boring without the helmet, and I don't know how it'll mesh with it's helmet and I can't test any of that out yet.) but I've also designed some other helmets and think that I'll probably put out a bit of apparel stuff here and there in between designing guns.

I was originally planning on putting them into Project Armoury, but I think that maybe PA should stick with guns and the apparel should be in a separate mod, and figured yours is the only significant armour and apparel mod I'm aware of.
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 06, 2014, 05:37:52 PM
Quote from: Bog on August 06, 2014, 04:53:06 PM
The one thing I've noticed with the speed boost is that it's really powerful when not in combat.

For example your dudes can haul things back and forth a lot faster then they would otherwise do. Hunting also gains a huge boost from it. Basically any task where moving around takes more time then the task itself benefits a lot, but pretty much everything benefits at least a little.

PS: Are you looking or open for contributions for your mod? My Ned Kelly armour has hit a snag or two (specifically it looks really really boring without the helmet, and I don't know how it'll mesh with it's helmet and I can't test any of that out yet.) but I've also designed some other helmets and think that I'll probably put out a bit of apparel stuff here and there in between designing guns.

I was originally planning on putting them into Project Armoury, but I think that maybe PA should stick with guns and the apparel should be in a separate mod, and figured yours is the only significant armour and apparel mod I'm aware of.

well I'm not actively looking for contributions but I can add any if you don't wish to make one of your own, and yeah I can see the armor looking bit orphaned alone there with all the guns =P

So yeah I can add it when I finish bit more of my own stuff
Send me a pm with all the textures and details if you want it as crafted armor and all the stat things and that stuff. Or you can make the Def file for it yourself, if you wanan be more helpful!

There's an allright template in the attachments if you wanna try the helmet on
(you can draw the texture on the official head sprites, they match with the hat ones, and I really doubt Tynan will change the headsize or anything ridiculous or that in the hat update =P)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Bog on August 11, 2014, 05:02:08 PM
So... as far as I can tell your licence is this: http://creativecommons.org/licenses/by/4.0/

Does that mean I can use stuff from your mod for mine?

If so I'll be sure to reference this page on the top of mine so everybody knows where all the awesome stuff came from.
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 11, 2014, 05:22:34 PM
Quote from: Bog on August 11, 2014, 05:02:08 PM
So... as far as I can tell your licence is this: http://creativecommons.org/licenses/by/4.0/

Does that mean I can use stuff from your mod for mine?

If so I'll be sure to reference this page on the top of mine so everybody knows where all the awesome stuff came from.

Yar! Pretty much the gentlemen rules apply here
You can use any assets here so long as it's visibile where the stuff came from and what's different about them
compared to the original (if any) Any old 'MadeByShinz100%.txt' should suffice =P

Edit: Oh and if you can give me some sort of short briefing to what bits you're gna borrow, I'm just mighty curious! ;D
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Bog on August 11, 2014, 06:50:18 PM
Quote from: Shinzy on August 11, 2014, 05:22:34 PM
Yar! Pretty much the gentlemen rules apply here
You can use any assets here so long as it's visibile where the stuff came from and what's different about them
compared to the original (if any) Any old 'MadeByShinz100%.txt' should suffice =P
Alright, cool. I'll put references both on the main mod page and in each of the .hml files for the items I use, and will be sure to mention any changes, if any.

Quote from: Shinzy on August 11, 2014, 05:22:34 PM
Edit: Oh and if you can give me some sort of short briefing to what bits you're gna borrow, I'm just mighty curious! ;D
Well my new mod is one where I'm going to try to make a bunch of new factions, each with their own clothing and weapons. My first release target is ~7-10 total, including the already present Tribal, Spacer and Mechanoid faction types, but eventually I'd like to make a bunch more. I have ~25 on my long-term list so far.

For example, I'd like to make a "Steamer" faction. It'd be mostly 1830s-1860s weapons, with some toned-down steampunk stuff in it. (so no tesla coils and ray guns) They'd almost definately use your brocade, suspenders, and I might get their elite soldiers to use your steamhull.

Another is a space-age "Scavengers" faction that mostly uses tech that they've "found" (sometimes forcibly ;)) and adapted for their own use. So your Scyther and HA migh make an appearance with them.

Also I'm making a couple new sort of "tribal" era factions, so your Mogo and LP should come in handy.

And I can't make a mod of this scale without your Poncho. ;D

Finally, I might use whatever future items you make.

Edit: Oh, I'll be reworking all the armour and movement stats on everything that goes in my mod. (I'll mention it in the .hml files so people don't get confused) It's not that I don't like how you've made them, it's that I'm already reworking all the weapons and apparel balance for my mod anyways, including the vanilla stuff.
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Bog on August 12, 2014, 03:14:45 AM

Quote from: Shinzy on August 11, 2014, 05:22:34 PM
Yar!
Does this mean we'll be getting pirate stuff soon?

;)
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Shinzy on August 12, 2014, 03:48:42 AM
Quote from: Bog on August 12, 2014, 03:14:45 AM

Quote from: Shinzy on August 11, 2014, 05:22:34 PM
Yar!
Does this mean we'll be getting pirate stuff soon?

;)

Ye landlubbers cannae hold yer trousers when the Stylin Tricorns hit the shelves
(You'll be getting real non-thematic mess is what you're gna get. And still more or less all vanity)

I'm just seeing how much new stuff I can come up with before the next alpha =P
So don't get hopeful, i've started alot but finished nothing

Tip: Try not to work on several different sets of apparel at once, it causes meltdowns
Title: Re: [MOD] (Alpha 5) Apparello v1.1 "The great Poncho update of 2014"
Post by: Bog on August 12, 2014, 05:49:45 PM
Quote from: Shinzy on August 12, 2014, 03:48:42 AM
Ye landlubbers cannae hold yer trousers when the Stylin Tricorns hit the shelves
(You'll be getting real non-thematic mess is what you're gna get. And still more or less all vanity)

I'm just seeing how much new stuff I can come up with before the next alpha =P
So don't get hopeful, i've started alot but finished nothing

Tip: Try not to work on several different sets of apparel at once, it causes meltdowns

Just working on one set of apparel can cause a meltdown. Working on multiple simultaneously is like dumping a couple of plane-loads of refined uranium onto chernobyl, then hitting it with a Czar bomb.
Title: Re: [MOD] (Alpha 6) Apparello v1.2 "Mad Hats" update
Post by: Shinzy on August 14, 2014, 10:58:58 AM
Great neeeewss everyone! I've fixed the poison slime pipes Alpha six update is now here! Hats are included!
No new armor (Just yet)

(http://i5.photobucket.com/albums/y168/Teppana/Update12_zpsca788c87.png) (http://s5.photobucket.com/user/Teppana/media/Update12_zpsca788c87.png.html)

Lot of tweaking with the new damage absorption stuffs need to be made
Don't hesitate to let me know if something feels off about the mod

(Download link will be available in the first post in a second!)
Title: Re: [MOD] (Alpha 6) Apparello v1.2 "Mad Hats" update
Post by: Ramsis on August 17, 2014, 08:58:09 AM
Challenge mode for you Shinzy, make hats that do something instead of just looking sexy!

I personally challenge you to make a mining helmet that emanates light. In theory to prevent the in darkness problem that a lot of mining teams face.

Title: Re: [MOD] (Alpha 6) Apparello v1.2 "Mad Hats" update
Post by: Shinzy on August 17, 2014, 02:04:20 PM
Quote from: Ramsis on August 17, 2014, 08:58:09 AM
Challenge mode for you Shinzy, make hats that do something instead of just looking sexy!

I personally challenge you to make a mining helmet that emanates light. In theory to prevent the in darkness problem that a lot of mining teams face.

That was my intention from the start when I saw hats were going to be implemented in the game! like Aim boosting visors and Dodge increasing camouflage and wearable lampshades that produce light

but very quickly ran into really hard to get over obstacles (.dll) Figuring out the xml was simple enough. My "coding" skills are severely limited to very, very srcub level "web design" with HTML and very simple flash stuff and Dreamweaver And dabbling with The Aurora Toolset and WCIII Campaign editor (all of which I'm mostly forgotten how to do! ;D)

So I'd need tons of help before daring to accept your challaaange!
and time! which I'm rabidly running out as I have to resume my studies soon =P
I'm willing to try though, eventually. But for now I'll stick with the visual side! *poke*

Still more than happy to provide the sprites for Mining helmet (or anything else small time items) if anyone smarter than me would want to make this happen!
Title: Re: [MOD] (Alpha 6) Apparello v1.2 "Mad Hats" update
Post by: Bog on August 17, 2014, 05:51:43 PM
Quote from: Shinzy on August 17, 2014, 02:04:20 PM
Quote from: Ramsis on August 17, 2014, 08:58:09 AM
Challenge mode for you Shinzy, make hats that do something instead of just looking sexy!

I personally challenge you to make a mining helmet that emanates light. In theory to prevent the in darkness problem that a lot of mining teams face.

That was my intention from the start when I saw hats were going to be implemented in the game! like Aim boosting visors and Dodge increasing camouflage and wearable lampshades that produce light

but very quickly ran into really hard to get over obstacles (.dll) Figuring out the xml was simple enough. My "coding" skills are severely limited to very, very srcub level "web design" with HTML and very simple flash stuff and Dreamweaver And dabbling with The Aurora Toolset and WCIII Campaign editor (all of which I'm mostly forgotten how to do! ;D)

So I'd need tons of help before daring to accept your challaaange!
and time! which I'm rabidly running out as I have to resume my studies soon =P
I'm willing to try though, eventually. But for now I'll stick with the visual side! *poke*

Still more than happy to provide the sprites for Mining helmet (or anything else small time items) if anyone smarter than me would want to make this happen!
I'd say you should focus on the visual things anyways. Different people have different skill sets, and the Rimworld Modding community has a lot less good artists than it has good coders.

Leave the coding the poor people who can't draw to save our lives. ;D

If someone comes out with a glowing helmet code that anybody can use then you can easily enough apply your textures to it.

PS: LOVE the new hats and hair.
Title: Re: [MOD] (Alpha 6) Apparello v1.2 "Mad Hats" update
Post by: superpirson on August 18, 2014, 06:18:27 PM
Hey! You have gas masks! I need gas masks! would you want to talk about linking up our mods. I won't ask you to merge with it, I'm just thinking of a little compatibility patch. You would only need to add a few lines to your defs to make them block out my mod's poison gas.
Title: Re: [MOD] (Alpha 6) Apparello v1.2 "Mad Hats" update
Post by: Shinzy on August 19, 2014, 12:21:11 AM
Quote from: superpirson on August 18, 2014, 06:18:27 PM
Hey! You have gas masks! I need gas masks! would you want to talk about linking up our mods. I won't ask you to merge with it, I'm just thinking of a little compatibility patch. You would only need to add a few lines to your defs to make them block out my mod's poison gas.

Send me a PM and tell me what to do =P I'm all up for this!
Title: Re: [MOD] (Alpha 6) Apparello v1.2 "Mad Hats" update
Post by: Neurotoxin on August 19, 2014, 04:19:44 AM
With this mod, everytime I see a raider with clothes I don't recognize:
https://www.youtube.com/watch?v=V-TmQ1ktaLU
Title: Re: [MOD] (Alpha 6) Apparello v1.2 "Mad Hats" update
Post by: Shinzy on August 19, 2014, 10:13:42 AM
Quote from: Neurotoxin on August 19, 2014, 04:19:44 AM
With this mod, everytime I see a raider with clothes I don't recognize:
https://www.youtube.com/watch?v=V-TmQ1ktaLU

I need yoor clothes, yoor boots and yoor motorcyckle! *grunt*

Neeew update! (again)
(http://i5.photobucket.com/albums/y168/Teppana/ApparelloUpdate13_zpsc6880428.jpg) (http://s5.photobucket.com/user/Teppana/media/ApparelloUpdate13_zpsc6880428.jpg.html)

Adds Craftable early game Powered light armor
(Jumpsuit, Alloy vest, Light powered armor and helmet)
and couple tribal tattoo "hairs" for tribals
And a Tailor's workstation (To prepare for the alpha 7 mostly) But is currently only needed for crafting of the jumpsuit ::)

And all the Dipsy's hatstore boxes have been replaced =P
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: sidfu on August 19, 2014, 12:39:00 PM
if u gonna work with the adv crafatng also put out a compatiblity pach for tech tree minami. what i mean is that it works fine just that would be nice to have it able to work with that awsome tech tree
Title: Re: [MOD] (Alpha 6) Apparello v1.2 "Mad Hats" update
Post by: Bog on August 19, 2014, 12:56:47 PM
Quote from: Shinzy on August 19, 2014, 10:13:42 AM
Neeew update! (again)

Adds Craftable early game Powered light armor
(Jumpsuit, Alloy vest, Light powered armor and helmet)
and couple tribal tattoo "hairs" for tribals
yay!

;D
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Shinzy on August 19, 2014, 02:32:58 PM
Quote from: sidfu on August 19, 2014, 12:39:00 PM
if u gonna work with the adv crafatng also put out a compatiblity pach for tech tree minami. what i mean is that it works fine just that would be nice to have it able to work with that awsome tech tree

Oh Minami's going to add this as part of TTM so you should be able to play with both soon enough! =)
Title: Re: [MOD] (Alpha 6) Apparello v1.2 "Mad Hats" update
Post by: Zeta Omega on August 19, 2014, 06:22:48 PM
Quote from: Bog on August 19, 2014, 12:56:47 PM
Quote from: Shinzy on August 19, 2014, 10:13:42 AM
Neeew update! (again)

Adds Craftable early game Powered light armor
(Jumpsuit, Alloy vest, Light powered armor and helmet)
and couple tribal tattoo "hairs" for tribals
yay!

;D
LOL! love your profile pic! FINALLY! ANOTHER MECHANOID
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Viceroy on August 19, 2014, 08:14:11 PM
I just love this mod, It is my favorite. Could I request maybe a 'shield' armour. Like a legionaires shield for tribals. Or maybe even made from scrap metal. I am unsure of how the whole thing works when it comes to adding graphics, but in functionality it would be just like a breastplate but more... Uh... Shield-looking.

Such great work you are doing. Keep it up mate! Oh and if I update to this version, do I need to start a new colony or can I change to this one on-the-fly?
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: JibbeDahFish on August 19, 2014, 08:49:40 PM
nice! finally some armor mods
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Shinzy on August 20, 2014, 03:48:39 AM
Quote from: Viceroy on August 19, 2014, 08:14:11 PM
I just love this mod, It is my favorite. Could I request maybe a 'shield' armour. Like a legionaires shield for tribals. Or maybe even made from scrap metal. I am unsure of how the whole thing works when it comes to adding graphics, but in functionality it would be just like a breastplate but more... Uh... Shield-looking.

Such great work you are doing. Keep it up mate! Oh and if I update to this version, do I need to start a new colony or can I change to this one on-the-fly?

You should be fine with updating! I had tried this with my ongoing colony
and didn't get any complications (Though always better be safe than sorry and make a copy of the previous update before you do! I don't wanna break your colony! =P ... ..atleast not without involving huge explosions)

I don't see any reasons why I couldn't make a tribal shield
Though it feels a bit silly if equipping one replaces one of your clothing layers =P
Especially with how the tribal clothing spawns are handled! They'd spawn naked with a shield which would just be op against your colonists sanity

Anyway! shouldn't take long to add this one!

Quote from: JibbeDahFish on August 19, 2014, 08:49:40 PM
nice! finally some armor mods
I feel you Mr Fishmon! =P armor and clothing is tedious to add in the game just for the amount of graphical work you need to do
So it's no surprise (and a shame) that there isn't many of these

Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Krantz86 on August 20, 2014, 10:40:02 AM
i was curious on what was new on the 1.3.......
after trying it i can say this: i was trying to create a armorcraft mod.. well my dear modder you just made my last 2 days in go to waste... and what worse i'm quite happy with that! seriously i already loved this mod for the variety it added to the enemies, now it is also quite useful to protect my starting colonies!

Edit: if i can make a suggestion, just try to cure the baldness that is plaguing the Rimworlds
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Shinzy on August 20, 2014, 11:44:26 AM
Quote from: Krantz86 on August 20, 2014, 10:40:02 AM
i was trying to create a armorcraft mod.. well my dear modder you just made my last 2 days in go to waste... and what worse i'm quite happy with that!

Oh no, Sorry about that! *hug* Not so sorry about the second bit, though! It's well deserved! =P

As for the baldness, I fear it's too deep rooted in their genes
the space particles and being constantly on the edge does that to you!

I wouldn't know where to start with curing this
For me, getting a new layer for specific hats that doesn't share/remove the hair layer is way more beyond infinity than Buzz will ever be
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Viceroy on August 20, 2014, 12:03:04 PM
Oh and one more request...

Psycho Mask!
http://www.figures.com/forums/attachments/news/98802d1371754329-neca-borderlands-2-latex-masks-1banditmask1.jpg (http://www.figures.com/forums/attachments/news/98802d1371754329-neca-borderlands-2-latex-masks-1banditmask1.jpg)
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Shinzy on August 20, 2014, 12:15:34 PM
Quote from: Viceroy on August 20, 2014, 12:03:04 PM
Oh and one more request...

Psycho Mask!
http://www.figures.com/forums/attachments/news/98802d1371754329-neca-borderlands-2-latex-masks-1banditmask1.jpg (http://www.figures.com/forums/attachments/news/98802d1371754329-neca-borderlands-2-latex-masks-1banditmask1.jpg)

Oh I have to put that in my to-do list of iconic hats =P
already made the "Doom marine" helmet but I'm aiming for Commander Keen helmet Bomberman helmet and Quote's hat and any other famed bits I can remember that doesn't look just too implausible to be in here
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Viceroy on August 20, 2014, 12:17:25 PM
The man is made out of pure awesome, and menaces with spikes of cool.
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: StorymasterQ on August 20, 2014, 09:08:27 PM
Quote from: Shinzy on August 20, 2014, 11:44:26 AM
As for the baldness, I fear it's too deep rooted in their genes

Heh, "deep-rooted baldness". Maybe the hairs are so deep-rooted they don't actually grow out of the skin?
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: harpuea on August 21, 2014, 12:21:51 AM
There's a bug where each time a faction shows up, Armor Vest spawns at the bottom left of the map. The Colonists often run there all the way there to get it. If you don't pay attention, the colonist either go mad from no rest or hunger, if not shot by the enemy they run into.

Edit:

The most convenient thing to do is to uncheck Armor Vest from your stock pile.
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Shinzy on August 21, 2014, 03:46:50 AM
Edit! Minor Teaser! =P
(http://i.imgur.com/gXiDs7d.jpg?1?2204)


Quote from: harpuea on August 21, 2014, 12:21:51 AM
There's a bug where each time a faction shows up, Armor Vest spawns at the bottom left of the map. The Colonists often run there all the way there to get it. If you don't pay attention, the colonist either go mad from no rest or hunger, if not shot by the enemy they run into.

Oh, thanks! (and sorry!) I had some armor vests pop up down there on my game aswell
but I had no idea why, I'll try to fix this as soon as I can, But meanwhile! I hope remembering to forbid them isn't too big trouble *ashamed*

Edit: I'm big a dumbo =P I had set the brocade vest and stablehand trousers being possible to spawn same time with the armor vest and cause they share the same layer they toss the armor vest off in favour of the *obviously* more stylish choice ::)

Edit 2: Also, thanks again finding this! =P there's probably been ghastly armor vests spawn in the bottom corner ever since I added those two items in the mod! (oops)
There's usually mountains there so nobody might have just not noticed it happening

It'll be fixed for the next update but if you're crafty enough (and logged in)
you can download the .xml file I have attached in this post
and replace the Western_Apparel.xml with this one in the
Apparello/Defs/ThingDefs folder

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: superpirson on August 22, 2014, 03:23:20 PM
Quote from: Shinzy on August 21, 2014, 03:46:50 AM
Oh, thanks! (and sorry!) I had some armor vests pop up down there on my game aswell
but I had no idea why, I'll try to fix this as soon as I can, But meanwhile! I hope remembering to forbid them isn't too big trouble *ashamed*
-snip-
wait, this is a bug from your mod? please do tell how you caused this bug, as a coder I am extremely confused how this bug could possibly be caused by your mod. how did you fix it?
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Shinzy on August 22, 2014, 04:00:26 PM
Quote from: superpirson on August 22, 2014, 03:23:20 PM
wait, this is a bug from your mod? please do tell how you caused this bug, as a coder I am extremely confused how this bug could possibly be caused by your mod. how did you fix it?

Oh it was just 'chain reaction' caused by me being dumbo
Basically the core game Pawn outfits are picked by tags the apparels have
<PawnOutfitDef>
<defName>BasicShirtAndVest</defName>
<apparelTags>
<li>BasicShirt</li>
<li>ArmorVest</li>
<li>Jacket</li>
</apparelTags>
</PawnOutfitDef>

Like so. Now I had two Middle layer apparel, Brocade vest and suspenders
and their tag was 'Jacket' while the Armor vest - which is also Middle layer item - has the 'ArmorVest' Tag
so pawns could spawn with two middle layer items in which case the other one gets thrown out to the bottom right edge

I just changed the tags to 'ArmorVest' to fix it
So nothing too fascinating! sorry =P

Edit: So really there wasn't anything wrong with the mod! The modder's just stupid ;D
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: superpirson on August 22, 2014, 04:58:27 PM
Ahh, I see now! I was wondering how the heck this could be caused by you! thank you!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Shinzy on August 23, 2014, 01:01:53 PM
Right Ho everbody! Time for small update!
6 new hats (I believe) most of them shamelessly taken from other games and refitted into Rimworld universe. A Tribal shield and compatibility sort of thing with Superpirson's Trap mod.

Also everybody pat Viperlol on the back for me! He sent me very stylish Gasmask to use (Textures of a gasmask, that is)

(http://i.imgur.com/OOSNoaR.jpg?9928)

Edit: The 'infiltrator headgear' (Or Master Yi's helmet) May be revisited laterer, don't get too attached to it yet!
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: harpuea on August 23, 2014, 01:15:07 PM
Cool update!

Requesting a variety of Asian Apparels and Hats.

Firefly the TV series, one of the inspiration of Rimworld, had a lot of Asian reference. They even mixed mandarin in their language. I thought it would fit the nature of this game.
Title: Re: [MOD] (Alpha 6) Apparello v1.3 "Glittersquad!" update
Post by: Shinzy on August 23, 2014, 01:29:43 PM
Quote from: harpuea on August 23, 2014, 01:15:07 PM
Cool update!

Requesting a variety of Asian Apparels and Hats.

Firefly the TV series, one of the inspiration of Rimworld, had a lot of Asian reference. They even mixed mandarin in their language. I thought it would fit the nature of this game.

I'll plop those on my list! (It's a really, really long one) Hadn't really thought of asian apparel! Aside from the basic chinese straw hat which doesn't really cut it =P I'll think of something silky with embroidery

if you had anything specific in mind pictures would be sweet!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Rannzou on August 23, 2014, 01:46:56 PM
AWESOMER :D
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Ykara on August 23, 2014, 05:44:48 PM
That's definitely one of the best mods for Rimworld I've ever downloaded. It adds so much color and variety to the game. But is there a way not to change the faces of the tribal people? I dont really like all the tatoos or whatever it is on their faces.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Viceroy on August 23, 2014, 06:04:08 PM
One word: FUKKENMAZING
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: ZangetsuWolf on August 23, 2014, 06:32:46 PM
Love love love the Tali mask from Mass Effect <3
Keep up the good work ^_^
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Shinzy on August 23, 2014, 06:47:02 PM
Quote from: Ykara on August 23, 2014, 05:44:48 PM
That's definitely one of the best mods for Rimworld I've ever downloaded. It adds so much color and variety to the game. But is there a way not to change the faces of the tribal people? I dont really like all the tatoos or whatever it is on their faces.

Aye! you sure can remove them, Just locate the right folder in Mods/Apparello/Defs/HairDefs and delete the HairsTribal.xml
Edit: OH actually don't do that, if your current game has any pawns with the tattoos it'll freak out
I'll attach you some base texture hair textures in this post to replace them with in a second

Edit2: Allright! Download the .zip (need to log in to see the attachment) and replace the textures in 'Apparello/Textures/Hairs' with these ones, Or just copy paste any of the other hairs and replace the undesired ones with those!

Edit3: Ooor you could even open the HairsTribal.xml with any text editor, like notepadfollowing
      <hairTags>
         <li>Tribal</li>
      </hairTags>

and change the word 'Tribal' in between the <li> things to any sort of gibberish, in which case any existing tattoo faces will remain in your game but there won't be more of them spawning in the future. You got options! just saying =P

I'll try to keep any future hairs separate from this, cause you can't just unequip them and toss into the crematorium if you don't fancy how they look.. ..I mean you could if you shoot them cupla times first ;D

I can't blame you for not liking them =P They can look a bit messy to some, Ill probably have to make a new faction in the future (as an optional/separate mod) for the tribals so I can set their outfits better, too =P as they can only spawn with single piece of apparel and won't use any headgear by default. I'll move the tattoos in that aswell

And I love the tali mask too, Zangetsu!

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Zeta Omega on August 23, 2014, 08:27:26 PM
Now if only those gas masks could work with the mod I have that has poison gas.....Still AMAZING JOB!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: superpirson on August 23, 2014, 09:32:40 PM
Quote from: Zeta Omega on August 23, 2014, 08:27:26 PM
Now if only those gas masks could work with the mod I have that has poison gas.....Still AMAZING JOB!
actually, they will in like three hours. sorry about the delay!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Bruvvy on August 23, 2014, 11:29:14 PM
Looks awesome.. O_o
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: ( Tchey ) on August 24, 2014, 07:00:29 AM
Very good ! One of my favorite mods so far, thank you.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: minami26 on August 24, 2014, 07:02:28 AM
ermagerhd Borderlands psycho mask... youre a god shinzy. :)) hehehe
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Shinzy on August 24, 2014, 07:58:55 AM
Quote from: minami26 on August 24, 2014, 07:02:28 AM
ermagerhd Borderlands psycho mask... youre a god shinzy. :)) hehehe

No, no I think you're mixing it up to something else, it's *clearly* a Psy Co. Gasmaskâ,,¢ from the Urbworlds based Company, Psy Co. from the game Rimworld *ahem*

Quote from: ( Tchey ) on August 24, 2014, 07:00:29 AM
Very good ! One of my favorite mods so far, thank you.
You're most welcome! and thank you!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: minami26 on August 24, 2014, 08:20:27 AM
Quote from: Shinzy on August 24, 2014, 07:58:55 AM

No, no I think you're mixing it up to something else, it's *clearly* a Psy Co. Gasmaskâ,,¢ from the Urbworlds based Company, Psy Co. from the game Rimworld *ahem*


Riiiight.. and that mask and master yi's........... oh nevermind HAHA!

Might I request Warhammer40k spacemarine armours pretty please? :3
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Shinzy on August 24, 2014, 08:29:14 AM
Quote from: minami26 on August 24, 2014, 08:20:27 AM
Quote from: Shinzy on August 24, 2014, 07:58:55 AM

No, no I think you're mixing it up to something else, it's *clearly* a Psy Co. Gasmask� from the Urbworlds based Company, Psy Co. from the game Rimworld *ahem*


Riiiight.. and that mask and master yi's........... oh nevermind HAHA!

Might I request Warhammer40k spacemarine armours pretty please? :3

Yes the Infiltrator headgear
40k spacemarine helmet and armor has been on my list for a looooooooooong time already, no need for requests on that front ;P
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: FreedomFighters on August 25, 2014, 06:22:15 AM
You should add more Medieval Apparel to the game as well, like Chainmail, Plate Armour, Great Helms, Steel and wood shields etc
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Shinzy on August 25, 2014, 08:11:22 AM
Quote from: Shadeblade10 on August 25, 2014, 06:22:15 AM
You should add more Medieval Apparel to the game as well, like Chainmail, Plate Armour, Great Helms, Steel and wood shields etc

I have plans for making something in lines of how the Faraam armor from Dark Souls 2 looks like
and some sort of Conquistador cuirass plate and Helmet
But that's something for much later date =P cause I really don't want raiders spawning with medieval stuff
and I don't feel like making a new faction spawning with those just at the moment!

I'm doing some Animal related clothing at the moment! along with new animals as a separate "modular addon" or "expansion" or whatever you'd want to call it
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: sldains on August 25, 2014, 11:59:40 AM
I absolutely love your mod and all the shiny new armors, but are the tribes people suppose to be spawning naked with just the new shield? About a third of the group was wearing nothing except the shield. I can't actually remember if any of the had the shield and clothing now... Other then that, best mod ever.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Shinzy on August 25, 2014, 01:03:35 PM
Quote from: sldains on August 25, 2014, 11:59:40 AM
I absolutely love your mod and all the shiny new armors, but are the tribes people suppose to be spawning naked with just the new shield? About a third of the group was wearing nothing except the shield. I can't actually remember if any of the had the shield and clothing now... Other then that, best mod ever.

Yeah the game only has tribals set up to spawn with one piece of cloth
so I can't kit them up with fancy set of equipment without overriding the vanilla stuff which is something I want to avoid with this mod

I'll probably rig up some new factions sometime in the future who will use clothing in proper manner without looking total clowns, especially with the pirates wearing
mixmatched equipment. They're starting to look more and more ridiculous as I make more stuff =P

but meanwhile! They're tribals and nudity is acceptable in tribal communities if you've seen any real life tribes *poke*

Atleast that's how I go with it for now, hehe
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Iwillbenicetou on August 25, 2014, 01:21:10 PM
Yeah, Shinzy you forgot a couple gas masks. You forgot a couple. But I love the integration. It's such a great idea!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: sldains on August 25, 2014, 01:48:02 PM
What controls the colors that spawn when you make the new armor and jump suits? I keep only getting bright pink, bright blue, black, and white. I only got green once and I've made at least 20 each of jump suits and light power armor now hoping for more color variation. The colors are only so limited for the items I have my colonists make, not the ones that spawn in on raiders.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Shinzy on August 25, 2014, 02:20:45 PM
Quote from: sldains on August 25, 2014, 01:48:02 PM
What controls the colors that spawn when you make the new armor and jump suits? I keep only getting bright pink, bright blue, black, and white. I only got green once and I've made at least 20 each of jump suits and light power armor now hoping for more color variation. The colors are only so limited for the items I have my colonists make, not the ones that spawn in on raiders.

Each armor has their own color generator thing
I set these particular ones to only spawn with the few base colours and one rare option for entirely
random one

But you can fiddle around with the colours yourself if you feel bit crafty
The jumpsuits are in folder Apparello/Defs/ThingDefs/Glitter_Apparel.xml
you can open it with notepad and then you can find the color generator thing for each armor, the look like this;

<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>20</weight>
<only>RGBA(0,0.80,1,1)</only>
</li>
<li>
<weight>20</weight>
<only>RGBA(0.70,0,0.70,1)</only>
</li>
<li>
<weight>5</weight>
<max>RGBA(1,1,1,1)</max>
<min>RGBA(0.30,0.30,0.30,1)</min>
</li>
</options>
</colorGenerator>


Now the bit with <weight>5</weight> adjusts how common that option is
if you change the number 5's to 20 you'll have higher chance to get entirely random color for the armors

or if there's one specific color you can add whole new bit anywhere between the <options> bits
<li>
<weight>20</weight>
<only>RGBA(0.70,0,0.70,1)</only>
</li>

and fiddle with the numeric values. They're not too hard to get grasp on how they work!
but i'll have them spawn with some new colors for them in the next update


Quote from: Iwillbenicetou on August 25, 2014, 01:21:10 PM
Yeah, Shinzy you forgot a couple gas masks. You forgot a couple. But I love the integration. It's such a great idea!
oh! If you could tell me which ones that would be really, really, really helpful!

Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Iwillbenicetou on August 25, 2014, 03:54:37 PM
The gas mask called gasmask. there are two, gas mask and gasmask. One of my colonists died while testing it. But I had saved befor :)
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Shinzy on August 25, 2014, 04:26:16 PM
Quote from: Iwillbenicetou on August 25, 2014, 03:54:37 PM
The gas mask called gasmask. there are two, gas mask and gasmask. One of my colonists died while testing it. But I had saved befor :)

(http://i.imgur.com/5xMveD0.png)
Those are the 4 masks that work with Superpirson's mod
any other gasmask is likely from another mod and wouldn't work in that case!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Iwillbenicetou on August 25, 2014, 10:15:31 PM
What are the names of the gas masks you have put in? Here's all the gas masks I have. You also need to name the purple gas mask to something gas mask, because I have no idea what it's called. :(

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Shinzy on August 26, 2014, 03:53:23 AM
Quote from: Iwillbenicetou on August 25, 2014, 10:15:31 PM
What are the names of the gas masks you have put in? Here's all the gas masks I have. You also need to name the purple gas mask to something gas mask, because I have no idea what it's called. :(

The purple one is called Enviro-Headgear, so technically it's not gas mask but
a helmet designed for surviving hostile athmosphere (atleast 'lore' wise) so it protects from poison, aswell =P
Anyway the helmet you got there on Garen, if it's called 'Gas mask', it's from another mod

Edit: A-Ha! The other Gas mask comes from Superpirson's mod
(I suggest you put those through the Tailoring station and make jumpsuits of them!)
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: superpirson on August 26, 2014, 08:51:05 PM
Quote from: Shinzy on August 26, 2014, 03:53:23 AM
Edit: A-Ha! The other Gas mask comes from Superpirson's mod
(I suggest you put those through the Tailoring station and make jumpsuits of them!)

hah! crap!
yeah, I had a gas mask in my mod that worked ever since I added gas, thing is that I can't texture to save my life, and somz and I are still pretty new to the whole multi-view thing.

As of the most recent version, the "Gas Mask" is depreciated, and should never spawn in unless you use the cheat menu. I wanted to leave it in so as to no break anyone's save.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Bruvvy on August 26, 2014, 08:51:28 PM
The armor is cool
Title: Apparello armor vest fix!
Post by: Shinzy on August 28, 2014, 05:00:41 AM
Quote from: Bruvvy on August 26, 2014, 08:51:28 PM
The armor is cool

Yup!


Hallooo!
In honor of anyone who lost colonist to hauling wildly appearing armor vests
New update! minor one but none the less awesome
(http://i.imgur.com/Bp7xb1R.png)

Following list explains all the new thingys!
- Glitterworld armors have green color aswell now
- Bandit mask & hat
- Wanderer's Hat and mask
- Tac-Team headcover
- Cowl of the dark knight (Only spawnable through dev mode, for obvious reasons =P)
- Clan marked balaclava
Oh and no more Armor vests popping down in the corner!
That is all!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Iwillbenicetou on August 28, 2014, 10:42:15 AM
One, I love your photo for the update. But second, is it compatible with exsisting worlds with the mod already installed?
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: ( Tchey ) on August 28, 2014, 11:19:24 AM
I can't decide if i prefer SuperiorCrafting or TechTreeMinami...

I've read Apparello will be included in SuperiorCrafting 2.5, but it's not in yet, so, it is compatible already or i should avoir until next update ?

Thanks.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Shinzy on August 28, 2014, 11:54:28 AM
Quote from: Iwillbenicetou on August 28, 2014, 10:42:15 AM
One, I love your photo for the update. But second, is it compatible with exsisting worlds with the mod already installed?
You should be good to go with updating, you'll only need to readjust your stockpiles and crematorium to accept the new hats cause they'll be excepted by default whenever new stuff is added in game

Quote from: ( Tchey ) on August 28, 2014, 11:19:24 AM
I can't decide if i prefer SuperiorCrafting or TechTreeMinami...

I've read Apparello will be included in SuperiorCrafting 2.5, but it's not in yet, so, it is compatible already or i should avoir until next update ?

Thanks.
If you're taking any suggestions I'd go with just pure vanilla using only *my* mod ::)
Cause that's clearly the only way to go *wink wink*
*hides from Jerry, Abrax, Jellie and Minnie*

The superior crafting heavily changes the research things so I don't think Apparello would play ball with it as it is
(The advanced armoring stuff requires the vanilla Machining research) Ofcourse if you're any bit familiar with the .xml files you could easily remove that requirement for the research, but it could cause complications later on when the superior crafting is updated
So I'd wait till the 2.5 update!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Buccee on August 28, 2014, 09:46:42 PM
Hey Shinzy,
i bought the game last weekend and played a few colonies vanilla style!

Now i want to add your mod but every time when i try to activate the Apparello Mod my game freezes and not responding anymore... If i start the game new i only got a blackscreen.

(Using only the core game no other mods)

Only deleting the mod again fix the issue :/

i am confused... :D

Hope you can help me
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Shinzy on August 29, 2014, 02:57:21 AM
Quote from: Buccee on August 28, 2014, 09:46:42 PM
Hey Shinzy,
i bought the game last weekend and played a few colonies vanilla style!

Now i want to add your mod but every time when i try to activate the Apparello Mod my game freezes and not responding anymore... If i start the game new i only got a blackscreen.

(Using only the core game no other mods)

Only deleting the mod again fix the issue :/

i am confused... :D

Hope you can help me

I really hope I could help you, too! =/ I can join you in the confusion there =P
I've only experienced few black screens myself with activating some various mods
but they've always fixed themselves (for me) by waiting a while

Have you tried running any other mods?
Oh and I really hate to ask this but would you kindly like to redownload/reinstall the game and/or the mod
Checking the bug section for anything black screen related could be of help
I'm really sorry, this is the extent of my abilities with helping on this particular issue

Somebodyyyy! help! help! loan me your brains, anyone?
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Buccee on August 29, 2014, 04:39:31 AM
Quote from: Shinzy on August 29, 2014, 02:57:21 AM

I really hope I could help you, too! =/ I can join you in the confusion there =P
I've only experienced few black screens myself with activating some various mods
but they've always fixed themselves (for me) by waiting a while

Have you tried running any other mods?
Oh and I really hate to ask this but would you kindly like to redownload/reinstall the game and/or the mod
Checking the bug section for anything black screen related could be of help
I'm really sorry, this is the extent of my abilities with helping on this particular issue

Somebodyyyy! help! help! loan me your brains, anyone?

Hmm i redownloaded the game and tried out some more mods

The meteorite mod & the blasting charges worked somehow...

Project Armory and your Apparello mod not :/

When i activate them and try to get back to the main menu of rimworld it looks like the mod tab is frozen when i check the task manager it says '' rimworld not responding anymore '' after that i only got this black screen when i try to restart the game

Maybe i need to wait longer (because more content?) until the game drops me back to the main menu but i wait around for like 5min  ???

Maybe the causing for this issue is the translation into my language (Rimworld is not in english by default) but why the meteorite mod works?



Hmmm still confused  :D
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Shinzy on August 29, 2014, 05:00:44 AM
Quote from: Buccee on August 29, 2014, 04:39:31 AM
Quote from: Shinzy on August 29, 2014, 02:57:21 AM

I really hope I could help you, too! =/ I can join you in the confusion there =P
I've only experienced few black screens myself with activating some various mods
but they've always fixed themselves (for me) by waiting a while

Have you tried running any other mods?
Oh and I really hate to ask this but would you kindly like to redownload/reinstall the game and/or the mod
Checking the bug section for anything black screen related could be of help
I'm really sorry, this is the extent of my abilities with helping on this particular issue

Somebodyyyy! help! help! loan me your brains, anyone?

Hmm i redownloaded the game and tried out some more mods

The meteorite mod & the blasting charges worked somehow...

Project Armory and your Apparello mod not :/

When i activate them and try to get back to the main menu of rimworld it looks like the mod tab is frozen when i check the task manager it says '' rimworld not responding anymore '' after that i only got this black screen when i try to restart the game

Maybe i need to wait longer (because more content?) until the game drops me back to the main menu but i wait around for like 5min  ???

Maybe the causing for this issue is the translation into my language (Rimworld is not in english by default) but why the meteorite mod works?



Hmmm still confused  :D

Hm, Project armory and apparello both have lots textures/items to load so it could be linked to that
I'm unsure what you could do to avoid the issue

It really does seem like the bigger file sized mods might be causing it
so waiting might help but if you have to wait over 5 minutes it might just not be worth it =P

I could possibly try to make really stripped down version of the mod for you if you want (as in maybe only hats included) if it is indeed caused by the mod's size
But imma not jump into any conclusions just yet cause I'm just as confused as you are!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Ptolisgoodguy on August 29, 2014, 05:38:29 AM
I might be able to help with project armory, First: how did you download it. was it with 7-zip / WinRaR
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Buccee on August 29, 2014, 05:49:55 AM
Quote from: Shinzy on August 29, 2014, 05:00:44 AM
It really does seem like the bigger file sized mods might be causing it
so waiting might help but if you have to wait over 5 minutes it might just not be worth it =P

I could possibly try to make really stripped down version of the mod for you if you want

After a long shower i was in the main menu and your mod was enabled  ;) but after i restart the game i stuck in the black screen again :/

Thanks for your effort but thats not needed  ;D i just wait a few alphas and play vanilla rimworld!^^

Maybe the whole mod thing got a rework

Quote from: Ptolisgoodguy on August 29, 2014, 05:38:29 AM
I might be able to help with project armory, First: how did you download it. was it with 7-zip / WinRaR

I unpack the mods with WinRaR
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: FerretCrispy on August 29, 2014, 06:02:39 AM
I love the mod! Any chance for some tribal gear -- muffalo, igauna, scarab armor/ helms?
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Shinzy on August 29, 2014, 06:09:56 AM
Quote from: Buccee on August 29, 2014, 05:49:55 AMThanks for your effort but thats not needed  ;D i just wait a few alphas and play vanilla rimworld!^^

That's the spirit! I'll make a bucket buccee hat for you for the future when you start playing around with mods again =P *poke*
Enjoy the game!

Quote from: FerretCrispy on August 29, 2014, 06:02:39 AM
I love the mod! Any chance for some tribal gear -- muffalo, igauna, scarab armor/ helms?
Where have you gotten your intel from?! How did you know I'm working on animal armors!!
I.. mean oh.. *ahem* There *might* be (Maybe even extra animals) I can show cupla pictures bit later
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Buccee on August 29, 2014, 07:33:24 AM
Quote from: Shinzy on August 29, 2014, 06:09:56 AM
That's the spirit! I'll make a bucket buccee hat for you for the future when you start playing around with mods again =P *poke*
Enjoy the game!
YEAAAAAH i can play with mooooods! I hunt down the issue! Hamachi.... (http://ludeon.com/forums/index.php?topic=2968.15)

Now i got nearly instant loading times even with mods  ;D
Thanks that you gone through this with me  :P

Now i am waiting for the buccee hat... nah just kidding  ;D

man i am happy now!!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Shinzy on August 29, 2014, 08:41:35 AM
Oh there will be bucket hat, don't worry =P

Just a quick peek at the animal armor/animals They're still long way from being finished but I promised a picture so there!
(http://i.imgur.com/lL1ZdJm.jpg)
*Totem not included
Edit: The animals you see there are Rim Rams, Lacosdiles and Furxes
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Krantz86 on August 29, 2014, 01:37:02 PM
Furexes look awesome, but if can criticize something, the rim rams look too "common creature", maybe add another couple of horns like the WH beastmen
http://cdn.obsidianportal.com/assets/142236/Beastman.jpg (http://cdn.obsidianportal.com/assets/142236/Beastman.jpg)

it's a exotic Rimworld afterall, i tried to addspined backs to the standard critters and now my rimwolrd look way more alien
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Shinzy on August 29, 2014, 02:31:53 PM
Quote from: Krantz86 on August 29, 2014, 01:37:02 PM
Furexes look awesome, but if can criticize something, the rim rams look too "common creature", maybe add another couple of horns like the WH beastmen
http://cdn.obsidianportal.com/assets/142236/Beastman.jpg (http://cdn.obsidianportal.com/assets/142236/Beastman.jpg)

it's a exotic Rimworld afterall, i tried to addspined backs to the standard critters and now my rimwolrd look way more alien
Critique is always welcome! Adding another horn could be sweet
But you can't say it wouldn't still look common =P
(http://1.bp.blogspot.com/-7Mjc31CfyBE/TZNMc76k9_I/AAAAAAAAARg/5O3MzLh2SzQ/s1600/Strange%2Banimal.img.gif)

I'll see about alienating the future animals bit more
though I do prefer staying within the Rimworld lore so don't be expecting like glowing reinde.. oh, wait
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Krantz86 on September 01, 2014, 01:39:27 PM
official request:
Mad Max "beyond the thunderdome" raider/security forces hats and armors(if they aren't already planned)

ty and keep up woth the great work
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: daft73 on September 01, 2014, 02:19:10 PM
Quote from: Krantz86 on September 01, 2014, 01:39:27 PM
official request:
Mad Max "beyond the thunderdome" raider/security forces hats and armors(if they aren't already planned)

ty and keep up woth the great work
I can't help believe I gave you this idea ;) ...On topic, Thank you for the variety this is a great addition to the game.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Shinzy on September 01, 2014, 03:12:43 PM
Quote from: daft73 on September 01, 2014, 02:19:10 PM
Quote from: Krantz86 on September 01, 2014, 01:39:27 PM
official request:
Mad Max "beyond the thunderdome" raider/security forces hats and armors(if they aren't already planned)

ty and keep up woth the great work
I can't help believe I gave you this idea ;) ...On topic, Thank you for the variety this is a great addition to the game.

I can see where he got the incentive for the request =P
Also there's a movie I need to rewatch! I can only remember tiny bits of the fight with Master blaster (It was *very* long ago)

And I definately need to try recreate the raider armor best as I can
but that's a task for bit later =P I wanan finish the stuff I have started
Could take a good while before I get around this one!
So it's on my list now, too!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.1 "League of Legendary Hats" update
Post by: Xerberus86 on September 04, 2014, 03:29:47 PM
Quote from: Shinzy on August 24, 2014, 08:29:14 AM
Quote from: minami26 on August 24, 2014, 08:20:27 AM
Quote from: Shinzy on August 24, 2014, 07:58:55 AM

No, no I think you're mixing it up to something else, it's *clearly* a Psy Co. Gasmask� from the Urbworlds based Company, Psy Co. from the game Rimworld *ahem*


Riiiight.. and that mask and master yi's........... oh nevermind HAHA!

Might I request Warhammer40k spacemarine armours pretty please? :3

Yes the Infiltrator headgear
40k spacemarine helmet and armor has been on my list for a looooooooooong time already, no need for requests on that front ;P

OH YEAH.....  8) 8) 8) 8) 8) 8) 8) 8) 8)

Edit: wow, i like those animals....want them :D....more leather, but converting raiders to leather is so lucrative ^^.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Viceroy on September 05, 2014, 06:47:07 AM
It's strange to say this but I am actually looking forward to this mod updating more than the game updating. lol
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Xerberus86 on September 05, 2014, 07:18:22 AM
Quote from: Viceroy on September 05, 2014, 06:47:07 AM
It's strange to say this but I am actually looking forward to this mod updating more than the game updating. lol

rimworld has, at least for now, the mount & blade syndrome. the base game is decent and nice to play for a while but what really makes the game shine is the moddability and the available mods.

this is mainly because tynan is focusing on game mechanics, which is the correct choice, and the community delivers the content updates :).
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Viceroy on September 05, 2014, 12:01:23 PM
I agree, and Rimworld is a great game, the moddability is a great asset to have and it just adds to the content of the game to such an extent that I personally find it very appealing. It is like having a hundred little expansion packs for a game and all of them are free.

So top marks certainly to Tynan for making such a great game (and continuing to do so.) and to the community for making it nice and fat :)
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Xerberus86 on September 05, 2014, 12:09:03 PM
Quote from: Viceroy on September 05, 2014, 12:01:23 PM
I agree, and Rimworld is a great game, the moddability is a great asset to have and it just adds to the content of the game to such an extent that I personally find it very appealing. It is like having a hundred little expansion packs for a game and all of them are free.

So top marks certainly to Tynan for making such a great game (and continuing to do so.) and to the community for making it nice and fat :)

yes, mount & blade was so successful because it had unique game mechanics AND high moddability, this is also prevelant in rimworld and i see a bright feature for this game. of course a certain amount of content should also be added to the vanilla version because how life is mods aren't always updated till the end of time but i can't wait what new and interesting game mechanics tynan has up his sleeves and what the awesome modders might produce.

this might be the game which makes me start learning modding myself, not kidding.

and now it seems we also get melee weapons, diseases (yay x'D), crafting stuff out of x resource and body implants.....oh  boy oh boy.

i personally can't wait for the day when a medieval overhaul mod is released .... the beauty with concentrating on game mechanics for now and delivering a highly moddable system like rimworld has is that with its gameplay options the directions for modding the game and which kind of sub-games it could end up to is almost endless.

buying this game is hands-down the best gamer-decision i made in the last couple years  :).

NINJAEDIT: only thing which is needed is some more optimization and multi-thread support because the only bottleneck for this game would be the FPS.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: thefinn on September 09, 2014, 04:27:55 PM
Easily one of - if not THE - most underrated mod here.

Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Shinzy on September 11, 2014, 06:35:28 AM
Quote from: thefinn on September 09, 2014, 04:27:55 PM
Easily one of - if not THE - most underrated mod here.
How do you mean? I've heard read this is the absolute must  ::) to have mod from every direction
and the mod's even nearly entirely pure vanity =P it's even included in few bigger mods so if anything I feel it's overrated!

Oh!
Quote from: Viceroy on September 05, 2014, 06:47:07 AM
It's strange to say this but I am actually looking forward to this mod updating more than the game updating. lol

I've been really really busy lately with student partiesying so I hope you can wait a week or another for
an update still =P *poke*
I just wanna have bit of armor or atleast hats for all the animals I have
the vanilla ones included, and that's like 11 critters already?
Though maybe I should just make the hats and animals for now =P and worry about making animal clothes later

I keep coming with new stuff to make all the time
and I still need to figure out how am I gna keep the animals separate from
this mod but still being part of it
My organizational skills are amazing I know!
Stack overwhelming amount of work and hope it'll finish itself somehow without having to do anything yourself!
That's my motto right now
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: Viceroy on September 11, 2014, 06:55:51 AM
As with a fine wine one must wait :D

Looking forward to it.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.2 "Overflow of vests fix"
Post by: minami26 on September 11, 2014, 08:44:12 AM
Quote from: Shinzy on September 11, 2014, 06:35:28 AMstudent partiesying

Whaaaaaaaaaaaaaaaat, ive been busy updating every other mod I made, there's no "student partiesying" heeeeeeeeeeere, heck nooo.

with all the girls and stuff.. nooooooooo.. hahahahahaha... stop it shinzy~! update Apparello now! and I'll update TTM too.. :D hahaha

Kidding!!!
Title: [MOD] (Alpha 6) Apparello v1.3.3
Post by: Shinzy on September 26, 2014, 11:25:17 AM
Quote from: minami26 on September 11, 2014, 08:44:12 AM
update Apparello now! and I'll update TTM too.. :D hahaha

DEAL! you have to update yours now! *ahem*

Alloo erryone! I've got very small update to share with you
It's just couple more hats mostly, and the good old Xcom overalls you know from the original Enemy unknown

(http://i5.photobucket.com/albums/y168/Teppana/Apparello-Update_zpscd29f3d3.gif)

I decided to push the animal armors to Alpha 7, it's way more convenient for me that way, Though most of the hats are in this update (if you wish to spawn them with dev mode that is)

Here's cupla screens from ingame
(http://i.imgur.com/mwkwzoU.png)
(http://i.imgur.com/x5bh4fe.png)

Soo what we got there is
War Engineer's commlink (Or Quote's hat from Cave Story)
Shuttle pilot's helm (Megaman helmet)
Aerocowl (Kurt's helmet from MDK)
Aerocowl without the gun attached on it, and the gun obviously
Bucket hat for Buccee *poke* (craftable only)

Animal hats
Furx, Scarab, Muffalo, Human, Slug, Rim Ram and Snork hats
and "Manuel Calavera" variation of the human skull

I'll have furry (or scaly or chitin) armors for each animal made
when I'm less exhausted by stuff! =P

There MAY be something else in this update that I may have forgotten to mention. This is because I've just put stuff in as I've made em, So I can't remember if I missed something

Eeenjoooy!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Matthiasagreen on September 26, 2014, 11:39:57 AM
so I was just browsing and found this mod and wondered if a fez hat, along with a "bowtie button-up shirt" need to be introduced?
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Shinzy on September 26, 2014, 11:45:35 AM
Quote from: Matthiasagreen on September 26, 2014, 11:39:57 AM
so I was just browsing and found this mod and wondered if a fez hat, along with a "bowtie button-up shirt" need to be introduced?

Fez and bowtie.. I.. wh- Yes?
I mean all the 'yes'es to that
I'm just confused I hadn't thought of this before :o
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Matthiasagreen on September 26, 2014, 11:57:56 AM
I will download this mod the day that is introduced. We will call it the day of the doctor.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Romi on September 26, 2014, 01:13:19 PM
awesome i love this mod keep up good work! :D
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: bullet on September 29, 2014, 09:46:29 AM
Perfect mod, great design, and most importantly a good balance. I can not imagine this game without this mod already.

There are a couple of suggestions and ideas that are possible in development already:
1) Ability to choose the color of the apparels in during of creation and \ or change the color of existing things (new tables for crafts? Yes of course!).
Possible a additional thread of craft to create a resource like "paint" which will be used for apparel crafting?
2) Maybe some stands with different size for apparels?
3) Stackable Hex-Cells?

Bugs:
1) textile scraps (and hyperweave) do not show own amount at maximum zoom (only in info panel when it's choosen)


And It would still be nice if you could add an option for automatic corpse stripping (maybe some additional option in crematorium when corpse cremating?) it's very helpful with hard mode playing

I am by no means a criticized your mod. The Mod amazing, but the dream is not harmful  ;)

P.S. Also maybe to add a trade with space traders or new Apparel traders? (resources & top crafted Apparel for example)
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Shinzy on September 29, 2014, 01:53:41 PM
Quote from: bullet on September 29, 2014, 09:46:29 AM
Perfect mod, great design, and most importantly a good balance. I can not imagine this game without this mod already.

There are a couple of suggestions and ideas that are possible in development already:
1) Ability to choose the color of the apparels in during of creation and \ or change the color of existing things (new tables for crafts? Yes of course!).
Possible a additional thread of craft to create a resource like "paint" which will be used for apparel crafting?
2) Maybe some stands with different size for apparels?
3) Stackable Hex-Cells?

Bugs:
1) textile scraps (and hyperweave) do not show own amount at maximum zoom (only in info panel when it's choosen)


And It would still be nice if you could add an option for automatic corpse stripping (maybe some additional option in crematorium when corpse cremating?) it's very helpful with hard mode playing

I am by no means a criticized your mod. The Mod amazing, but the dream is not harmful  ;)

P.S. Also maybe to add a trade with space traders or new Apparel traders? (resources & top crafted Apparel for example)

Thank you! (And to you too, Romi!) I'm always open for suggestions! And critique =P
In the Alpha 7 as I've understood the apparel gets their colour from the material used, So I may well do some materials with variety of colours (I had the washing machine rigged up for this purpose initially cause the famously color clothes =P but found out the thing is friggin useless, likely gna get rid of it in the next update)

by stands you mean like display mannequin or so? cause I thought about that
but only way I'd know how to make it happen is maybe have them as immobile pawns
and I scrapped the whole idea there =P it'd be too easy to abuse them to confuse the enemy AI

I'll see about the hex-cells and as for the bug I'm aware of it! I'm also really lazy!
"I'll look into it.. later." well guess what! I never did ;D
Imma try see what I did wrong with that for the next alpha as well

Oh! and there ought to be apparel traders in the next alpha
so I guess I'll just have to set my clothes be tradeable
I really don't want to have the top tier gear be purchasable though
though.. Some trader only unique stuff/materials could be.. *gasp* rare collectibles! woo!

I'm getting some ideas heeere, wee =P
AS for the auto strip feature.. Adding new stuff is easy but adding new features, that's beyond my skills atm.
Auto strip would be really useful though, Stripping bodies one by one is really tedious.

But I place my hopes in some magnificent modder out there doing their own mod that allows this!
I'm looking at you modders! *very hopeful*


The Alpha 7 adds lot of apparel related goodness into the game
and I can do lots with that, I'm super excited about the new alphaa! ;D
(only wish I had more time! uff)
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Iwillbenicetou on September 29, 2014, 05:47:26 PM
compatible? I really don't want to spend time creating the same exact colony...

EDIT: I was just wondering as some updates aren't...

EDIT 2: Unrelated but 200 coments. Wooh!
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Shinzy on September 30, 2014, 09:08:03 AM
Quote from: Iwillbenicetou on September 29, 2014, 05:47:26 PM
compatible? I really don't want to spend time creating the same exact colony...

EDIT: I was just wondering as some updates aren't...

EDIT 2: Unrelated but 200 coments. Wooh!

Congratumilations for the 200 post milestone! *cheers*
And yes it doesn't wreck your game
Generally simple mods that only add items / workbenches in game don't require
colony restart unless something has been removed from the previous version or things have been dramatically changed

And oftentimes the modder will make it very clear if a restart would be required
Now Apparello here is very simple mod you'll have no worries with updating whenever something new is added

Still! I always leave the previous version downloadable there in case something were to take a dump on your colony, better safe than sorry, yeah? ;D
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Romi on September 30, 2014, 10:24:22 AM
Without this mod my colonist would not survive!This should be added in the vanilla games.Don't you think guys? don't you got bored of t-shirts and jackets?Well this mod add life to the game :D
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3
Post by: Buccee on September 30, 2014, 04:10:33 PM
Quote from: Shinzy on September 26, 2014, 11:25:17 AM
Bucket hat for Buccee *poke* (craftable only)

Hehe you really did it :D thanks Shinzy!
Now i need to update my apparello mod and start the mass production xD
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Zeta Omega on September 30, 2014, 08:46:49 PM
For the life of me I cant find the hat that's combined with the smg.....
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Igabod on October 01, 2014, 10:02:28 AM
I just played my first game using this mod and it was definitely cool. I loved having all the new clothes and armor types, and they look sweet.

My only complaint (and it is a small complaint) is that there are too many new tables to build. If everything could be accomplished on one or two tables then this would be absolutely perfect.

As it is, it's going to be active for every game I play from now on. Thanks for taking the time out to do all this work and letting us have access to it. Big thumbs up for you.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Iwillbenicetou on October 01, 2014, 08:06:39 PM
Quote from: Romi on September 30, 2014, 10:24:22 AM
Without this mod my colonist would not survive!This should be added in the vanilla games.Don't you think guys? don't you got bored of t-shirts and jackets?Well this mod add life to the game :D

But Shinzy shall be remembered for creating this. Ah memorable moments
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Viperlol on October 02, 2014, 01:01:15 PM
What with alpha 7 being released and adding melee weapons, I would like to request an addition to apparello. Medieval chain/plate/anything armor just so I know that a club wielding tribal feels safe and fancy until he meets a turret.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Romi on October 02, 2014, 01:02:36 PM
Is this amazing mod going to be updated to alpha 7?This mod is my colonists life.
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Shinzy on October 02, 2014, 02:01:50 PM
Quote from: Romi on October 02, 2014, 01:02:36 PM
Is this amazing mod going to be updated to alpha 7?This mod is my colonists life.

Aye, ofcourse!
It's just lot of stuff for me to do, I need to get friends with all the changes in this Alpha and then kind of have to revisit every single piece of cloth and hat individually
I'll probably get this updated on the weekend (or mayyybe if luck is with me tomorrow evening =P)

I hope too many of your colonists won't be lost by then! hehe

Viperlol, medieval armor might not happen in a while yet (They're quite tedious to make) but I can squeeze in a helmet or two! That's a good start to knighthood!

And Igapod imma see if I can unify the tables a bit, I just don't wanan have like 50 recipes on single table, cause it feels just as silly as three separate ones! in my opinion =P But I'll have to see after I've figured out exactly how the 'stuff' system works
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Romi on October 02, 2014, 02:44:13 PM
Ok thank you for reply! Stay awesome and cool Shinzy!! :D
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Buccee on October 02, 2014, 08:07:59 PM
Just take the time you need Shinzy  :D
But i dunno... without your Apparello something awesome is missing in my playstyle :P
Title: Re: [MOD] (Alpha 6) Apparello v1.3.3 "The Not quite Animal armor update"
Post by: Nopkar on October 04, 2014, 04:19:07 PM
Quote from: Buccee on October 02, 2014, 08:07:59 PM
Just take the time you need Shinzy  :D
But i dunno... without your Apparello something awesome is missing in my playstyle :P

I agree...making shirts and pants just doesn't cut it :(

and about the plate/chain armors: what exactly goes into making those items? with the way stats are laid out I would have assumed a copy/paste scenario with changed values from power armor would work well for the plate armor variant at least. of course, i have no idea what i'm talking about
Title: Re: [MOD] (Alpha 7) Apparello Updated for Alpha 7!
Post by: Shinzy on October 04, 2014, 04:41:25 PM
Quote from: Nopkar on October 04, 2014, 04:19:07 PM
Quote from: Buccee on October 02, 2014, 08:07:59 PM
Just take the time you need Shinzy  :D
But i dunno... without your Apparello something awesome is missing in my playstyle :P

I agree...making shirts and pants just doesn't cut it :(

and about the plate/chain armors: what exactly goes into making those items? with the way stats are laid out I would have assumed a copy/paste scenario with changed values from power armor would work well for the plate armor variant at least. of course, i have no idea what i'm talking about

16.png's for each new apparel is the biggest obstacle =P setting up the def things for them is pretty much just as simple as you describe!
And if you wait ten or so minutes you can craft bit more than just shirt pants and cowboy hat!

..And Buy/Strip/Steal/Spawn in the rest!

Edit: BTW! after near 2 full days of updating and being on the final stretch =P Hit the guile theme! *feels like a badass*

Edit2:

(http://i.imgur.com/KovoRgL.jpg)

Lots of copypasting was done! mistakes are more than likely!
Report any shady activities to your friendly neighbourhood popo's
(Animal hats, are temprarily removed, Bucket hat and Tribal mask not included as craftable items for now)
All the crafting is moved in one single table! (for now atleast)
Hex-Cells and Schematics can be only bought from traders now
Schematics table might make it's return but not for now!
Nnnnnnnnnnjooooy!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Nopkar on October 04, 2014, 06:23:17 PM
wow, holy crap! that was a fast update, I thought at least another day! nice! now I can at least feel better in knowing my colonists look nice ^.^ even if they don't have their sick weaponry from PA
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Axel on October 09, 2014, 11:00:24 AM
Seeing as Project Armory is getting the lightsabers done I was wondering if you could see about the garbs in star wars.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 09, 2014, 11:32:36 AM
Quote from: Axel on October 09, 2014, 11:00:24 AM
Seeing as Project Armory is getting the lightsabers done I was wondering if you could see about the garbs in star wars.

Well I'm doing a simple robe atm among other things
I can't promise a full blown jedi garb right now! But if I'll add a belt to the robe, it'll be close enough I guess =P
my work speed has been really sluggish lately (Lot of irl stuff to focus on so I've preferred doing smaller textures over clothing)
so this gna take a good while still
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Ninendava on October 09, 2014, 02:31:28 PM
First of all, i love your mod and without it, i'm missing something in the game.
But i got an idea/request/wish. I miss something like a flower-hairpin, but i don't know if it's possible  :-\ . Just something beautiful in my carakter hair, without the hair disappearing.
And Keep going the good work. ^^
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 09, 2014, 03:24:25 PM
Quote from: Ninendava on October 09, 2014, 02:31:28 PM
First of all, i love your mod and without it, i'm missing something in the game.
But i got an idea/request/wish. I miss something like a flower-hairpin, but i don't know if it's possible  :-\ . Just something beautiful in my carakter hair, without the hair disappearing.
And Keep going the good work. ^^

I made a ribbon to be worn this way before hats were a thing but never added it in when I realized the hair layer would vanish when hats are equipped
the only way I could make it happen would be to have like a toupee =P
but the 'flower' or ribbon would be coloured with it
(ofc now the color masks might work but I don't know how to use them)

My skills are very weak on the code side of things so I couldn't really make it happen in any satisfying way :-\
I'll keep your wish in mind if I ever come across a way to properly realize it! But it seems unlikely
The mighty "Ninendava toupeeTM" hehe *poke*
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Ninendava on October 10, 2014, 04:23:37 AM
Yeah, i thought something like that. Maybe, somewhere in the future, hats and hair are different layers, than the time for hairpins, ribbons, etc., will come. ^^ At the moment colonist must shave their hats before wearing a hat xD.

Edit: Meant shave their hair, not hats   ::)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: skullywag on October 10, 2014, 04:53:14 AM
Hmm so hair and hats take up the same slot. shouldn't be too difficult to seperate them and layer one on the other. Could even be something a modder could do with a bit of work.  I'm not great on pawn code (its not quite as open as other areas in terms of modding).
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Matthiasagreen on October 10, 2014, 10:26:21 AM
why not make wigs with bows in the hair or wigs with hats attached? still one item, but looks like both.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 10, 2014, 10:58:15 AM
Quote from: Matthiasagreen on October 10, 2014, 10:26:21 AM
why not make wigs with bows in the hair or wigs with hats attached? still one item, but looks like both.

I thought about that but until I know how the colour masks work and if they even work for hats
I could either make one which is always the same colour
or have it got multiple colours but with the ribbon/etc. change colour with it
and neither really feels like the ideal way of doing it. To me anyway =P
It just feels like it's too tied (eh heh heh.. cause.. ribbons.. *sigh*)  to like one type of hair or colour

So I'd have to make several different kinds of wigs, and probably have them only purchasable from traders
cause merry band of raiders in ribboned wigs would be too much
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Igabod on October 10, 2014, 11:51:19 AM
Quote from: Shinzy on October 10, 2014, 10:58:15 AM
...
cause merry band of raiders in ribboned wigs would be too much

That could make for some very entertaining raids. I'd laugh all through being stomped by 100 raiders with bows in their hair.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Dibblah on October 13, 2014, 05:15:44 PM
First off, love the mod, can't live without!!  ;D

Now, correct me if i'm wrong but wasn't it at one point possible to disassemble clothing using the tailor station? I'm really missing that because none of the traders flying my way sell the rarer types of cloth, it'd be nice to have the option of salvaging the clothes my attackers wear for those hard to get materials.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Damien Hart on October 14, 2014, 03:16:11 AM
That "Crafting With Stella Murder" gif is brilliant!  ;D

Your screenshot attachments are broken, might be because of the site migration.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 14, 2014, 06:00:34 AM
Quote from: Damien Hart on October 14, 2014, 03:16:11 AM
That "Crafting With Stella Murder" gif is brilliant!  ;D

Your screenshot attachments are broken, might be because of the site migration.
hehe, thanks =P it was fun to make
and yes the migration broke the screens, I did check them all when ItchyFlea showed those pretty glitched images.. sadly my screens didn't have no artistical talent like that
I'm not sure why I didn't take them out there and then!

Quote from: Dibblah on October 13, 2014, 05:15:44 PM
First off, love the mod, can't live without!!  ;D

Now, correct me if i'm wrong but wasn't it at one point possible to disassemble clothing using the tailor station? I'm really missing that because none of the traders flying my way sell the rarer types of cloth, it'd be nice to have the option of salvaging the clothes my attackers wear for those hard to get materials.
in alpha 6 you could yeah! but there is no way (without having to resort to what I call "real modding") to get the correct material back from item

Now I could have them drop some generic 'fibre' that could be then used to exchange to better materials with the hyper loom thingie somehow
but that's not very plausible somehow =P but maybe I'll work out some really dodgy way of doing that
"Material transmutator" yeah? =P now there's an idea for standalone mod
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Igabod on October 14, 2014, 08:52:11 AM
Quote from: Shinzy on October 14, 2014, 06:00:34 AM

Now I could have them drop some generic 'fibre' that could be then used to exchange to better materials with the hyper loom thingie somehow
but that's not very plausible somehow =P but maybe I'll work out some really dodgy way of doing that
"Material transmutator" yeah? =P now there's an idea for standalone mod

You could make a worktable that takes plasteel or metal with the cloth you get from farming cotton to make Hyperweave and Synthread. Or use plasteel and cloth or devilstrand to make those. Then we could say that your special workstation impregnates the material with the qualities of the metal or the plasteel which increases it's durability. It would be sorta plausible anyway.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: skullywag on October 14, 2014, 09:00:24 AM
Shinzy do each of your pieces of clothing have a seperate def, if so you could look at the def in code check the recipe items and return those when taking the item apart. I "think" this is possible.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 14, 2014, 09:21:20 AM
Quote from: skullywag on October 14, 2014, 09:00:24 AM
Shinzy do each of your pieces of clothing have a seperate def, if so you could look at the def in code check the recipe items and return those when taking the item apart. I "think" this is possible.
I can't get the game to recognise which material the apparel was made of
as in if I were to disassemble bunch of T-shirts, but each one is made of monkeyhide,donkeyhide,humanflesh and like box-jellyfish skin..slime..substance(cause that wouldn't be fatal to wear at all)
getting back the correct materials from each is the problem

And Igabod! That gave me some ideas for how to do some kind of fabric production, thanks!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Dibblah on October 14, 2014, 09:26:37 AM
Yay for once my memory isn't playing tricks on me  :)

Igabod makes a good suggestion, techwise it wouldn't be more unlikely than somehow acquiring the needed tech and equipment to manufature and capture anti-matter.


Dang, I need to write faster it seems :)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: skullywag on October 14, 2014, 09:29:01 AM
Oh I see you haven't denoted which type of fabric upfront so its just the fabric category....yeah that's difficult...think the best way has been suggested already returned " recycled fabric" and make it cheap to get it back to the type you want. 1 deerhide + 1 recycled fabric = 2 deerhide that sort of thing. You would have to balance the recipes though as you are technically making a transmutation system doing it this way. Difficult issue to work around tbh, makes me question whether you even should....
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Igabod on October 14, 2014, 10:25:28 AM
Quote from: Shinzy on October 14, 2014, 09:21:20 AM

And Igabod! That gave me some ideas for how to do some kind of fabric production, thanks!

No problem. I'm full of great ideas that I never have the talent and or motivation to bring into reality. :)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Ouan on October 15, 2014, 12:47:06 PM
     Question: I have been using Apparello for a while and I seem to remember being able to craft more than jumpsuits. I have More Bionic Parts! 1.12 installed as well as Apothecarius, ErB Interface and Prepare carefully, New Recipe Nurse, and Turrets Pack installed. I was not able to make any parts on the tailoring station such as berets etc. I could make all of the armor, but that is it. Is the armor currently the only thing enabled? I made a fresh world with only Apparello installed, but again, no dice. I understand that deconstructing clothes is disabled until you get around to it, but I have not figured out how to make hyperweave either, which is a part of the mod. Is it disabled as well? The game works great with all mods running, but building the armors is next to impossible.
   The main reason that is that the hex-cells are almost never sold by traders, likewise with schematics. In two colonies a with over 100 trade ship interactions there has only been a total of one hex-cell for sale. I again went to using only one mod (Apparello 1.3.4) and forced the tradeship with console, but still no dice. I humbly suggest that there be a way to craft the item, even if it means 30 plas-steel, gold, etc. for it so as not to make them be produced and make the Steamhull armor more worth it's market value in material cost. As it stands hex-cells are a rare as unicorn.
     Again, I am sure there is something silly I have overlooked as to why the ability to produce these items is not present for me. I wait for post battle scavenging to equip my colonists. Save for my humanskin jumpsuits which are the only non-armor piece I can craft that is. Anyway, thanks for this mod and I hope to see its expansion in the future Alphas.

                                                                                                                                               Ouan
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 15, 2014, 01:52:00 PM
Quote from: Ouan on October 15, 2014, 12:47:06 PM
*cut the text out!*

I'll have the hex-cell's able to be harvested from the power armors again for the next update (I had so little time playing with the mod when I was updating it so there's some silly bits =P I've noticed how painfully rare they are on my own playthrough) But I really like the schematics being rare
It felt all the more exciting when I got my first schematic! ;D

But I'll definately make the hex-cells craftable again (and stackable!)
the devilstrand gear seems to be really high defence as is in the game
so I think I'll keep the schematic armor more of a luck based 'collectibles' (Maybe! I do like to change my mind every so often!)

And I did disable a lot of crafting stuffs so things so you're not being silly and overlooking anything! =P
it was just more convenient for me to update this that way, sorry! ;D

I've been trying to get my bearings with how this alpha works by playing it so I could balance my mod bit better
So I'm real glad you took the time to write all that text! That said - Yooouuu totally have the chance to request any kind of specific hat for the next update for that
(Hats are really fast and easy to make ;P)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: MisterLock on October 15, 2014, 03:50:36 PM
Quote from: Shinzy on October 15, 2014, 01:52:00 PM
Quote from: Ouan on October 15, 2014, 12:47:06 PM
*cut the text out!*

I'll have the hex-cell's able to be harvested from the power armors again for the next update (I had so little time playing with the mod when I was updating it so there's some silly bits =P I've noticed how painfully rare they are on my own playthrough) But I really like the schematics being rare
It felt all the more exciting when I got my first schematic! ;D

But I'll definately make the hex-cells craftable again (and stackable!)
the devilstrand gear seems to be really high defence as is in the game
so I think I'll keep the schematic armor more of a luck based 'collectibles' (Maybe! I do like to change my mind every so often!)

And I did disable a lot of crafting stuffs so things so you're not being silly and overlooking anything! =P
it was just more convenient for me to update this that way, sorry! ;D

I've been trying to get my bearings with how this alpha works by playing it so I could balance my mod bit better
So I'm real glad you took the time to write all that text! That said - Yooouuu totally have the chance to request any kind of specific hat for the next update for that
(Hats are really fast and easy to make ;P)

Any ETA on the new update?
Can I make a few requests for hats since you talked about how easy they are to make?Maybe add a Baseball Cap hat you know?It could have a bonus to improved hit chance...really minor though.
A security guard hat could also be good...I guess if it isn't a security guard just a police cap could be good(that would require some sort of police uniform,but not all that necessary)
Do you know about the spanish conquistador's?Having some sort of medieval outfits would be awesome,Including the Metal hat worn by the conquistador's and even a Knight helmet(Knight armour could serve as a primitive version of the power armour)
Also any plans on giving the vanilla textile bench the ability to make dusters and jacket's?Also any to bring back the washing machine and this time actually give it a GUI selection color?It gets really bland just having all your guy's in either Light Blue(Synthread),Dark blue(Hiperwave) and Red(Devilstrand)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 15, 2014, 04:25:42 PM
Quote from: MisterLock on October 15, 2014, 03:50:36 PM
*Surgical cleaver strike to cut the text*

I'm adding quite a few more materials to mend the color situation
(black, gray, orange, green, pinkish, purple, light red, yellow and dark yellow)

All of those hats you mentioned will be there eventually =P Conquistador helm is something I've been wanting to do for a while now actually!
any ETA I can give is probably next week =P That's when I've got lot of free time
I do have most of the graphic parts done for the next update, so in theory I *could* plop out an update right tomorrow but.. I just got my grasp on Legend of Grimrock II ;D

aaand I have tons of sideprojects cause I keep getting ideas left and right, hehe
so sometime next week is the safe one to promise an update
And the washing machine is dead to me!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Killaim on October 15, 2014, 08:47:06 PM
well a hat with a stuffed boomrat on it seems obvious to me

gives the colonist a chance to explode on death.

who wouldent want such a hat.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Minus on October 16, 2014, 02:16:05 AM
Quote from: MisterLock on October 15, 2014, 03:50:36 PM
Also any plans on giving the vanilla textile bench the ability to make dusters and jacket's?
I was about to get this mod assuming it did that. That's all I really want, a tailor's bench that's not only useful for hats. I'll wait for an update and hope you add that in. Though it sounds like you've got quite a lot of the old mod to add in already... Would a seperate mod that only added in Dusters and jackets still be compatible with this? If so, I'll just make the mod myself.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 16, 2014, 03:59:04 AM
Quote from: Minus on October 16, 2014, 02:16:05 AM
Quote from: MisterLock on October 15, 2014, 03:50:36 PM
Also any plans on giving the vanilla textile bench the ability to make dusters and jacket's?
Would a seperate mod that only added in Dusters and jackets still be compatible with this? If so, I'll just make the mod myself.
That wouldn't be too hard to make happen at all, and it wouldn't clash with this either! :D

Only reason I didn't put any recipes in the vanilla tailor bench is cause I wanted to avoid touching the vanilla stuff to avoid possible future compatibility issues with other mods that might use the table for their stuff

Ofcourse now there's the Jellies Recipe Nurse tool, which would allow me to inject the recipes in it without overwriting the vanilla table!
But I still haven't managed to check out how it actually works ;D

I will hold you to making it yourself if I don't! so watch it!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: skullywag on October 16, 2014, 08:37:15 AM
Think adding recipes to core tables is all good for A8. Tynans added some way of doing this. So if you go with nurse tool now you'll be redoing it again for A8, not too much work but worth thinking on.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 16, 2014, 08:48:25 AM
Quote from: skullywag on October 16, 2014, 08:37:15 AM
Think adding recipes to core tables is all good for A8. Tynans added some way of doing this. So if you go with nurse tool now you'll be redoing it again for A8, not too much work but worth thinking on.
The way I've seen the alphas go
I'll likely have to rework everything anyway so might just aswell, right? =P
but I'll think about this all when I've done everything else I wanan do
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: skullywag on October 16, 2014, 08:50:59 AM
Once I've updated mine consider me a dumping ground for tedious xml updates. I imagine you'll have a few lol. Id be happy to help.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Minus on October 17, 2014, 06:39:08 AM
Quote from: Shinzy on October 16, 2014, 03:59:04 AM
I will hold you to making it yourself if I don't! so watch it!
https://ludeon.com/forums/index.php?topic=6929.0
Did it! The vanilla tailor's bench is now twice as useful!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 17, 2014, 06:57:36 AM
Quote from: Minus on October 17, 2014, 06:39:08 AM
Quote from: Shinzy on October 16, 2014, 03:59:04 AM
I will hold you to making it yourself if I don't! so watch it!
https://ludeon.com/forums/index.php?topic=6929.0
Did it! The vanilla tailor's bench is now twice as useful!
Wuhu! imma not bother adding dusters and other stuff on the vanilla bench in Apparello until alpha 8 then!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Damien Hart on October 18, 2014, 04:29:50 AM
Considering this just adds new stuff, it (and your hair mod, for that matter) should be save compatible, right?

I was gonna wait, but the longer my latest colony lasts, the more I want to keep playing it.  ::)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 18, 2014, 05:51:36 AM
Quote from: Damien Hart on October 18, 2014, 04:29:50 AM
Considering this just adds new stuff, it (and your hair mod, for that matter) should be save compatible, right?

I was gonna wait, but the longer my latest colony lasts, the more I want to keep paying it.  ::)

Shouldn't break anything if you add this midgame!
just remember to set your apparel/items stockpiles to accept the new items
(new stuff will be defaulted to denied whenever new mod is enabled)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Damien Hart on October 18, 2014, 06:34:54 AM
Quote from: Shinzy on October 18, 2014, 05:51:36 AM
Quote from: Damien Hart on October 18, 2014, 04:29:50 AM
Considering this just adds new stuff, it (and your hair mod, for that matter) should be save compatible, right?

I was gonna wait, but the longer my latest colony lasts, the more I want to keep paying it.  ::)

Shouldn't break anything if you add this midgame!
just remember to set your apparel/items stockpiles to accept the new items
(new stuff will be defaulted to denied whenever new mod is enabled)

Awesome, cheers.

Btw, I'd love to see some ancient greek and/or roman themed clothing and armour at some point.  ;D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Igabod on October 22, 2014, 04:17:31 AM
I see a need for miner themed headgear. The hardhat just doesn't quite do it. A miners headlamp that increases mining speed would be nice. It doesn't even have to actually light the room up since that's not possible without a .dll file. Mainly I just want to be able to tell my miner apart from my construction worker at a glance.

(http://www.treasurenet.com/forums/attachment.php?attachmentid=852643&d=1377560827)

Also, a farmers hat would be a nice addition.

(http://www.goal2020.com/system/0000/0731/straw_party_cocktail_hat_large.jpg)

And a chef hat would top it all off for me.

(http://www.growingcooks.com/whitehat.jpg)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: NoImageAvailable on October 22, 2014, 04:45:44 AM
Just tried this mod, really liking the hat options, although with all the military headgear a peaked cap (http://upload.wikimedia.org/wikipedia/ru/a/a5/%D0%A4%D1%83%D1%80%D0%B0%D0%B6%D0%BA%D0%B0_%D0%BE%D1%84%D0%B8%D1%86%D0%B5%D1%80%D0%B0_%D0%A0%D0%BE%D1%81%D1%81%D0%B8%D0%B9%D1%81%D0%BA%D0%BE%D0%B9_%D0%B0%D1%80%D0%BC%D0%B8%D0%B8.jpg) is sorely lacking. Also, yes for assignment related headgear, finally a way to keep track of all these identical looking colonists.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Shinzy on October 22, 2014, 05:37:23 AM
Quote from: NoImageAvailable on October 22, 2014, 04:45:44 AM
Just tried this mod, really liking the hat options, although with all the military headgear a peaked cap (http://upload.wikimedia.org/wikipedia/ru/a/a5/%D0%A4%D1%83%D1%80%D0%B0%D0%B6%D0%BA%D0%B0_%D0%BE%D1%84%D0%B8%D1%86%D0%B5%D1%80%D0%B0_%D0%A0%D0%BE%D1%81%D1%81%D0%B8%D0%B9%D1%81%D0%BA%D0%BE%D0%B9_%D0%B0%D1%80%D0%BC%D0%B8%D0%B8.jpg) is sorely lacking. Also, yes for assignment related headgear, finally a way to keep track of all these identical looking colonists.

Well! wouldn't want to deny everyone from that Commissar Yarrick namesake of theirs from wearing proper hat now would I!
I'm very nearly done with my update, too! just need to write all the descriptions
for the new clothing materials, see how the traders work and finish the urb world armor set =P and cupla more hats

Igabod! all of those hats will be in for sure maybe not for this update yet, though but I definately wanan have atleast one hat for each trade (and clothing too but let's face it! that won't happen in a million years with how much lazy I am when it comes to doing clothes)

The peaked cap ima go make right now!

Edit:
Eh, eh!(http://i.imgur.com/3Q5UgKI.png)
for some reason I have In Grid's Tu Es Foutu's bass line tingle tongle thingie playing loop on my head when I look at that *shrugs*
Title: Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
Post by: Dibblah on October 22, 2014, 06:22:53 PM
Awesome!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 23, 2014, 10:30:49 AM

Grrrreaaat neeeeeeews everyone! I've fixed the poison slime pipes! ..god everytime! I mean New update!

(http://i5.photobucket.com/albums/y168/Teppana/YarrickApproves_zpsmarekcwu.gif)

(http://i.imgur.com/Rtiloxw.png)

Hyperweave and synthread are now craftable with the Fabricator
You'll need to get the Structural Fabric ID card thingie from trader to start crafting though
but there'll be new trader where you should get it with ease among other hard to come by crafting related items
And Hex-cells are obtainable from power armors again

urbworlds armor set and new hats are available aswell
Th-th-that's all folks!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Evul on October 23, 2014, 10:33:14 AM
Sweet!

EDIT:
It is downloaded!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: minami26 on October 23, 2014, 10:36:07 AM
OMG AN APPARELLO UPDATE!?

(http://rack.0.mshcdn.com/media/ZgkyMDEzLzA4LzA3LzRlL21lcmxpbnNpbGVuLmZjNzQ5LmdpZgpwCXRodW1iCTg1MHg4NTA-CmUJanBn/47f750fc/493/merlin-silence.jpg)

is it almost time for the animal armor update? :3
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 23, 2014, 10:41:00 AM
Quote from: minami26 on October 23, 2014, 10:36:07 AM
OMG AN APPARELLO UPDATE!?

is it almost time for the animal armor update? :3

It's merlin!

oh anyway I'll try to set up all the animal hats and job specific hats for next update
all the armor pieces are still far from done =P (edit: especially now that Ty went and added so goshdarn many more animals!)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: minami26 on October 23, 2014, 10:47:01 AM
CAN'T WAIT

(http://t3.gstatic.com/images?q=tbn:ANd9GcTqluq4F8DypFD2cpjFuKCfBMAljNTDgERgMaynfKF9HIGm_gHWqQ)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 23, 2014, 11:27:09 AM
Oopsie! looks like the materials on traders are absurdly high priced :-[
anyonw who downloaded the new version here's a XML file for you that would fix the thing so you don't need
to download the entire thing again plop it in the Defs/Thingdefs/ folder and replace the other one with this

I'll upload fixed version on the main post in a bit!
Wuhu! go me! =P Great success

Edit: download link has the fixed version now =P
Do report any sillies if you come across anything, I don't always have my brains on board and it shows! ;D

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Matthiasagreen on October 23, 2014, 11:45:25 AM
If that is a fez and bowtie, this is going on my next game!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Timber on October 23, 2014, 11:49:59 AM
Love this mod! Your art style fits so well with the game.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 23, 2014, 11:53:59 AM
Quote from: Matthiasagreen on October 23, 2014, 11:45:25 AM
If that is a fez and bowtie, this is going on my next game!
Tis a fez and a bowtie!
only sold by traders though so it can be bit of an rarity!

And this mod is very wibbly wobbly timey wimey stuff so it could really be in your current game *winkwink*

Quote from: Timber on October 23, 2014, 11:49:59 AM
Love this mod! Your art style fits so well with the game.
Tiiimmbeeeerr! *all the lumberjacks disperses from the immediate area* Thanks!
and, really, it's the artstyle that fits me so well =P it's simple enough to stay somewhat true to it
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: skullywag on October 23, 2014, 11:58:48 AM
Part of me wants to add that anim to pawns so they dance on command.....must...resist....urge...to...mod...growing....GRAHHHHHHHH!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: mrofa on October 23, 2014, 12:03:04 PM
Quote from: Shinzy on October 23, 2014, 10:30:49 AM
(http://i5.photobucket.com/albums/y168/Teppana/YarrickApproves_zpsmarekcwu.gif)

Im just here for this :D
Love that gifs of yours :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 23, 2014, 12:05:41 PM
Quote from: skullywag on October 23, 2014, 11:58:48 AM
Part of me wants to add that anim to pawns so they dance on command.....must...resist....urge...to...mod...growing....GRAHHHHHHHH!

Oh, don't resist the urge! *tickles with a feather* urges are healthy!

and thanks Mrofa =P I used good part of the morning doing that! and I had fun
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: mrofa on October 23, 2014, 12:07:25 PM
Still have no idea how you make them in photoshop xD
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 23, 2014, 12:19:19 PM
Quote from: mrofa on October 23, 2014, 12:07:25 PM
Still have no idea how you make them in photoshop xD

Window -> animation -> ??? -> Save for web & devices -> profit!
it's certainly not the best program I've done any animating with =P But it's the best one I have so I'm using it!
Edit: And by god is it better than the animation I did in Powerpoint for a presentation! cause that thing is horrible
it took me literally 16ish hours to do 10 slides worth of 'moving stuff on screen'
And don't ask me why I even bothered!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: mrofa on October 23, 2014, 12:36:36 PM
I more meant how you make them so fluid ;p
I know how to save it and you dont need web devices , for this standart gif save works just fine :)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 23, 2014, 01:33:53 PM
Quote from: mrofa on October 23, 2014, 12:36:36 PM
I more meant how you make them so fluid ;p

OH! I use Fluiditetm for my animation material ofcourse
it's SO much better to any other animation materials
(http://i5.photobucket.com/albums/y168/Teppana/Animatter_zpsxugjup71.gif)

see?

hehe =P really it's just dash of perfectionism
it adds -50% to global work speed though
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: mrofa on October 23, 2014, 02:05:27 PM
Things to do for this milenium:
-Take over the world
-Prepare jar for Shinzy brain
...
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Clibanarius on October 23, 2014, 03:53:44 PM
I ran into an issue. I've had a tailoring goods trader come by, but each time I go to access him, the screen is blank. Like, fully black window, no information up top or anywhere to be found. I can use escape to back out of it, but that's about it. I'm sure it's to do with my vast amount of mods, likely EdB's interface or something, but I figured I'd post just in case you've encountered and know how to fix that.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 23, 2014, 04:35:19 PM
Quote from: Clibanarius on October 23, 2014, 03:53:44 PM
I ran into an issue. I've had a tailoring goods trader come by, but each time I go to access him, the screen is blank. Like, fully black window, no information up top or anywhere to be found. I can use escape to back out of it, but that's about it. I'm sure it's to do with my vast amount of mods, likely EdB's interface or something, but I figured I'd post just in case you've encountered and know how to fix that.
It shouldn't be EdB's interface, I'm using that myself
Imma try to figure out what could cause that could you list all the other mods you have?

the blank screen happens every time? also! when it happens could you hit the tilde(?) key? or whichever key brings up the log thing for you, I mean I have to hit the O with two dots above it on my nodic viking keyboard (yes there's tiny horns one the corners of the thing obviously)
I mean there could be something there that didn't feel important enough to jump on your face with errors blazing

I hope we'll get it sorted before somebody jars up my brain
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Clibanarius on October 23, 2014, 04:48:15 PM
Yeah, it's every time. I'll get a console read to see if anything appears there to tell me what's up. My list is, with load order intact:

     MoreHair
     AnimuHair
     ED-Core
     ED-AutoLoader
     ED-Shields
     ED-PersonalShields
     ED-Embrasures
     ED-MortarAmmo
     ED-LaserDrill
     ED-DeepStrike
     ED-OmniGel
     ED-WirelessPower
     Apparello
     MoreWeapons
     Thingamajigs
     TargetPractise
     SmallWalls1.4
     MorePower
     T-MoreFloors
     MoreStorage
     T-ConditionRed
     MoreDeco
     MoreFurniture
     T-MoreBeds
     Turret Collection
     Miscellaneous
     A2B
     Mining &amp; Co. Common
     Mining &amp; Co. Deepdriller+MMS
     TTMAnimalHusbandryA7
     T-ExpandedCrops
     Workplaces
     Less Incident Trolling
     SurgeryExtended
     EdBInterface
     EdBPrepareCarefully
     Apothecarius
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Clibanarius on October 23, 2014, 04:51:12 PM
I could post a screenshot, or I could type it up:

Exception filling window for RimwWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.TradeDeal.UpdateCurrencyCount () (0x000000) in <filename unknown>:0
at RimWorld.Dialog_Trade.FillWindow (Rect inRect) (0x000000) in <filename unknown>:0
at Verse.Layer.DoWindowContents () (0x00000) in <filename unknown>:0
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Der Failer on October 23, 2014, 05:27:10 PM
I thing I found a bug. I've notice that the texture of the synthetic fabricator has a size for 3x2 but the actual size ingame is just 3x1.
This perhaps is intended, if so it is an interesting idea I have to say.
Anyway nice mod  :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 23, 2014, 06:19:35 PM
Quote from: Clibanarius on October 23, 2014, 04:51:12 PM
I could post a screenshot, or I could type it up:

Exception filling window for RimwWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.TradeDeal.UpdateCurrencyCount () (0x000000) in <filename unknown>:0
at RimWorld.Dialog_Trade.FillWindow (Rect inRect) (0x000000) in <filename unknown>:0
at Verse.Layer.DoWindowContents () (0x00000) in <filename unknown>:0

huh, that doesn't really point me into direction or another
there seems to be some kinda item(?) it doesn't know how to handle
ima try to figure that out tomorrow during the day when I'm less zombified! (it's too late here atm =P)
That's a glorious bunch of mods btw!

Quote from: Der Failer on October 23, 2014, 05:27:10 PM
I thing I found a bug. I've notice that the texture of the synthetic fabricator has a size for 3x2 but the actual size ingame is just 3x1.
This perhaps is intended, if so it is an interesting idea I have to say.
Anyway nice mod  :D
That's half intended =P the image was originally 3x1 with a painted on shadow sticking off of it, but it looked just awful ingame so instead of removing the shadow I just put a "safety zone flooring" there for colonists to stand on while they work =P (The others know to stay out of the way! Realism ho!)
but yes it's supposed to be like this! Thank you for pointing it out though! very much appreciate! ;D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Killaim on October 23, 2014, 09:55:53 PM
that gif is too awesome - the game now needs musical instruments - when played mood bonus is a range - yay something for non violent pawns to do during combat!

if someone makes the dancing thing happen - they win the internet
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: StorymasterQ on October 24, 2014, 01:23:09 AM
Quote from: Killaim on October 23, 2014, 09:55:53 PM
that gif is too awesome - the game now needs musical instruments - when played mood bonus is a range - yay something for non violent pawns to do during combat!

if someone makes the dancing thing happen - they win the internet

Bard Lv. 20?

(http://i.imgur.com/EqtUs.jpg)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 24, 2014, 05:39:10 AM
Quote from: Clibanarius on October 23, 2014, 04:48:15 PM
Yeah, it's every time. I'll get a console read to see if anything appears there to tell me what's up. My list is, with load order intact:

-list-

Aight I did some testing,
loaded all the mods, and ended up with the blank screen
disabled bunch of mods and re enabled them
then disabled extended surgery at some point
tailor goods trader works
enabled extended surgery again
tailor goods trader still works!

Don't know why or how but.. *shrugs*
Anyway you should be able to get it to work with all those mods enabled! yay
try fiddle about disabling and enabling them and maybe kick the puter on the side just for good measure and blow on the cartridge =P


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Killaim on October 24, 2014, 05:46:12 AM
any plans to ever make so you can scrap apparel and get some materials back for reuse ?


would be a very nice way to get rid of surplus stuff.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 24, 2014, 08:41:29 AM
Quote from: Killaim on October 24, 2014, 05:46:12 AM
any plans to ever make so you can scrap apparel and get some materials back for reuse ?


would be a very nice way to get rid of surplus stuff.
I could have the fabricator turn apparel into the basic cotton cloth, regardless of which material the original piece was made out of (getting the game to recognise what material a cloth is made of to extract same material from it is too much difficult for me to achieve)
But just growing cotton or just selling/burning the extra clothes seems like the better option to me =P
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Dragoon on October 24, 2014, 12:07:55 PM
Could you add in spartan armor/udersuit ? (spartan ivs (http://media-cache-ak0.pinimg.com/736x/d7/57/1f/d7571f30a17efe2965016cd7d9d57f84.jpg)(http://img2.wikia.nocookie.net/__cb20140716034040/halo/images/7/7e/H4_Recruit_render_model.jpg) ) yeah I know It be the same but I think you could still make it look baddass!

and I though of some stats (not that I know a lot) but this would be medium armor cost more metal like 200, and it could increase move speed (the same or or less then the light power armor because really only the helmet is powered the "armor" is just attached to the suit above. The spartans were altered so they could do that, but there no spartan back story or trait XD) it gives more coverage (basically whole body except head unless helmet)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Timber on October 24, 2014, 12:39:32 PM
Some food for thought for the next update: how about some spooky RPG inspired armor/helmets?

(http://i.imgur.com/ntSEuZws.jpg) (http://imgur.com/ntSEuZw) (http://i.imgur.com/oYbxuTIs.jpg) (http://imgur.com/oYbxuTI) (http://i.imgur.com/FMZIuuys.jpg) (http://imgur.com/FMZIuuy)
(http://i.imgur.com/hWqmpS7s.jpg) (http://imgur.com/hWqmpS7)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Igabod on October 24, 2014, 12:49:57 PM
Quote from: Shinzy on October 24, 2014, 05:39:10 AM
... and blow on the cartridge =P

(http://5.media.bustedtees.cvcdn.com/1/-/bustedtees.bb8c80a1-0c7a-4232-91c6-5fb33f74.gif)

(http://www.quickmeme.com/img/d9/d93277670b333a82ea56b10fc1c88a8039c5f52c88eb376aaf2ee01a0719bc73.jpg)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 24, 2014, 01:02:59 PM
my list of armor/outfits is so clogged up I can't deliver spartan suit in forever
actually tried doing the helmet one time! didn't quite get it right no matter how hard I tried! maybe I'll give it another try at some point
That said! I have have literally about 50 hats/helmets I want to do ;D

the ordinator gear are inspiring I've got to admit =P gaah imma not even promise anything!

I'll see what happens next time I start to make more hats ;D

Quote from: Igabod on October 24, 2014, 12:49:57 PM
(http://5.media.bustedtees.cvcdn.com/1/-/bustedtees.bb8c80a1-0c7a-4232-91c6-5fb33f74.gif)

I want that on my wall!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Dragoon on October 24, 2014, 01:40:14 PM
cool! ty for responding
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Clibanarius on October 24, 2014, 03:22:34 PM
Quote from: Shinzy on October 24, 2014, 05:39:10 AM
Quote from: Clibanarius on October 23, 2014, 04:48:15 PM
Yeah, it's every time. I'll get a console read to see if anything appears there to tell me what's up. My list is, with load order intact:

-list-

Aight I did some testing,
loaded all the mods, and ended up with the blank screen
disabled bunch of mods and re enabled them
then disabled extended surgery at some point
tailor goods trader works
enabled extended surgery again
tailor goods trader still works!

Don't know why or how but.. *shrugs*
Anyway you should be able to get it to work with all those mods enabled! yay
try fiddle about disabling and enabling them and maybe kick the puter on the side just for good measure and blow on the cartridge =P
Thanks for your time and help! Hopefully I'll get things working with a permanent setup in a few minutes.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Clibanarius on October 25, 2014, 05:16:06 AM
Blank trade window issue persists. Mod list is now:

    <li>Core</li>
    <li>MoreHair</li>
    <li>AnimuHair</li>
    <li>ED-Core</li>
    <li>ED-AutoLoader</li>
    <li>ED-Shields</li>
    <li>ED-PersonalShields</li>
    <li>ED-OmniGel</li>
    <li>ED-MortarAmmo</li>
    <li>ED-LaserDrill</li>
    <li>ED-Embrasures</li>
    <li>ED-DeepStrike</li>
    <li>ED-WirelessPower</li>
    <li>Apparello</li>
    <li>Dusty Firearms v1.3</li>
    <li>MoreWeapons</li>
    <li>Thingamajigs</li>
    <li>TargetPractise</li>
    <li>SmallWalls1.4</li>
    <li>MorePower</li>
    <li>T-MoreFloors</li>
    <li>MoreStorage</li>
    <li>T-ConditionRed</li>
    <li>MoreDeco</li>
    <li>MoreFurniture</li>
    <li>T-MoreBeds</li>
    <li>Turret Collection</li>
    <li>Miscellaneous</li>
    <li>A2B</li>
    <li>Mining &amp; Co. Common</li>
    <li>Mining &amp; Co. Deepdriller+MMS</li>
    <li>TTMAnimalHusbandryA7</li>
    <li>T-ExpandedCrops</li>
    <li>Workplaces</li>
    <li>LessIncidentTrolling</li>
    <li>NewRecipeNurse</li>
    <li>SurgeryExtendedAndBonics</li>
    <li>EdBInterface</li>
    <li>EdBPrepareCarefully</li>
    <li>Apothecarius</li>
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 25, 2014, 07:17:26 AM
Quote from: Clibanarius on October 25, 2014, 05:16:06 AM
Blank trade window issue persists. Mod list is now:
-list cut short with Shinzy's cleaver-

Aw =/
Could you do me a favour and try make a new game with just Apparello enabled
and spawn in traders until you get one and see if it's still doing that?

you could also redownload Apparello, remove the old one entirely before installing the new version

also make sure you shut the game entirely after you enable/disable mods

if it just refuses to work you can safely remove the Folder called 'TraderKindDefs'
in the path Apparello/Defs/
just as long as you don't currently have the trader in your comm range ingame
(The trader isn't necessary for the mod, it just provides more reliable way of getting the schematics & ID card and etc. you can still get everything from the other traders)

Has anyone else encountered the problem?
I'm really unsure what else to do if you still can't get it to work =/
(I mean I'm still all for booting the computer on the side a bit with the meanest looking wellington boots (http://www.originalbuzz.info/wp-content/uploads/2010/01/dino-wellington-boots-large-1034.jpg) you own)

Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Der Failer on October 25, 2014, 12:14:57 PM
Well is turns out your traders don't have any silver, so trading is kind of hard (this time I'm sure it's a bug ;)).
Also I wonder why all head gear I looked at, only covers ears but not eyes, nose, etc.
It seems odd to me since the textures of some of them suggests that the entire head is covered.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Clibanarius on October 25, 2014, 12:47:00 PM
Yeah, I was able to get the blank window to trigger again without any mods active but Apparello, and with Apparello installed anew. Oy.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Clibanarius on October 25, 2014, 12:51:31 PM
AND I was able to get it to work by simply getting an orbital trade beacon up so that I had silver in supply before talking to them this time. So yeah, that bug was, indeed, something minor that only was happening to me because I'm a dunce who has been making new colonies regularly and kept forgetting that minor thing before encountering the tailoring goods trader.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 25, 2014, 01:41:51 PM
Quote from: Der Failer on October 25, 2014, 12:14:57 PM
Well is turns out your traders don't have any silver, so trading is kind of hard (this time I'm sure it's a bug ;)).
Also I wonder why all head gear I looked at, only covers ears but not eyes, nose, etc.
It seems odd to me since the textures of some of them suggests that the entire head is covered.

:-[
nnoooo it's intendeed... ahem. ::) There may still be a few kinks to work out!
I overlooked some bits when testing the trader, like the silver
I'll be adding that among some other things, there's lot of little things that need bit tinkering
some of the armor values are crazy because of the stuff system =P and some of the hats might still have some copy paste stuff leftover on them which explains why some hats might not cover the entire head when they should!

I'll try to pump out small update to fix these kinda things asap, thanks for pointing them out! (especially the hat coverages, I wouldn't have noticed those on my own) ..really should quadruple check everything after each alpha but there's so.. many.. hats.. ;D
If you're desperate for the silver you can replace the trader file with the one I attach in this here post!
I know it can be bit of an fiddle trying to balance the trade so that you don't get any exchange silver
"You have this banana, I take these beads yes? and hold this pan for a moment and I'll try to find something that is equal in value, okay? okay!"
Anyway! you'll find the thing to replace in Apparello/Defs/TraderDefs, if you wanan do that

Quote from: Clibanarius on October 25, 2014, 12:51:31 PM
AND I was able to get it to work by simply getting an orbital trade beacon up so that I had silver in supply before talking to them this time. So yeah, that bug was, indeed, something minor that only was happening to me because I'm a dunce who has been making new colonies regularly and kept forgetting that minor thing before encountering the tailoring goods trader.
I'm glad you got it working! ;D I was getting a bit worried =P

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Timber on October 25, 2014, 01:57:06 PM
So wait is the release version ok? Can I just  download from the first post and install?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Clibanarius on October 25, 2014, 02:12:18 PM
I would say so, I was one of the only people having issues. If only person.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Romi on October 25, 2014, 02:15:07 PM
Omg this mod gets more awesome every time i check it out!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 25, 2014, 03:06:14 PM
Quote from: Timber on October 25, 2014, 01:57:06 PM
So wait is the release version ok? Can I just  download from the first post and install?
Yes! it works like a charm, there's no errors or bugs
just few things I've overlooked (Trader doesn't carry silver and some hats don't protect all the bits they should based on what they visually seems to cover and some items' stats aren't exactly what I'd like them to be) but none of that breaks the game
it just needs a bit.. whatchumacallit, like 'calibrating' =P

So there's no fear of your game having any sort of chainreaction because of this and start bubbling and boiling and explode! But I understand why you'd ask! ;D Short answer; The release version is okay!
if it wasn't playable I wouldn't have uploaded it ;P

Quote from: Romi on October 25, 2014, 02:15:07 PM
Omg this mod gets more awesome every time i check it out!
You can thank Tynan for that for the most part anyway! most of the features he's added ingame since alpha 6 has been very "apparel oriented" =P (Hats, stats, stuff system) So it's been very good for my mod, I've just needed to copy&paste things and draw! nice and simple just how I like it
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Iwillbenicetou on October 25, 2014, 09:25:46 PM
So the new update is the industrial revolution? Next is modern dictatorship with one guy ruling over everyone. Don't forget batman!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: DorgoDorato on October 25, 2014, 10:34:35 PM
Quoteif it wasn't playable I wouldn't have uploaded it ;P

Disregard any overflow of bullet proof vests hiding in mountains piling up until your game stalls out ;)

Just teasing, love the mod. Usually won't update to next Alpha until your updates are out.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 26, 2014, 05:03:43 AM
Quote from: DorgoDorato on October 25, 2014, 10:34:35 PM
Quoteif it wasn't playable I wouldn't have uploaded it ;P

Disregard any overflow of bullet proof vests hiding in mountains piling up until your game stalls out ;)

Just teasing, love the mod. Usually won't update to next Alpha until your updates are out.

Oh that was a feature! entirely intended
"can you escaped the planet before the ever so slowly creeping doom in form of malicious sentinent armor vests can claim it theirs?!"
That, was gameplay genious if I've ever seen one.. maybe little rough on the edges but the concept was really really good

(thank you!)

Quote from: Iwillbenicetou on October 25, 2014, 09:25:46 PM
So the new update is the industrial revolution? Next is modern dictatorship with one guy ruling over everyone. Don't forget batman!
Oh nononono! next one will be "couple generic hats and tweaking stats a bit and adding silver and maybe anything else I find" update =P and after that "Butcher-innocent-aminals-for-their-hides-and-make-a-hat-outofthem" update, duh!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: wheezematic on October 26, 2014, 07:34:26 AM
I don't think the new materials ae working as intended. Or did you want the carbon fibre and polyacclamarate to give 300% piercing protection to every single piece of clothing?

Also, what use is the demiweave? I can't find any recipe that would use it.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 26, 2014, 09:37:34 AM
Quote from: wheezematic on October 26, 2014, 07:34:26 AM
I don't think the new materials ae working as intended. Or did you want the carbon fibre and polyacclamarate to give 300% piercing protection to every single piece of clothing?

Also, what use is the demiweave? I can't find any recipe that would use it.

Ofcourse they are working as intended! they're supposed to lull you into false sense of security and then you get shot very muchly to death cause of the deflection cap.. *cough*

Aye those were the "item stats I overlooked" I made some last second changes
and ofcourse plopped the values in the wrong section :-[
I'm updating real soon but I wanan make cupla hats so there's cookies for anyone who wants to download again ;D

And Demiweave is used by the AstroTec Recycler to make better cloth from Panda's AstroTec labs mod! ;D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: MisterLock on October 26, 2014, 10:36:59 AM
Quote from: Shinzy on October 26, 2014, 09:37:34 AM
Quote from: wheezematic on October 26, 2014, 07:34:26 AM
cut

Ofcourse they are working as intended! they're supposed to lull you into false sense of security and then you get shot very muchly to death cause of the deflection cap.. *cough*

Aye those were the "item stats I overlooked" I made some last second changes
and ofcourse plopped the values in the wrong section :-[
I'm updating real soon but I wanan make cupla hats so there's cookies for anyone who wants to download again ;D

And Demiweave is used by the AstroTec Recycler to make better cloth from Panda's AstroTec labs mod! ;D

I was just about to mention the 300% deflect chance on carbon clothes...I mean I know(probably) Carbon is durable if you refine it good but still...wearing a full set of carbon and you got yourself a bulletproof colonist(Still haven't got a carbon duster,but I did get a carbon Pair of Pants and multiple T shirts...each of them had 300%...the pants had 305...)
I know you just mentioned how they are really imbalanced but...I would of figured Kevlar would of actually offered more protection in terms of bullets then carbon...
You also need to explain these materials better in my Opinion...I still don't really get what material is best suited to wear(except carbon right now)...Keep in mind I actually haven't ran into a trade ship that sells these raw(not turned into clothes).

Also since you are adding more hats,do you take shout outs request from your fellow players?Like putting a easter egg in one of the helms with my name?Atleast if you are adding the  conquistador helm you could put something among the lines of "Conquistador Helm.Used in the early 14th to late 16th century.Was comissioned by King Razor of Captania"...No?Okay...
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 26, 2014, 11:32:19 AM
Quote from: MisterLock on October 26, 2014, 10:36:59 AM
Quote from: Shinzy on October 26, 2014, 09:37:34 AM
Quote from: wheezematic on October 26, 2014, 07:34:26 AM
cut

Ofcourse they are working as intended! they're supposed to lull you into false sense of security and then you get shot very muchly to death cause of the deflection cap.. *cough*

Aye those were the "item stats I overlooked" I made some last second changes
and ofcourse plopped the values in the wrong section :-[
I'm updating real soon but I wanan make cupla hats so there's cookies for anyone who wants to download again ;D

And Demiweave is used by the AstroTec Recycler to make better cloth from Panda's AstroTec labs mod! ;D

I was just about to mention the 300% deflect chance on carbon clothes...I mean I know(probably) Carbon is durable if you refine it good but still...wearing a full set of carbon and you got yourself a bulletproof colonist(Still haven't got a carbon duster,but I did get a carbon Pair of Pants and multiple T shirts...each of them had 300%...the pants had 305...)
I know you just mentioned how they are really imbalanced but...I would of figured Kevlar would of actually offered more protection in terms of bullets then carbon...
You also need to explain these materials better in my Opinion...I still don't really get what material is best suited to wear(except carbon right now)...Keep in mind I actually haven't ran into a trade ship that sells these raw(not turned into clothes).

Also since you are adding more hats,do you take shout outs request from your fellow players?Like putting a easter egg in one of the helms with my name?Atleast if you are adding the  conquistador helm you could put something among the lines of "Conquistador Helm.Used in the early 14th to late 16th century.Was comissioned by King Razor of Captania"...No?Okay...

none of the materials will have better piercing deflection than Hyperweave.
The goal is sort of to have them mostly be between devilstrand and hyperweave in strength with very minor differences so you'll be able to go with your favourite colour more than what's the "best" option, cause that's what I care about most in the clothes ;P the colour
the current values in two of them were mistakes on my part =P plopped the right value in wrong section

If there will be any nods to anyone they'll be very obscure


Anyhow I'll try to update later today with atleast a chef hat =P and a recipe for better chef hat on the SAR-Device
and fixed stats I'll see what else I can conjure up
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Timber on October 26, 2014, 11:40:51 AM
Quote from: Shinzy on October 26, 2014, 11:32:19 AM
Anyhow I'll try to update later today with atleast a chef hat =P and a recipe for better chef hat on the SAR-Device
and fixed stats I'll see what else I can conjure up

Will it actually boost the cooking skill or is it just for aesthetics?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Shinzy on October 26, 2014, 12:06:50 PM
Quote from: Timber on October 26, 2014, 11:40:51 AM
Quote from: Shinzy on October 26, 2014, 11:32:19 AM
Anyhow I'll try to update later today with atleast a chef hat =P and a recipe for better chef hat on the SAR-Device
and fixed stats I'll see what else I can conjure up

Will it actually boost the cooking skill or is it just for aesthetics?

The basic one will boost it very slightly
and the improved one bit more (it has timers on it -> cooking skill (just bear with me, okay?))
Edit: And no! Raiders won't be wearing these


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: Timber on October 26, 2014, 01:01:55 PM
Quote from: Shinzy on October 26, 2014, 12:06:50 PM
The basic one will boost it very slightly
and the improved one bit more (it has timers on it -> cooking skill (just bear with me, okay?))
Edit: And no! Raiders won't be wearing these

Thats freaking stellar man! Do some doctor gear too, while you are at it. Like a lab coat or something.
Maybe some gardening equipment too, for growing stuff.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
Post by: skullywag on October 26, 2014, 01:13:13 PM
Doctors face mask
one of those bands with the light on
Nurse hat

Those woukd be cool.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Shinzy on October 26, 2014, 01:44:38 PM
(http://i.imgur.com/RQTOkJy.png)
Trader carries silver now, material stats fixed
Chef hat, better chef hat and Plainwalker's hat for Farmers

There's already "Surgeon mask"
Labcoat would take longer time to do
but I will be doing more of those kinda things in the future
Labcoats will be for researchers =P Doctors will get something more like the exalt medics in Xcom
So they'll likely get a brocade vest with gadget thingie on their back
It's way more "westerney"
Cause doctors need to look more like Doc Cochran from deadwood (with some added sci fi)

Edit: Now somebody find something awfully wrong with this update and I'm going to repeatedly kick my toe on the whatever that thing is called strategically placed in doorways you always kick your toes on
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Killaim on October 26, 2014, 08:27:08 PM
raiders could wear it ..

like..force a raider who has the "cannibal trait" to have a chef hat.

thats just intimidating :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Igabod on October 26, 2014, 08:28:30 PM
An entire raiding party of cannibals wearing chef hats would be awesome.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: NoImageAvailable on October 27, 2014, 12:45:15 AM
So I've been trying to produce kevlar coated armor but for some reason about 25% of the time my colonists will just take all the ingredients for the kevlar armor but only give me a crappy metal coated armor. Does anyone know what's up with that?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Shinzy on October 27, 2014, 09:49:19 AM
Quote from: NoImageAvailable on October 27, 2014, 12:45:15 AM
So I've been trying to produce kevlar coated armor but for some reason about 25% of the time my colonists will just take all the ingredients for the kevlar armor but only give me a crappy metal coated armor. Does anyone know what's up with that?

Really? =D I did not know that could even happen! I think I may have to change the recipe so that it doesn't use anything count as "stuff" other than the fabrics
It's a shame metal doesn't seem to have any armor modifiers
(gave me some ideas though! I need to study this a bit!)

Thanks for letting me know! That is a bit of an bummer if you've gathered some harder to come by stuff and your colonist decides that metal is actually much prettier material ;D

now excuse me while I go kick my toe on a doorway
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Matthiasagreen on October 27, 2014, 03:49:45 PM
Quote from: Shinzy on October 27, 2014, 09:49:19 AM
Quote from: NoImageAvailable on October 27, 2014, 12:45:15 AM
So I've been trying to produce kevlar coated armor but for some reason about 25% of the time my colonists will just take all the ingredients for the kevlar armor but only give me a crappy metal coated armor. Does anyone know what's up with that?

Really? =D I did not know that could even happen! I think I may have to change the recipe so that it doesn't use anything count as "stuff" other than the fabrics
It's a shame metal doesn't seem to have any armor modifiers
(gave me some ideas though! I need to study this a bit!)

Thanks for letting me know! That is a bit of an bummer if you've gathered some harder to come by stuff and your colonist decides that metal is actually much prettier material ;D

now excuse me while I go kick my toe on a doorway


This sounds similar to an actual bug in-game before A7 was released. The testers notices that the hats would take whatever material was available and the resulting hat would be whatever the majority of the material was (24 cotton and 26 hyperweave would result in a hyperweave hat, giving you the better hat out of a lot of lesser material. Tynan fixed it for A7 before it was released, but I wonder if this issue is related.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: SundayTuesday on October 28, 2014, 11:11:52 PM
Maybe Armor Systems based on the ones from Command And Conquer?
(http://img1.wikia.nocookie.net/__cb20070304145036/cnc/images/b/bf/CommandoGDI.jpg)

Thought they looked pretty cool.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Coenmcj on October 29, 2014, 01:04:45 AM
GDI scum. the Brotherhood of NOD will destroy you. ;)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: NoImageAvailable on October 29, 2014, 05:48:15 AM
Quote from: Shinzy on October 27, 2014, 09:49:19 AM
Quote from: NoImageAvailable on October 27, 2014, 12:45:15 AM
So I've been trying to produce kevlar coated armor but for some reason about 25% of the time my colonists will just take all the ingredients for the kevlar armor but only give me a crappy metal coated armor. Does anyone know what's up with that?

Really? =D I did not know that could even happen! I think I may have to change the recipe so that it doesn't use anything count as "stuff" other than the fabrics
It's a shame metal doesn't seem to have any armor modifiers
(gave me some ideas though! I need to study this a bit!)

Thanks for letting me know! That is a bit of an bummer if you've gathered some harder to come by stuff and your colonist decides that metal is actually much prettier material ;D

now excuse me while I go kick my toe on a doorway


I'm hoping there is a fix soon, by now I need to produce 5+ pieces of vendor trash just to get one actual product and its getting really annoying, not to mention the resource drain.

Quote from: Coenmcj on October 29, 2014, 01:04:45 AM
GDI scum. the Brotherhood of NOD will destroy you. ;)

...with style!

(http://www.mycnc.org/files/underlu/other/riflemens_rifles/M16mk.II.jpg)

If the Tiberian Sun Nod armor (or even just the helmet) was added to the game I would be happy beyond belief. My colonists would wear nothing else, ever.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Igabod on October 29, 2014, 07:19:57 AM
Hey Shinzy, looks like you re-introduced a bug you previously squashed. A picture is all you need I'm sure. Ignore the part on the right, that's just my 2nd monitor. I forgot to crop the image before I uploaded it to imgur. [edit to add] Also, the frequency of the new traders is insane. I got 4 tailor traders at the same time. And in a little under an hour of playing I never saw any traders other than the new one except one slave trader (hence the naked dude in my colonists bar on top)

(http://i.imgur.com/hOqdiWJ.jpg)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Shinzy on October 29, 2014, 07:57:04 AM
Quote from: Igabod on October 29, 2014, 07:19:57 AM
Hey Shinzy, looks like you re-introduced a bug you previously squashed. A picture is all you need I'm sure. Ignore the part on the right, that's just my 2nd monitor. I forgot to crop the image before I uploaded it to imgur. [edit to add] Also, the frequency of the new traders is insane. I got 4 tailor traders at the same time. And in a little under an hour of playing I never saw any traders other than the new one except one slave trader (hence the naked dude in my colonists bar on top)


Okay! that explains everything! apparently you can wear multiple items on same layer if they don't protect the same body parts!
I wonder if that's intended or not.. Holy moley, mon! you can wear the science goggles with anything that doesn't protect the eyes! =O
This is amazing! I hope it's not a bug (cause I wanan utilize this!)

I don't know what's up with the traders though, on my playthrough they've been extremely rare
yesterday I got 5-6 slave traders in a row, though
it could be just freak coinsidence?

*fixed the pants issue btw, haven't updated yet, though, will do on the weekend*

Edit: p.s. SundayTuesday - NoImageAva, I've added the helmets in my list of hats ;P don't know *when* i'll do those but I'll do them (it's a long list and I don't do them in any order so it could take a while or it could not) and I wanan do some generic combat armor at some point too
but likely not gna make specifically c&c armor

Edit2: Igabod! you know you're really quite amazing! just for reporting the bug ;D
I could in theory make individual apparel for each bodypart group now *excited*

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: NoImageAvailable on October 29, 2014, 08:34:52 AM
Quote from: Shinzy on October 29, 2014, 07:57:04 AMOkay! that explains everything! apparently you can wear multiple items on same layer if they don't protect the same body parts!
I wonder if that's intended or not.. Holy moley, mon! you can wear the science goggles with anything that doesn't protect the eyes! =O
This is amazing! I hope it's not a bug (cause I wanan utilize this!)

A bug I keep forgetting to report related to this: if your colonists have multiple clothes on the same layer and put on something overlapping with both of them they will only unequip one item. So if your colonist has pants (covers legs) and a t-shirt (covers torso) and puts on a jump suit (covers both) he might only put down his pants and wear the jump suit with the t-shirt. Other combinations are also possible like jump suit + pants or regular + light power armor.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Igabod on October 29, 2014, 01:36:54 PM
ummm I'm not sure how the bug with pants spawning in the lower left corner of the map relates to the discovery with science goggles and a hat being wearable at the same time. But yay! Glad I could help.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Matthiasagreen on October 29, 2014, 01:41:08 PM
Quote from: Shinzy on October 29, 2014, 07:57:04 AM
I could in theory make individual apparel for each bodypart group now *excited*

Halter tops?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: skullywag on October 29, 2014, 01:42:06 PM
The lower left thing happens with the crashed escape pod rescue incident as well. Youll see the blood of the pawn and a pistol sometimes. So it might be a core game bug.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Sleeeper on October 29, 2014, 02:19:48 PM
In my setup the corner also spawns body parts.  :)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Igabod on October 29, 2014, 02:21:30 PM
Quote from: Sleeeper on October 29, 2014, 02:19:48 PM
In my setup the corner also spawns body parts.  :)

wow, that's far more useful than pants.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Shinzy on October 29, 2014, 03:38:06 PM
Quote from: Sleeeper on October 29, 2014, 02:19:48 PM
In my setup the corner also spawns body parts.  :)

hah! I had one too =P when I did excavation trip in dev mode inside the mountain
"Roof has collapsed following items has been destroyed: Leg"

the pants were my fault, but there's still some other stuff spawning there like skully said
blood and body parts.. I really don't wanan know *what* is happening down there
and I'm sure glad theres a mountain to cover it
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: minami26 on October 30, 2014, 04:53:17 AM
They say, a rimworld malignant presence could be brooding in a corner somewhere... must be a shinzy spawned crazed bodypart butcher. D:
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: decomg on October 30, 2014, 02:40:25 PM
not work in my game   :-\



[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Haplo on October 30, 2014, 02:44:32 PM
Try to remove everything after Aparello from the folder name. Does that maybe work?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: decomg on October 30, 2014, 02:52:46 PM
it worked, thank you Haplo   ::)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Shinzy on October 30, 2014, 03:19:47 PM
Quote from: decomg on October 30, 2014, 02:52:46 PM
thank you Haplo   ::)

I second what Decomg says! - Thank you!
I would not have known how to deal with that error ;D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Haplo on October 30, 2014, 03:34:08 PM
It shouldn't be, but still sometimes is an issue if you have spaces and/or special characters in the mod path.
So personally I would leave them out of it to be compatible with all systems (Win/Lin/Mac)
And.. you're welcome ;D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Killaim on October 31, 2014, 05:55:04 PM
would be awesome if you add the option to scrap clothes and recover materials (not full materials ofc)

so another way to gather materials if you would like to turn tribal wear or other stuff into specific items so you can get nice matching colonists :D

also the metal coated bug is a biig drain on materials :/
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Shinzy on October 31, 2014, 07:43:38 PM
Quote from: Killaim on October 31, 2014, 05:55:04 PM
would be awesome if you add the option to scrap clothes and recover materials (not full materials ofc)

so another way to gather materials if you would like to turn tribal wear or other stuff into specific items so you can get nice matching colonists :D

also the metal coated bug is a biig drain on materials :/

Aye I tried making myself some 6 nice green helmets just the other day
5 of them gets coated in metal ;D perfect

I'll add some apparel scrapping option then
There's some real fun trader junk coming, too! socks and boots and gloves and so! they oughta be real fun! =P
But I wanan test this one properly this time! so I'd say sunday
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Kitsune on November 01, 2014, 04:43:53 AM
i'm acutally here to say i got clothing in me left bottom corner and throw cottonballs at shinzy but i see its already discovered. :'(

For that, i'm only saying, thank you for your great work on the mod, i like it a lot. ;D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Shinzy on November 01, 2014, 07:39:59 AM
Quote from: Kitsune on November 01, 2014, 04:43:53 AM
i'm acutally here to say i got clothing in me left bottom corner and throw cottonballs at shinzy but i see its already discovered. :'(

For that, i'm only saying, thank you for your great work on the mod, i like it a lot. ;D

I will treasure your cottonball forever! - thank you! ;D
There's always some small things that go unnoticed so it's real nice that people don't hesitate to come throw stuff at me over it =P
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: skullywag on November 01, 2014, 12:12:04 PM
*throws weird purple and green sludge at Shinzy*
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: KR4K40 on November 01, 2014, 12:40:07 PM
Oh wow. Carbon Fibre and Polyacclimarate OP

313% piercing protection from a jumpsuit, ladies and gentlemen.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Shinzy on November 01, 2014, 01:48:34 PM
Quote from: KR4K40 on November 01, 2014, 12:40:07 PM
Oh wow. Carbon Fibre and Polyacclimarate OP

313% piercing protection from a jumpsuit, ladies and gentlemen.
do you have the latest version? v1.3.6? it should be fixed
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: KR4K40 on November 01, 2014, 02:17:32 PM
Quote from: Shinzy on November 01, 2014, 01:48:34 PM
do you have the latest version? v1.3.6? it should be fixed

I had 1.3.5
Does 1.3.6 need a new colony to work?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Shinzy on November 01, 2014, 02:33:58 PM
Quote from: KR4K40 on November 01, 2014, 02:17:32 PM
Quote from: Shinzy on November 01, 2014, 01:48:34 PM
do you have the latest version? v1.3.6? it should be fixed

I had 1.3.5
Does 1.3.6 need a new colony to work?

No! you can download the new one and safely continue your old colony
(still best to keep the old version handy just in case the game would freak out so you can roll back to the old version! best to stay prepared, right! ;D)
I'll try to quadruple check everything in the future updates so those kinda things wouldn't happen
Title: Re: [MOD] (Alpha 7) Apparello v1.3.6 "Le Iron Chef" minor update
Post by: Killaim on November 01, 2014, 08:05:48 PM
how does the game mechanic handle multiple layers of protection over one body part ?

like a power armor / body suit - and you hit the a body part where both cover ?
Title: Re: [MOD] (Alpha 7) Apparello Update! 1.3.7
Post by: Shinzy on November 01, 2014, 08:09:17 PM
Quote from: Killaim on November 01, 2014, 08:05:48 PM
how does the game mechanic handle multiple layers of protection over one body part ?

like a power armor / body suit - and you hit the a body part where both cover ?
I'm pretty sure they stack, but there's some kind of cap as you cannot become invulnerable to certain kind of damage
Edit: I think these will become more easy to read in next alpha if I've understood/remember the changelog entries correctly ;D I hope I have! trying to add up the armor values piece by piece is bit of a pain =P

Edit3:
Goood neeeewss everyone! I've fixed the poison slime pipes the spawning pants and the 'metal' coated issue (I hope) Nope! definately still not fixed that one

added bunch of small things!
(http://i.imgur.com/xDa6Gdi.png)(http://i5.photobucket.com/albums/y168/Teppana/layers_zpsbwhwupa1.gif)

This is basically saying that items can be worn on same layer if they don't cver same bodyparts, and which one is shown on top depends on which was worn first
You'll figure it out quite fast how it all works!

(http://i.imgur.com/p4DGlbH.png)
=P (I did put the hat's I've made so far available from the trader but
I think I wait till alpha 8 so I don't need to make new workbench for crafting them
or use Jellies fabulooous recipenurse so I can hog all the credits for myself

(http://i.imgur.com/OnCNQPz.png)

Log (I've been adding all the changes in my log in the about folder in the mod but I'm not sure how many of ye is aware of it!  ;D)
Added - Category 'other' under Apparel -> Apparello category (This category contains most of the specialty items,that can be obtained only through trade And/or are needed in recipes)
- Gloves, boots, socks etc. (each effect stats on their small tiny way)
- Option to scrap apparel in the fabricator
- Medic's Bandana
- Medic's Kevlar helmet (Craftable in SAR-Device)
- Metalplating (Crafting material)

Changes - Several hats are now more in tune with which parts of face they protect (They match the visuals better)
- Urban trousers has their own 'on map icon'
- Urban shirt icon made appear larger on map
- Minor changes to stats here and there (I.E. Tophat and Furhat don't give so whoppin huge tradebonuses)
- Traders carry apparel from the 'Other' category (Gloves, boots, trader only hats etc.)
- All armor crafts that required metal now use Metalplates instead (which in turn are made of metal, this is to avoid the 'metal coated' items)
- Overalls, Jumpsuits and Tunics & Tunica El Mogo no longer protect the legs (that was causing pants to spawn in the bottom left corner)
- Tribal shields only protect the arms now, so they can be worn over most other Shell layer items (Duster, vest etc.)
- Pants and shirt can be worn under Hive armor/Steamhulls
- Redrew Tophat
- Redrew Hood
- Redraw sombrero
- Redraw Tricorn
- Resized and removed white borders from the Hooded Gasmask
- moved some trader only apparel to the other category (bigger chance of being carried by trader that way)


Th-th-That's all folks!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Viceroy on November 02, 2014, 05:23:54 PM
Tynan should just pay you per item and browse the catalogue. Because all of these things are game quality for sure. And in keeping with the general theme as well.

Masterfully executed as always Shinzy.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Reysuke on November 02, 2014, 07:15:12 PM
Main Post says 1.3.6 under the Download section.
Awesome Patch by the way <3

Edit:
Im Stupid! Evertyhing is there and Fine! Srry
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Igabod on November 02, 2014, 08:42:09 PM
Loving the new clothes and hats! Glad the bug I reported could give us socks and shoes finally! My colonists were tired of stubbing their toes on all those rock chunks I leave laying about. I especially love the Human Skull hat. It goes perfect with a cannibal colony. The game I just played didn't give me much opportunity to try out the new layering thing but I did find a trader with some boots and then another one with some socks so everybody was wearing proper footwear and it worked great.

One question. Why would you need to make yet another table to make the new hats craftable? You already have 3 tables in this mod which you can choose from to append the functions to. More tables is never the answer. More functionality from existing tables is. I already have two rows of tables to build in that one building tab because of all the mods I play with.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: JuliaEllie on November 02, 2014, 09:37:41 PM
Oh lovely socks, gloves and shoes :) I missed those for so long. Thank you Shinzy you are the best modder of all time. yeah right
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: skullywag on November 03, 2014, 02:33:04 AM
The table thing is probably due to too many recipes to show in 1. This will be addressed in future alphas as Tynan has said he will make the floaty menu more robust.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Killaim on November 03, 2014, 05:04:08 AM
oh i laughed so hard seeing the arnold picture - well done :)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: superiorx on November 03, 2014, 05:06:07 AM
Aww yiss, time to start a new colony. Thanks for the update, Shinzy!   :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: minami26 on November 03, 2014, 07:44:55 AM
(http://media.tumblr.com/tumblr_m3itih3v4w1r6ml9o.png)

wheres the animals!!

also,, nice update them gloves and socks and boots.. mmmmmm,, you'll get a heavy update this A8 with the temperature system.

Muhaahahahaa!!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 03, 2014, 08:55:18 AM
Quote from: minami26 on November 03, 2014, 07:44:55 AMmmmmmm,, you'll get a heavy update this A8 with the temperature system.

Muhaahahahaa!!
I knooooowww I'm almost as scared about the A8 as I'm excited!

Quote from: Igabod on November 02, 2014, 08:42:09 PMOne question. Why would you need to make yet another table to make the new hats craftable? You already have 3 tables in this mod which you can choose from to append the functions to. More tables is never the answer. More functionality from existing tables is. I already have two rows of tables to build in that one building tab because of all the mods I play with.
Exactly what Skullwag says! I don't wanan crowd the recipe list too much (and I also don't wanan make new tables if I can avoid that) There's ton of aminals so adding them all as craft options on top of everything else would just be chaos ;D

Quote from: JuliaEllie on November 02, 2014, 09:37:41 PM
Oh lovely socks, gloves and shoes :) I missed those for so long. Thank you Shinzy you are the best modder of all time. yeah right
Aw thank you so much! you're no welcome to my dinner anymore!
Quote from: Reysuke on November 02, 2014, 07:15:12 PM
Edit:
Im Stupid! Evertyhing is there and Fine! Srry
*hug*

Thankyou all! Killaim and Viceroy, too =P
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Evul on November 03, 2014, 10:45:48 AM
I relay start to like this mod more and more!
Keep up the awesome work and artwork!

Will recommend this mod next release of PA if im allowed. :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 03, 2014, 10:57:34 AM
Quote from: Evul on November 03, 2014, 10:45:48 AM
I relay start to like this mod more and more!
Keep up the awesome work and artwork!

Will recommend this mod next release of PA if im allowed. :D
I'm liking the mod more and more myself too! I'm really surprised how "much" you can actually do with how limited the xml's really are 

and ofcourse you are allowed! and I can promise to keep up the artwork too ;D
I can't promise about the awesomeness of any other work though!
especially after seeing how excited I got about the ability to add pair of socks in a game (I may be going crazy)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: mrofa on November 03, 2014, 11:03:42 AM
But your not limited to xml only lazy ass :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 03, 2014, 11:08:59 AM
Quote from: mrofa on November 03, 2014, 11:03:42 AM
But your not limited to xml only lazy ass :D
Shush! Giving yourself limits feeds your resolve and creativity!

..Atleast that's how I go with it ::) *ahem*
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: NoImageAvailable on November 03, 2014, 04:01:27 PM
So, about that metalcoating bug? See attachment :-\

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 03, 2014, 04:14:52 PM
Quote from: NoImageAvailable on November 03, 2014, 04:01:27 PM
So, about that metalcoating bug? See attachment :-\
I was just about to come inform that it hasn't been fixed =P *sigh* I set all the materials to <canmakeapparel>False
I thought it'd fixed it, especially after trying crafting the item nearly dozen times
ofc right now I just made 3 pieces of them in my own game and BAM! this comes up
(http://i.imgur.com/rQO9hhF.png)

I'll have to just make them not be able to be made from Stuff
the system doesn't seem to be able to handle stuff being crafted from multiple things =/ *sob*
I still have one ace up my sleeve though, I could make (possibly) those things their very own materials
for some dash of color but :'(

it seemed to be occuring much rarerrrly though (but I can't be sure)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: MisterLock on November 03, 2014, 05:06:09 PM
Shinzy you've been doing wonderfull work with this aparrel man.

Bless your socks!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Timber on November 03, 2014, 07:47:53 PM
Another update already? And here I was trying to get on with my life...
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Killaim on November 03, 2014, 10:00:42 PM
love the update :)

had hoped the scrapping of items would yield the materials it was made off - though strangely enough it does color it the right color (but its cloth)

keep up the good work :)

and gl with the coat bug! it seems complicated O.o
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: StorymasterQ on November 04, 2014, 03:32:48 AM
Quote from: Shinzy on November 03, 2014, 04:14:52 PM
Quote from: NoImageAvailable on November 03, 2014, 04:01:27 PM
So, about that metalcoating bug? See attachment :-\
I was just about to come inform that it hasn't been fixed =P *sigh* I set all the materials to <canmakeapparel>False
I thought it'd fixed it, especially after trying crafting the item nearly dozen times
ofc right now I just made 3 pieces of them in my own game and BAM! this comes up
(http://i.imgur.com/rQO9hhF.png)

I'll have to just make them not be able to be made from Stuff
the system doesn't seem to be able to handle stuff being crafted from multiple things =/ *sob*
I still have one ace up my sleeve though, I could make (possibly) those things their very own materials
for some dash of color but :'(

it seemed to be occuring much rarerrrly though (but I can't be sure)

Can you make armor coated armor with armor filling, though?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 04, 2014, 04:24:55 AM
Quote from: Timber on November 03, 2014, 07:47:53 PM
Another update already? And here I was trying to get on with my life...
whoo needs a life when you can play games right! better shelve it entirely for the time being
I'll have to update yet again very very soon, I don't wanan leave the metal coated stuff hanging for too long =P
And I have cupla ideas what I could do with it
you know! if the armor coating doesn't play nice with Shinzy; Shinzy must play nice with armor coating.. and in soviet colony armor coats you! (I'm kinda excited actually! if what I think I can do with it can be done that is! if not then it'll be very veery lame) Edit: yup it looks like it's gna be very very lame

Killaim, getting the recipe to return materials the thing was made from back would require some "real modding skills" <- do not have
The crafts do derive their color from the stuffprops of the item though =P so that's why they're coloured same as the scrapped item! it's pretty cool!
(could make colored cloth very easily but who wants to make clothes out of cloth! nobody that's who! duuuh)

And yes mr.Q coming right up! would you like paper bag ..or plastic? with the offchance of being coated in metal
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Timber on November 04, 2014, 04:41:11 AM
I've been thinking about making an armor stand mod that holds sets of gear and equips it on colonists on interaction but with all the new changes I don't know how much of that work would be salvageable when the new alpha rolls out.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 04, 2014, 05:38:18 AM
Quote from: Timber on November 04, 2014, 04:41:11 AM
I've been thinking about making an armor stand mod that holds sets of gear and equips it on colonists on interaction but with all the new changes I don't know how much of that work would be salvageable when the new alpha rolls out.

better start now and be sorry later ;P if you're able to do it for A7 you'll have more knowledge as to how you would go about it for A8 if it does break horribly ;D
(and I would love you big time for making something like that)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Killaim on November 04, 2014, 12:41:43 PM
huh.. would think if item name has "hyperthread" in name then drop hyperthread cloth ?

or do you not have access to that.. i duno im horrible at coding and is been years.

but my first thought was a long if or else list of all the material types call on when the mateirla is dumped .

but i will take your word for it :) Thanx again :3
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 04, 2014, 01:51:08 PM
Quote from: Killaim on November 04, 2014, 12:41:43 PM
huh.. would think if item name has "hyperthread" in name then drop hyperthread cloth ?

or do you not have access to that.. i duno im horrible at coding and is been years.

but my first thought was a long if or else list of all the material types call on when the mateirla is dumped .

but i will take your word for it :) Thanx again :3
Oh it does sound real simple I know! but it can't be done through the xml files alone
So I'd have to turn towards the 'real modding' and do some actual coding which would just take me
further away from the things I like to do (textures) towards the stuff that I find extremely frustrating ;D
And there's no way I'll do that for just getting correct material from scrapping cloths =P

That kinda thing would be better done by someone who has the skill to make it work and keep it working =P
I'll just make do with the tools I have! and my blessed socks!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: skullywag on November 04, 2014, 02:23:59 PM
Quote from: Shinzy on November 04, 2014, 01:51:08 PM
Quote from: Killaim on November 04, 2014, 12:41:43 PM
huh.. would think if item name has "hyperthread" in name then drop hyperthread cloth ?

or do you not have access to that.. i duno im horrible at coding and is been years.

but my first thought was a long if or else list of all the material types call on when the mateirla is dumped .

but i will take your word for it :) Thanx again :3
That kinda thing would be better done by someone who has the skill to make it work and keep it working =P
I'll just make do with the tools I have! and my blessed socks!

*raises hand* I do solemnly swear to help you get this system working once A8 rolls around.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 04, 2014, 02:42:13 PM
Quote from: skullywag on November 04, 2014, 02:23:59 PM
Quote from: Shinzy on November 04, 2014, 01:51:08 PM
Quote from: Killaim on November 04, 2014, 12:41:43 PM
huh.. would think if item name has "hyperthread" in name then drop hyperthread cloth ?

or do you not have access to that.. i duno im horrible at coding and is been years.

but my first thought was a long if or else list of all the material types call on when the mateirla is dumped .

but i will take your word for it :) Thanx again :3
That kinda thing would be better done by someone who has the skill to make it work and keep it working =P
I'll just make do with the tools I have! and my blessed socks!

*raises hand* I do solemnly swear to help you get this system working once A8 rolls around.
I volunteer Jellie and Mrofa and Minnie (any any other stray-pair of eyes) as my witnesses  for this!
backing down at this point is deemed illegal! ;D
(thank you!)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Evul on November 04, 2014, 02:50:53 PM
Quote from: Shinzy on November 04, 2014, 02:42:13 PMI volunteer Jellie and Mrofa and Minnie (any any other stray-pair of eyes) as my witnesses  for this!
backing down at this point is deemed illegal! ;D
(thank you!)
Noted :P
I will probably have a bunch of problems to when alpha 8 comes around. xD
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Killaim on November 04, 2014, 03:50:15 PM
Quote from: Shinzy on November 04, 2014, 02:42:13 PM
Quote from: skullywag on November 04, 2014, 02:23:59 PM
Quote from: Shinzy on November 04, 2014, 01:51:08 PM
Quote from: Killaim on November 04, 2014, 12:41:43 PM
huh.. would think if item name has "hyperthread" in name then drop hyperthread cloth ?

or do you not have access to that.. i duno im horrible at coding and is been years.

but my first thought was a long if or else list of all the material types call on when the mateirla is dumped .

but i will take your word for it :) Thanx again :3
That kinda thing would be better done by someone who has the skill to make it work and keep it working =P
I'll just make do with the tools I have! and my blessed socks!

*raises hand* I do solemnly swear to help you get this system working once A8 rolls around.
I volunteer Jellie and Mrofa and Minnie (any any other stray-pair of eyes) as my witnesses  for this!
backing down at this point is deemed illegal! ;D
(thank you!)

:D yay! :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: NoImageAvailable on November 05, 2014, 04:16:53 PM
Hey Shinzy, do you have any plans for winter clothing yet? Cause you know, with A8 bringing us snow we really need something to go with that fur hat. (http://i.imgur.com/w2ajokF.jpg)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 05, 2014, 04:57:45 PM
Quote from: NoImageAvailable on November 05, 2014, 04:16:53 PM
Hey Shinzy, do you have any plans for winter clothing yet? Cause you know, with A8 bringing us snow we really need something to go with that fur hat. (http://i.imgur.com/w2ajokF.jpg)

Tommyguns? I.. well.. I could maybe make a soviet version of the aerocowl (aerokovl) with tommygun attachment but

(Yes, yes I do =P I want to see the Parka first. But I do want to take advantage of all the new features!)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Evul on November 06, 2014, 12:56:28 AM
That's a Russian PPSh-41 the tommygun is the Model 1921 Thomson US made :P I think PA has it. *Digging among million of files...*
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: kokuto on November 06, 2014, 01:51:39 AM
Would it be possible to enable the assembly of 'regular' power armour? It just seems odd that light power armour and hive armour can be made but not the standard variety.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 06, 2014, 04:20:07 AM
Quote from: Evul on November 06, 2014, 12:56:28 AM
That's a Russian PPSh-41 the tommygun is the Model 1921 Thomson US made :P I think PA has it. *Digging among million of files...*

I thought PA would have it =P whenever you see a gun somewhere you could really just ask yourself and even answer on the same breath "Did PA done it? - PA did done it" (There's a lot of guns!)

Quote from: kokuto on November 06, 2014, 01:51:39 AM
Would it be possible to enable the assembly of 'regular' power armour? It just seems odd that light power armour and hive armour can be made but not the standard variety.
I thought about it once! but it felt bit counterproductive when you use them to get hex-cells
and therefore would need hex cells to craft them =P (But now that you mention it, it doesn't make sense not being able to craft them does it!)

I had some idea to have the power armor be separatable into three individual pieces with some machine aswell
and you could then mix and match those with the other gear
So could have them craftable at the same time while I'm at it! imma plop it on the list!
(I'l try update during the weekend again, see if I can make something of the 'coated armors' or return back to the dull gray color scheme for them =P )
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: NoImageAvailable on November 06, 2014, 05:51:36 AM
How about getting hex cells from Mechanoids? Like an operation on disabled Centipedes so you can do something aside from just shutting them down.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: kokuto on November 06, 2014, 07:08:44 AM
It surely its not like we're crafting nano suits from the glittertech mod, this is just regular power armour after all! But yes, it seems that centipedes and scythes should do a little more than being broken down into metal. Seems like a lot of advanced tech in those just goes to waste.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Killaim on November 06, 2014, 09:58:23 AM
Quote from: NoImageAvailable on November 06, 2014, 05:51:36 AM
How about getting hex cells from Mechanoids? Like an operation on disabled Centipedes so you can do something aside from just shutting them down.

i like that - perhaps a low low chance of recovering a hex cell from a destroyed one.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: NoImageAvailable on November 06, 2014, 03:09:59 PM
I was thinking more along the lines of a removable body part, like how you get Scyther knife protrusions. So you would incapacitate the Centipede and then assign an operation to extract the hex cell powering it. That way hex cells stay semi-rare while also giving you something to do with incapacitated Centipedes other than just shutting them down.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Reysuke on November 06, 2014, 04:28:48 PM
Look what i found :)
(http://www11.pic-upload.de/thumb/06.11.14/qhvhpbt1co5j.png) (http://www.pic-upload.de/view-25178372/OP-Shoulder.png.html)
I know this is strong against fire but 139% pierce?
Should it be that way?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 06, 2014, 05:22:27 PM
Quote from: Reysuke on November 06, 2014, 04:28:48 PM
Look what i found :)
(http://www11.pic-upload.de/thumb/06.11.14/qhvhpbt1co5j.png) (http://www.pic-upload.de/view-25178372/OP-Shoulder.png.html)
I know this is strong against fire but 139% pierce?
Should it be that way?

Aye! this is very much intended! The reasoning behind this was that they only protect the shoulders so I wanted to give them some purpose (Ofc this was before I realised you could wear them just about on top of anything so I may have to tweak it though I think I'll most likely just make other alternatives for shoulderpads aswell, so everyone isn't rocking the same ones =P)

And I've noted all the Mechanoid disassembly talk! Imma look into those in alpha 8
with all the supported recipe 'injection' stuff there will be and whatnot
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Reysuke on November 06, 2014, 05:56:08 PM
I thought 139% Pierce for Shoulders and Arms looked a bit to strong :)
But if its intended its okay :D
Thanks o/
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: NoImageAvailable on November 07, 2014, 05:22:30 PM
Quote from: Shinzy on November 06, 2014, 05:22:27 PM
Aye! this is very much intended! The reasoning behind this was that they only protect the shoulders so I wanted to give them some purpose (Ofc this was before I realised you could wear them just about on top of anything so I may have to tweak it though I think I'll most likely just make other alternatives for shoulderpads aswell, so everyone isn't rocking the same ones =P)

Speaking of shoulder pads, how come the light power armor only covers neck and torso when the sprite clearly covers the shoulders?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 08, 2014, 06:24:30 AM
Quote from: NoImageAvailable on November 07, 2014, 05:22:30 PM
Speaking of shoulder pads, how come the light power armor only covers neck and torso when the sprite clearly covers the shoulders?

because the shoulders are group together with the arms =P and I imagined the armor without 'arm' plates when I made the def for it so I never put the 'Arms' tag on them ;D you had the best timing to bring it up though! I really want to have all the armor protect the bits they cover visually ;D (there's still few oddities like that! that I missed when I was changing them around last time)
The bandit's hat and hood is another, it doesn't cover the mouth at all which I'm gna change aswell!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Reysuke on November 08, 2014, 08:33:08 AM
(http://www11.pic-upload.de/thumb/08.11.14/kfkpgchq3zim.png) (http://www.pic-upload.de/view-25193037/Weave.png.html)
Also intented?
Hive Helmet is s**t against this :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 08, 2014, 11:33:19 AM
Quote from: Reysuke on November 08, 2014, 08:33:08 AM
(http://www11.pic-upload.de/thumb/08.11.14/kfkpgchq3zim.png) (http://www.pic-upload.de/view-25193037/Weave.png.html)
Also intented?
Hive Helmet is s**t against this :D

Hoooo those will be changed soon enough! you'd see the alloy vests ;P they're op! I didn't take the material defense multipliers into account at all when I decided to make them 'coated'
I'm currently changing them all to be made from their very own materials (you can make walls of them aswell!) and try to balance everything some things

(http://i.imgur.com/VpBuXCL.png)
Edit: Carpets in the screen are from T's Mods, and lamps from Clutter
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: skullywag on November 08, 2014, 01:31:09 PM
Dem walls though.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Oragepoilu on November 08, 2014, 02:23:05 PM
Any help about what do each material ? I could test them all but I'm not sure that each material do the same for each part (kinda want to know what i should wear on my sniper ...)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: insanevizir on November 08, 2014, 02:51:52 PM
Well, not compatible with:
[MOD] (Alpha 7) Extended Surgery and Bionics V1.4

Had the other instaled, and activated this one and so this one worked but disabled the extended surgery options. So i tried to disable apparello and it broke all my saves :)

now i'm just gonna wait for alpha 8.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: NoImageAvailable on November 08, 2014, 03:00:47 PM
Quote from: insanevizir on November 08, 2014, 02:51:52 PM
Well, not compatible with:
[MOD] (Alpha 7) Extended Surgery and Bionics V1.4

Had the other instaled, and activated this one and so this one worked but disabled the extended surgery options. So i tried to disable apparello and it broke all my saves :)

now i'm just gonna wait for alpha 8.

I'm running both mods just fine, did you try changing your load order?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 08, 2014, 03:36:31 PM
Quote from: Oragepoilu on November 08, 2014, 02:23:05 PM
Any help about what do each material ? I could test them all but I'm not sure that each material do the same for each part (kinda want to know what i should wear on my sniper ...)

Most of the new materials have nearliy identical stats (with the exception of polyacclamarate which is not too good against bullets but deflect explosives and blunt stuff quite well)

The vanilla Hyperweave is still the best material to use to repel bullets

In the future update the light power armor will use the sort of metal materials to craft
and they will all have exact same bullet deflection with some variations on the other defences
Cause they're the biggest threat in the game imo and I don't want that to determine what coloured armor you have =P Anyway! for sniper you really need whatever works best against headshots =P Those enemy snipers are real crackshots

Quote from: insanevizir on November 08, 2014, 02:51:52 PM
Well, not compatible with:
[MOD] (Alpha 7) Extended Surgery and Bionics V1.4

Had the other instaled, and activated this one and so this one worked but disabled the extended surgery options. So i tried to disable apparello and it broke all my saves :)

now i'm just gonna wait for alpha 8.
Aw =/ Sorry! It should work with that (I'm running with that mod myself, love it ;P )
The mod load orders seem to be very important, Like N.I.A below you said!

I did spot a Tool for changing the Mod orders easier (in the tools section) If you should decide to not wait for alpha 8 ;D

Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Oragepoilu on November 08, 2014, 03:50:51 PM
Quote from: Shinzy on November 08, 2014, 03:36:31 PM
Quote from: Oragepoilu on November 08, 2014, 02:23:05 PM
Any help about what do each material ? I could test them all but I'm not sure that each material do the same for each part (kinda want to know what i should wear on my sniper ...)

Most of the new materials have nearliy identical stats (with the exception of polyacclamarate which is not too good against bullets but deflect explosives and blunt stuff quite well)

The vanilla Hyperweave is still the best material to use to repel bullets

In the future update the light power armor will use the sort of metal materials to craft
and they will all have exact same bullet deflection with some variations on the other defences
Cause they're the biggest threat in the game imo and I don't want that to determine what coloured armor you have =P Anyway! for sniper you really need whatever works best against headshots =P Those enemy snipers are real crackshots

Thx for taking time to answer, pal.

Gonna use some nice colors so I could recognize my ppl xD
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Dragoon on November 09, 2014, 02:46:34 PM
I shall soon have my army of powersuits! (in about 3-4 years)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Commander Beanbag on November 09, 2014, 02:57:55 PM
Hey I don't think you solved that problem with stuffs quite yet...

Edit: Hooo I sure missed those other posts  :-[

(http://i.gyazo.com/80ee1b63e0ca53f82fe045f3f2815cfd.png)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 09, 2014, 03:15:26 PM
Quote from: Commander Beanbag on November 09, 2014, 02:57:55 PM
Hey I don't think you solved that problem with stuffs quite yet...

Edit: Hooo I sure missed those other posts  :-[
-snipsnap-

aa don't worry! *hug* There's gna be update very very soon! (Tomorrow infact unless I discover something horrible! (I already managed to break the fabricator once!)

just a tiny peek on some of the soon to come hats and slippers and pants =P
(http://i.imgur.com/ENsjaN4.png)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: insanevizir on November 09, 2014, 04:16:55 PM
So, if the order of the mods is that important, which one should i start first? I had 5 saves, and all of then are doing the rainbow windows when i try to load then. i hd reinstalled all the mods and nothing changes that. I start a new game. should i activate apparello fisrt?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: NoImageAvailable on November 09, 2014, 04:38:21 PM
Quote from: insanevizir on November 09, 2014, 04:16:55 PM
So, if the order of the mods is that important, which one should i start first? I had 5 saves, and all of then are doing the rainbow windows when i try to load then. i hd reinstalled all the mods and nothing changes that. I start a new game. should i activate apparello fisrt?

Get this (https://ludeon.com/forums/index.php?topic=7188.msg71412#msg71412) and put Extended Surgery somewhere below Apparello.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: insanevizir on November 09, 2014, 04:45:26 PM
Quote from: NoImageAvailable on November 09, 2014, 04:38:21 PM
Get this (https://ludeon.com/forums/index.php?topic=7188.msg71412#msg71412) and put Extended Surgery somewhere below Apparello.

It worked!
Saved my colony. Thanx. 6 years and 4 months in game time. :) I'm able to fix my leader's lung and use all the armors this mod made avaliable. Thanx a lot.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 09, 2014, 04:49:18 PM
Quote from: insanevizir on November 09, 2014, 04:45:26 PM
Quote from: NoImageAvailable on November 09, 2014, 04:38:21 PM
Get this (https://ludeon.com/forums/index.php?topic=7188.msg71412#msg71412) and put Extended Surgery somewhere below Apparello.

It worked!
Saved my colony. Thanx. 6 years and 4 months in game time. :) I'm able to fix my leader's lung and use all the armors this mod made avaliable. Thanx a lot.

Oh! I'm so glad it works, Get those leader lungs in shape!
And hugest thanks to you NoImageAva for stepping up like a boos! =P
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: NoImageAvailable on November 09, 2014, 05:44:30 PM
BTW something I keep noticing is a lot of the helmets have a "mental break threshold 0" effect on them. Is that some kind of leftover or did you actually intend them to set the threshold to that value? Because as it stands it is adjusting it by 0 points, meaning its doing nothing.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Dragoon on November 09, 2014, 10:48:50 PM
(I hope this does not spark another can you add it! en mas thing) Have you ever thought about starcraft ghost,and or spectre armor?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on November 10, 2014, 09:02:01 AM
Quote from: Dragoon on November 09, 2014, 10:48:50 PM
(I hope this does not spark another can you add it! en mas thing) Have you ever thought about starcraft ghost,and or spectre armor?

If I (and likely will at some point) make one really generic skin tight suit with glowy bits it would pretty much cover all the futuristic armor from almost every game ever ;D

Quote from: NoImageAvailable on November 09, 2014, 05:44:30 PM
BTW something I keep noticing is a lot of the helmets have a "mental break threshold 0" effect on them. Is that some kind of leftover or did you actually intend them to set the threshold to that value? Because as it stands it is adjusting it by 0 points, meaning its doing nothing.
OH! yes =P those need really "high" value (compared to the others) to see any change in the stat and I wasn't honestly even too sure to which direction I should make the change to be beneficial to you =P so I just left them on the apparel so I can easier find them when I feel like figuring it out ;D some of them I wanted to be "warm" -> wearer don't break mentally so easy - if I remember any of my logic behind any of that (I mean I'm constantly very much confused about everything at all times all the time)

so few of them will be for the A8 the others has mental threshold because they make you total badarse but meh =P Also because I couldn't think of anything else to put on them ::) So just for the sake of being there (The best reason)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: NoImageAvailable on November 10, 2014, 09:51:51 AM
Quote from: Shinzy on November 10, 2014, 09:02:01 AM
OH! yes =P those need really "high" value (compared to the others) to see any change in the stat and I wasn't honestly even too sure to which direction I should make the change to be beneficial to you =P so I just left them on the apparel so I can easier find them when I feel like figuring it out ;D some of them I wanted to be "warm" -> wearer don't break mentally so easy - if I remember any of my logic behind any of that (I mean I'm constantly very much confused about everything at all times all the time)

so few of them will be for the A8 the others has mental threshold because they make you total badarse but meh =P Also because I couldn't think of anything else to put on them ::) So just for the sake of being there (The best reason)

Its just added to the wearer's threshold so if you want to lower it you need to use negative values, e.g. if the gas mask is supposed to lower it by 5 points you should put -5 instead of 0.05 there. Then if you add it to some wussie colonist with a threshold of 30% it'll set it to 30 - 5 = 25%.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 10, 2014, 03:04:42 PM
(http://i.imgur.com/skf7QwD.png)


Great neeews everyone! I've fixed the poison slime pipes the coated bug! and by fixing I mean got rid of it entirely
The light power armors are now made from their very own material which can be made in the fabricator after the Metal structural ID card is purchased from the trader!
Schematic for it isn't needed anymore (Can't use it =P) but is used for the crafting of normal power armor

there's a lot of pants, and cupla hats and pair of gloves you can wear under the other ones!

And don't worry everyone! =P Imma not update this again for a bit now, incase you've gotten fed up with too many updates in too short time! So don't go finding anything hoplessly wrong with this version, okay?

Apparello v1.3.8
10.11.2014
-----------------
Added - Craftable powerarmors
- Melohydrine (Orange stuff for apparel)
- Metals! (Xinite, Elotritum, Strontium and Devilstone - For light power armor (walls, too))
- Datacard for metal fabrication
- Shimmering Crown
- multiple set of pants
- Pair of gloves

Changes - More coverage changes on apparel
- L pow armor protects shoulders too
- Infiltrator headgear covers eyes
- Shoulderpads are less effective!
- Schematic bundle's name changed & isn't used in crafting light power amor anymore
- Changed all (or let's face it, changed most) of the Mental Threshold bonuses on hats to actually do something (thanks N.I.A!)

Note: Found out there's no bodygroup that covers mouth/jaw/teeth aside for the FullHead one, so remember! Scarves do not protect from bullets

Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Evul on November 10, 2014, 03:05:45 PM
Awesome!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: superiorx on November 10, 2014, 09:48:37 PM
Thank you so much for the update, Shinzy. The latest additions to Apparello look great :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Igabod on November 10, 2014, 11:26:08 PM
Quote from: Shinzy on November 10, 2014, 03:04:42 PM
And don't worry everyone! =P Imma not update this again for a bit now, incase you've gotten fed up with too many updates in too short time! So don't go finding anything hoplessly wrong with this version, okay?

Does this mean we won't be getting Stormtrooper Armor any time soon?

(http://megaicons.net/static/img/icons_sizes/134/458/128/starwars-stormtrooper-icon.png)

I tried my hand at making the helmet but it sucked. Turned out nothing like the one above. I hate to even think what my attempt at the side view would have looked like.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 11, 2014, 03:26:22 AM
Quote from: Igabod on November 10, 2014, 11:26:08 PM
Quote from: Shinzy on November 10, 2014, 03:04:42 PM
And don't worry everyone! =P Imma not update this again for a bit now, incase you've gotten fed up with too many updates in too short time! So don't go finding anything hoplessly wrong with this version, okay?

Does this mean we won't be getting Stormtrooper Armor any time soon?

It's on my list of the 'famous apparel' in the 'very questionable category' along with the darth vader, commander keen, bomberman and some others =P
(cause I really don't know how I'd get them fit in there as some sort of 'legit' thing) =P I mean I did manage (to my opinion) very well with the megaman's helmet. but some things I may just have to do separately (or simply hide them to be only spawned through dev mode -> batman's cowl, which is just more waste of space than anything)

Anyhow Darth Revan's mask is the likeliest starwars related addition I'd do and also rubbery/plastic jar jar binx mask!
And you're welcome SupX!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: skullywag on November 11, 2014, 03:54:54 AM
Could do a movie and game pack. Then you dont pollute this mod and people can still be too short to be a stormtrooper if they want to.

Also is this my copypasta update?  Ive seen that ultra high tech card thingy before...;)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Killaim on November 11, 2014, 07:37:54 AM
jar jar binx mask if made should have a +5000 damage received - and everyone near the weared should auto target him/her
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 11, 2014, 10:39:15 AM
Quote from: skullywag on November 11, 2014, 03:54:54 AM
Could do a movie and game pack. Then you dont pollute this mod and people can still be too short to be a stormtrooper if they want to.

Also is this my copypasta update?  Ive seen that ultra high tech card thingy before...;)

That was the 1.3.6 update! *poke* you're two updates too late! this ultra high tech card is recolour of the orange one you've seen =P
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Ptolisgoodguy on November 11, 2014, 11:04:25 AM
why not some of the power armours from the fallout games.
heck you could make the raiders wear raider armour from that game.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 11, 2014, 11:20:59 AM
Quote from: Ptolisgoodguy on November 11, 2014, 11:04:25 AM
why not some of the power armours from the fallout games.
heck you could make the raiders wear raider armour from that game.

those are on the 'feasible category' on my list =P along with other things like space marine/Isaac Clarke/ the 'enclave' power armor/ Halo/ Xcom Power suit + all the other Xcom ones (already made the 'coveralls' from that =P) And the ones from Steam Marines

But looking at after you remove the legs and arms from most of them all is left is very big shoulderpads so I've started to think I'll probably end up making one generic one that combines most of them together and maybe make couple variations of that one (Helmets are ofcourse different thing!)
But first I kinda wanan focus more on the animal/job specific gear

Cause the game is really, really lacking in cannibals in aprons and chefhats
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Killaim on November 11, 2014, 11:48:21 AM
i tried to make hellstone metal - but it made strohmite instead.

Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 11, 2014, 12:34:29 PM
Quote from: Killaim on November 11, 2014, 11:48:21 AM
i tried to make hellstone metal - but it made strohmite instead.

:-[
I even tested all the recipes thrice! (can I blame this on Tynan for having the cataracts be so common?)

Ima fix it asap (And then hire a tester with the ability to tell colours from eachother and hopefully someone more attentive than me =P)

(http://i.imgur.com/v243Vox.png)
Edit: Grape news everyone! I've fixed the poison slime pipes Small update! Fabricating devilstone now fabricates devilstone
Also added "Strohmite" cause that sounded like fun name for a material (Yes, I'm looking at you Killaim!)

And finished/added the Prototype helmet that I was already started to make (it makes your colonist learn,work,shoot and go insane much faster)
craftable in the SAR-Device Assembly thing
probably added some new flaws/bugs and errors aswell just to spite you all! =P
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: StorymasterQ on November 11, 2014, 08:03:49 PM
If we're adding new minerals, may I suggest Cummingtonite (http://en.wikipedia.org/wiki/Cummingtonite)?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8 "Pants for every occasion & pair of gloves"
Post by: Killaim on November 11, 2014, 08:16:17 PM
Quote from: Shinzy on November 11, 2014, 12:34:29 PM

Also added "Strohmite" cause that sounded like fun name for a material (Yes, I'm looking at you Killaim!)



hah :D i went from memory lol - bad memory :D but yay
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Cat123 on November 13, 2014, 04:46:29 PM
Ok, found the correct thread (and a much shinier version).

First off: I'm aware I might sound waspish, but this mod is excellent - the sprite work and creativity are AAA standard, so thanks for making it. I 100% see the amount of time & effort you've put in, and the quality is very much A*. (In fact, I'd want this to be in the Rimworld Beta as default, but that's between you and Tynan - but the benefit it would give to the vanilla game is worth it).

Bear in mind I'm currently using the TTM version, and only had time to read 10 pages of the thread: if my points are out of date, I'll look further into it. (Not sure if the current new version works with TTM - I presume I can d/l the new version, disable the TTM one and I'm good to go, but it'll have to wait for later).

That bit done, on with the criticism:

1) Do you have an excel sheet listing all the various armor %s? If not, you need one; if you do, please bundle it with the mod. It's essential! Both in terms of balancing and in terms of seeing the overall effects. I suggest <Body Part> on the X axis and <Material> on the Y axis for easy reference, ordered by <position> for <Body Part> (start at the head, work downwards) and tier / expense / quality for the <Material> (cloth -----> Hyperweave). If you don't have this already, it would explain some things.

2) Gameplay wise, the mod is a disaster: with layering stacking, no combination should be in excess of 100% unless there's extremely good reasons for it. At the moment you're pushing 400% bonuses, which is insane (and breaks the game mechanics very badly).

3) You need to bear in mind the difference between single <Body Part> covers and combined ones: at the moment, single pieces > total armors because of stacking and single items >100%. Power armor in particular should have been a huge warning: it's vanilla, and look at the defenses!

4) You've stated that all these materials should be very similar because they're only there for the colors: totally wrong way to go about it, and wastes most of the potential of the mod. If you want to color the items, just make a tint machine. <Item> + <Dye> = <Colored Item>. The materials should, 100% be noticeably different otherwise there's no point to them. You've also plumped for each material having a single damage type it's good against (at least in the TTM build: I'm slowly replacing all the TTM bundle with the actual mods, so bear with me): this is fine, and will prove useful as the alpha continues. i.e. when other damage types than piercing become more common.

5) Material costs: again, unbalanced and have flat rates (i.e. X item uses 50 of each material). This might be a drawback to the way the engine applies materials (100% sure of this) and you don't want to make 1,000,000 separate entries for each combination.

There's two ways to solve this:

EITHER: Alter the processing costs dramatically. The synthetic fabricator costs for producing the materials need urgently scaling so that each better type of material uses more raw stuff / rarer items for the higher end ones (*cough* hyperweave *cough*).

OR: you expand the Schematic IDs - so that each material type uses a different ID, and each ID has a variable cost. e.g. Make them non-tradable, add a schematic making machine, then pump the costs up / down for each schematic type. So your "Hyperweave Processing Chip" ID might take 400 utility metal + rare goods, while your others take a lot less. It'd be a P.I.T.A to enter the lists, but at least you'll have variable cost control. 

This is important, because otherwise any difference in stats means the player will only ever use the highest one.

6) The synthetic fabricator breaks down all types into cloth. If you implement #5, it should break down <type> into <base material>.

7) You've mentioned that you've removed some of the materials from spawning randomly on base raiders - I can see why. However, you should bundle your own events so that some get used. Some examples with 1 min of thinking: Bunch of Rogue Marines (high difficulty threshold colony wealth) - bunch of angry Doom Marines charging in full marine / SF weapon gear. Space Rustlers - self evident. Cannibal Holocaust - large group of rampaging high melee types rushing for food... And so on.

8) I notice you've started making ores / raw material / walls. Please tell me you've considered the RNG effect of removing the % chances of core gameplay elements like metals? If they spawn on a separate layer [Map generation layer] than the core ones, then fine: if not, you just fucked the pooch. This has the potential to make the game unplayable.

9) Item synergies: there are certain items from this mod that combined with other mods can be totally OP (yes, not 100% your fault). In particular, the 'devil helmets' that add +15% workspeed -10% learning - throw those on MAIs with the 100% hit SF sniper guns and you've a workforce that's unbreakable, unstoppable and so on. The actual question: for items that alter <special> classes, do you weight the effect? i.e. -10% learning is meaningless if you've endgame colonists (15+ skills).

10) I really hate the doctor garb aesthetic: the 'mad doctor' vibe is overdone, and I've a feeling I know the specific reference it's sourced from. But that's not important, personal opinion, just seeing if you've read this far.

Anyhow. Waiting on the answer to #1. If you don't have that sheet, it can be produced.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 13, 2014, 05:56:32 PM
Quote from: Cat123 on November 13, 2014, 04:46:29 PM
*meow*

I have thought about some kind of visual chart! (especially after I learned about how much you can stack armor on eachother, I did make one quick one of on what layer all the apparel are on but it's lacking lot of information still)
Imma try to cobble together something over the weekend =P
listing all the percentages is alot of effort though considering I really have to redo all of them next alpha again and still possibly frequently tweak them all the time (Alpha 8 is still a great opportunity to further balance things!)


most of the 400% deflections for things like fire comes a lot from the fact how little threat I've found them to be in the vanilla so I didn't really 'care' so much with them when I made the materials (also having made them all in a one huge bundle so individually separating them from eachother was bit of an effort! so I kept the piercing defence mostly the same on all of them (few exceptions)
I do want to have them protect from different things and be noticeably different from eachother
But I'd also like the game to have some variation with the damage types that kill your colonists -> in most cases it's bullets. There's currently no reason to make armor out of anything that doesn't protect you from bullets

But I admit it's bit of an mess still! I will work them out slowly

I would have just made them flat out colourable but there's some flaws in the new stuff system that I could just make the easy <dye>+<item>=Dyed item (I would have made it that way if I could, but imma not bore you with the details =P)
And I really don't have the skill to make really advanced pick your colour from a rgb colour slider *dreams*

All the ores are craftable in similar way to the fabrics so they won't be dotting the map at all! (I don't know if this qualifies for getting the pooch but I'd like it very much!) My 'coding' skills are very limited. You've already noted in the couple first lines where my talents lie ;D (thank you, by the way!)

and I remember reading from some thread of IthcyFlea's some time ago that the ore generation was changed in the last alpha to be lot more difficult to apply aswell (Citation needed)

6) I've recruited Skully to help me work on retrieving the <base material> from the <type> as you've suggested, it may or may not happen far far in the future




Ooh if you'd have any suggestions towards the material costs on the craftable items cause I'd have to play a whole lot more to get some scale of the 'ideal' costs
Making ID cards for each material was on my mind from the start but I scratched that idea off real fast (You really really don't want to have dozen of very limited use cards lying about in your lair) ofc I could bundle them fabrics in few separate cards 'Crummy fabric card, not so crummy fabric card, fabulous fabric card' and each would contain the id's for several mats of their own quality tier

7) These are something I'd like to keep separate from the mod (sort of modular addons =P) (I have planned adding several factions once I got more unique gear solely for them)


did I miss anything? (I'm exhausted now! whew..Typing.. it's.. it's tough)
*collapse*
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Cat123 on November 13, 2014, 06:34:39 PM
Quote from: Shinzy on November 13, 2014, 05:56:32 PM
<OMG WALL OF TEXT>

*Pets heavily*

I can see the issue now, but thanks for the reply.

Yes, you need that excel sheet. If it's all in your head [TM] and the XML, I'll put one together. However, I'm assuming that the base % mods are static for materials? (I'm praying). If you've made them variable dependent on <Body Part> this is going to be a lot more work. Rule of thumb: given that power armor is 80% coverage, if you balance items that can be stacked x3 to be maximum 25-30% you're in the right ballpark. i.e. hyperweave = 30%, we then work downwards.

Something you've not done, but could consider if you want high % reductions - negative bonuses. e.g. -% heat (so it increases heat damage) and so on. Yes, your POLYESTER jumpsuit is a fire hazard ;)

TL;DR

Quick version: with an excel sheet + vanilla data, we can balance this in about a day. If you're not familiar with excel, just ask & I can look at it over the weekend.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 16, 2014, 08:37:13 AM
Excel sheet! contains all the clothes (hats or batteries not included)
And their base armor values layers and body parts they cover
(Adding all the material modifiers + stuff would be too much work. Shinzy + Too much work = Ef this buggeroo! -> goes shopping)

Looks like this;
(http://i.imgur.com/QIJ92wo.jpg)

Th-th-that is all! (Excel file in attachements)

Edit: May lack some data =P + they're all drawn from my version which may have some different values

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Lightbulb500 on November 16, 2014, 08:43:45 AM
Love the mod and thanks for the Excel sheet!  :D

Is there a list somewhere of what each material's advantages are in general? (Rather than on every individual piece of gear which would take an age to produce!  :o )
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 16, 2014, 09:09:16 AM
Quote from: Lightbulb500 on November 16, 2014, 08:43:45 AM
Love the mod and thanks for the Excel sheet!  :D

Is there a list somewhere of what each material's advantages are in general? (Rather than on every individual piece of gear which would take an age to produce!  :o )

I'll try to add them on a separate page or sheet or what they are called on the Excel file
But for now you can check them with your notepad straight from the files
Mods/Apparello/ThingDefs/Materials_Apparello.xml <- which you can open with the notepad

you'll see the stats in bits like these
      <statOffsets>
        <DamageDeflection_Blunt>0.03</DamageDeflection_Blunt>
        <DamageDeflection_Piercing>0.03</DamageDeflection_Piercing>
        <DamageDeflection_Heat>0</DamageDeflection_Heat>
        <DamageDeflection_Electric>0.03</DamageDeflection_Electric>
        <DamageDeflection_Toxic>0.03</DamageDeflection_Toxic>
      </statOffsets>
      <statFactors>
        <MarketValue>2.5</MarketValue>
        <DamageDeflection_Blunt>2.0</DamageDeflection_Blunt>
        <DamageDeflection_Piercing>1.0</DamageDeflection_Piercing>
        <DamageDeflection_Heat>-8.0</DamageDeflection_Heat>
        <DamageDeflection_Electric>5.0</DamageDeflection_Electric>
        <DamageDeflection_Toxic>1.5</DamageDeflection_Toxic>
      </statFactors>

It's not the most convenient way to see them but it'll give you some idea =P
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Lightbulb500 on November 16, 2014, 09:16:25 AM
Quote from: Shinzy on November 16, 2014, 09:09:16 AM
snip

In hindsight that is really obvious  :-[

Thanks!  :)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: skullywag on November 16, 2014, 10:36:56 AM
psssst Sinzy can I get a bug chitin armour type texture dealy that I can pinch for a certain other mod...im gonna add a couple of drops to the "bears". No rush as always whenever youre bored..of...making...armour....well damn.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Iwillbenicetou on November 16, 2014, 06:43:18 PM
Hey, Shinzy, can you make one of these:
(http://img3.wikia.nocookie.net/__cb20130705200518/future/images/d/db/US_Mech_Suit.png)

or these:

(http://img1.wikia.nocookie.net/__cb20131227224259/jamescameronsavatar/images/a/a2/Screenshot062.jpg)

or these:

(http://hothardware.com/newsimages/Item29679/Call_of_Duty_Advanced_Warfare.jpg)

or these :P

(http://1.bp.blogspot.com/_idqOYwKjUkI/S7IqCZ8r8EI/AAAAAAAABcg/fwUFxxHpmvA/s1600/Apollo_suit_runner_by_Falarsimons.jpg)

Man this is almost an image spam :P
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Dragoon on November 16, 2014, 07:55:36 PM
Quote from: Iwillbenicetou on November 16, 2014, 06:43:18 PM
-snip-


Those looks cool (however I think the 2nd one isn't an apparel thing ( it's like a mobliesuit ) and the last one is straight up a robot/andriod)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: NoImageAvailable on November 17, 2014, 02:59:54 AM
Quote from: Iwillbenicetou on November 16, 2014, 06:43:18 PM
Man this is almost an image spam :P

Not just almost, if you're gonna post such large images you should just put a link there.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 17, 2014, 03:55:17 AM
Quote from: NoImageAvailable on November 17, 2014, 02:59:54 AM
Quote from: Iwillbenicetou on November 16, 2014, 06:43:18 PM
Man this is almost an image spam :P
Not just almost, if you're gonna post such large images you should just put a link there.

Oh you just jelly NiA cause you don't have any of your own available
Yusss! *fistpump* *pa dam tschh!!*

I have actually made sketches of something very similar like the last one there
And the second one I'd guess (It's very hard to do 'mech' suits when you have to remove the legs and so =P but there's gna be some doctor octopus like claws sticking out the back and it'll be nice constructey yellow.. More like the Aliens mechsuit but still not quite)

Suits are the things that take longest to do for me. There's a lot of repetition so =P
and I'm not nice and organised like as to do little bit a day or something to get further with stuff *shakes head*
So don't go expecting anything just yet, okay? ;D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Iwillbenicetou on November 17, 2014, 06:32:29 PM
Quote from: Dragoon on November 16, 2014, 07:55:36 PM
Quote from: Iwillbenicetou on November 16, 2014, 06:43:18 PM
-snip-


Those looks cool (however I think the 2nd one isn't an apparel thing ( it's like a mobliesuit ) and the last one is straight up a robot/andriod)

The last one is a person. A small person, but still a person. If it was an android then it would have the gun attached to the robot instead. And the second one was a wild dream. Do you know where the mech is from?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Dragoon on November 17, 2014, 09:37:34 PM
Quote from: Iwillbenicetou on November 17, 2014, 06:32:29 PM
The last one is a person. A small person, but still a person. If it was an android then it would have the gun attached to the robot instead. And the second one was a wild dream. Do you know where the mech is from?

AVATAR ;D!!!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Killaim on November 18, 2014, 08:13:31 AM
was playing the game colonist lost a hand and i looked at the surgery options...and then it struck me looking at the hook and peg leg...its obvious..so obvious..

you need!!! to!!! make!!! THIS!!

Pirate Captains Hat!
Pirate Bandana!
Striped Pirate Shirt!
And!!!
A SHOULDER...PARROT!!! :D :D :D :D :D :D


Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 18, 2014, 08:37:43 AM
Quote from: Killaim on November 18, 2014, 08:13:31 AM
was playing the game colonist lost a hand and i looked at the surgery options...and then it struck me looking at the hook and peg leg...its obvious..so obvious..

you need!!! to!!! make!!! THIS!!

Pirate Captains Hat!
Pirate Bandana!
Striped Pirate Shirt!
And!!!
A SHOULDER...PARROT!!! :D :D :D :D :D :D

A shoulder parrot would be interesting =P
But you'll have to settle with the tricorn for your Captain Seaworthy Hookenpeg for the time being!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Nytmare on November 19, 2014, 02:58:46 AM
Hi, I'm kinda new here, been reading up on the game and mods etc. Just started modding a couple of days ago. So far I've decided to stick with apothecarius as a standard part of my gameplay. I know its not really polite to mention other mods on someone else's page, But I figure it's better to let you know what I'm using.

I really like this mod as well there are so many interesting things in it.

I am having a bit of a problem with it though, all the new apparel has no place to go and is just lying on the floor. I've checked the storage containers and plots, none of them are accepting the new stuff, and there are no options to enable it.

I have also noticed that anybody wearing the tunics has the naked debuff. there might be others as well, but I have not seen them yet.

I've also noticed that it makes the medical flowers sprite change between a metal bed and a hospital bed.
I was able to sort this out by disabling and enabling apothecarius again to make it load last in the load order.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 19, 2014, 03:34:21 AM
Quote from: Nytmare on November 19, 2014, 02:58:46 AM
Hi, I'm kinda new here, been reading up on the game and mods etc. Just started modding a couple of days ago. So far I've decided to stick with apothecarius as a standard part of my gameplay. I know its not really polite to mention other mods on someone else's page, But I figure it's better to let you know what I'm using.

I really like this mod as well there are so many interesting things in it.

I am having a bit of a problem with it though, all the new apparel has no place to go and is just lying on the floor. I've checked the storage containers and plots, none of them are accepting the new stuff, and there are no options to enable it.

I've also noticed that it makes the medical flowers sprite change between a metal bed and a hospital bed.
I was able to sort this out by disabling and enabling apothecarius again to make it load last in the load order.

Heyoo! It only gets impolite if you'd start to have full blown conversation with someone else about another mod in someone elses thread =P
(It's always good to mention the other mods you're using!)
I'm using apothecarius too (not sure if mine's the latest version thooough so)

The graphical glitches are very common with lots of mods (usually happens when you enable a mod without restarting the game again)

And there should be very own category for all the Apparello clothes under the 'Apparel' category, if you click it open
(http://i.imgur.com/78RlPnZ.jpg)

And if you added Apparello in an ongoing game all the new clothing are disabled by default in any of your premade apparel stockpiles! (which could explain why they aren't getting hauled anywhere!)

That is all!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Nytmare on November 19, 2014, 05:59:13 AM
Awesome, I was being a bit of a blind doofus, I totally  missed the dropdown when I looked.

Is the naked debuff for anybody wearing the new stuff a glitch for the moment or is there something odd going on with my game?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 19, 2014, 07:00:58 AM
Quote from: Nytmare on November 19, 2014, 05:59:13 AM
Awesome, I was being a bit of a blind doofus, I totally  missed the dropdown when I looked.

Is the naked debuff for anybody wearing the new stuff a glitch for the moment or is there something odd going on with my game?

Oh do't you worry! they're very easy to miss if you're not expecting it to be there

And for the naked debuff! (I thought it was a bug myself very early on at the release of the alpha 7) but it turns out you'll just need to have both your legs and chest covered with something!
(something that has the 'legs' and 'torso' covered in the list of body parts it covers not just visually!)
So It's a 100% Vanilla feature
Just becomes way more common with this mod with all the new clothing and stuff so there's more chances of them not having one or the other of the required covering bits

On the good note! that also means you can have your nudists running about in armor vests as long as you don't force them to wear.. ugh, pants

Pants are overrated!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Gypsypie on November 22, 2014, 11:44:58 PM
just a little curious, have you ever thought about adding in Fall Out Apparel, I think it would be pretty cool to have some Enclave or BHS power Armors ^_^
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Commander Beanbag on November 23, 2014, 02:36:49 AM
Scyther frame + trigger happy colonist + minigun/explosives is hilariously strong. After a bit of testing I immediately assembled a team of 15 heavy soldiers using these. Now I just use em and head out to sieges/prepping raiders and manfight them in a field.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on November 23, 2014, 06:27:30 AM
Quote from: Commander Beanbag on November 23, 2014, 02:36:49 AM
Scyther frame + trigger happy colonist + minigun/explosives is hilariously strong. After a bit of testing I immediately assembled a team of 15 heavy soldiers using these. Now I just use em and head out to sieges/prepping raiders and manfight them in a field.

Yes =P someone plopped a minus somewhere where minuses shouldn't be
(They'll be a lot faster in the future but the aiming time will be just the opposite)
But your manfight squad can stay safe till alpha 8! God bless em! that's the only way to fight anyone

@Gypsipie! *nods* Even thought about making a tribal faction that has those tribalified power armors
and other futuristic junk they've taken from their slain enemies and don't know quite how to use so use them
as trophies instead ;D
(http://img2.wikia.nocookie.net/__cb20070625092720/fallout/images/d/de/Tribal_PA_helmet.jpg)


Because that's the one thing that's always bothered me a bit =P the tech levels vary so much but nobodys
taking advantage of the 'spoils of war'
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Halinder on November 23, 2014, 05:44:02 PM
What does each fiber do? It's not really explained too well, as fibrous xinite is useful for brute defense but only has a description on its founder. Backstory is cool and all, but it'd be helpful if their properties were all listed as opposed to a few marked as bullet-resistant or heat-resistant in order to get a better grip of what does what.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Viperlol on December 14, 2014, 07:37:25 AM
So Shinzy, do you have an ETA to update Apparello?
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on December 14, 2014, 08:54:35 AM
Quote from: Viperlol on December 14, 2014, 07:37:25 AM
So Shinzy, do you have an ETA to update Apparello?

Don't think I can really even start to update before 19th (it's not really very hard to update but it takes quite a long with how much stuff I have in it ;D )
and my entire next week is full of irl stuff I need to attend to! so

And sorry Hal! I didn't remember to reply to you at all! :-[
most of the materials have same piercing deflection but imma try differentiate them alot more for the a8 (and add some short description so that you can tell what they do better, too)

Anyway =P youu may or may not have Apparello for A8 before christmas ;D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: DorgoDorato on December 17, 2014, 07:51:31 AM
This is the last necessary mod for the collection, can't wait! If only Better Power+ was still a thing :(.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: thefinn on December 18, 2014, 02:41:10 AM
Quote from: DorgoDorato on December 17, 2014, 07:51:31 AM
This is the last necessary mod for the collection, can't wait! If only Better Power+ was still a thing :(.

+1
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Clibanarius on December 20, 2014, 09:13:23 PM
Quote from: Shinzy on December 14, 2014, 08:54:35 AM
Quote from: Viperlol on December 14, 2014, 07:37:25 AM
So Shinzy, do you have an ETA to update Apparello?

Don't think I can really even start to update before 19th (it's not really very hard to update but it takes quite a long with how much stuff I have in it ;D )
and my entire next week is full of irl stuff I need to attend to! so

And sorry Hal! I didn't remember to reply to you at all! :-[
most of the materials have same piercing deflection but imma try differentiate them alot more for the a8 (and add some short description so that you can tell what they do better, too)

Anyway =P youu may or may not have Apparello for A8 before christmas ;D
Godspeed, Shinzy, for we need our jumpsuits.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: LittleMikey on December 26, 2014, 08:28:30 PM
Can't wait to have my fancy hats back :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on December 27, 2014, 06:01:35 AM
Quote from: LittleMikey on December 26, 2014, 08:28:30 PM
Can't wait to have my fancy hats back :D

I'm working on iit! (very, very slowly!) mite take cupla more days
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: hesoyam on December 27, 2014, 12:05:07 PM
Quote from: Shinzy on December 27, 2014, 06:01:35 AM
I'm working on iit!

(http://www.conceptart.org/forums/attachment.php%3Fattachmentid%3D1916307%26d%3D1392949853)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Laterne on December 27, 2014, 06:48:24 PM
(http://a.fod4.com/misc/rambo%20original.gif)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Evul on December 30, 2014, 11:33:03 AM
When you have manage to update the mod. I can imagine its a pain in the a**.

You could try to make a police/securityforces riot gear or similar and a plastic shield! cause i love your texture and how you make them. :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on December 30, 2014, 11:52:53 AM
Quote from: Evul on December 30, 2014, 11:33:03 AM
When you have manage to update the mod. I can imagine its a pain in the a**.

You could try to make a police/securityforces riot gear or similar and a plastic shield! cause i love your texture and how you make them. :D

Riot helmet and shield could be easy enough I'll try to keep those in mind!
but you did break the fabulous chain of thumb up gifs there =P
(http://media.giphy.com/media/5DQdk5oZzNgGc/giphy.gif)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: daedelus on December 30, 2014, 01:23:03 PM
(http://media.giphy.com/media/VGs4AxrJBk9aw/giphy.gif)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: NoImageAvailable on December 30, 2014, 01:29:04 PM
Quote from: Evul on December 30, 2014, 11:33:03 AM
You could try to make a police/securityforces riot gear or similar and a plastic shield! cause i love your texture and how you make them. :D

Speaking of additions, I'm still hoping for something to complement the ushanka (http://imagizer.imageshack.us/a/img84/1802/sa8821lb6.gif).
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Igabod on December 30, 2014, 01:41:01 PM
Quote from: NoImageAvailable on December 30, 2014, 01:29:04 PM
Quote from: Evul on December 30, 2014, 11:33:03 AM
You could try to make a police/securityforces riot gear or similar and a plastic shield! cause i love your texture and how you make them. :D

Speaking of additions, I'm still hoping for something to complement the ushanka (http://imagizer.imageshack.us/a/img84/1802/sa8821lb6.gif).

I'm especially fond of the grey trench coat with the suspenders look. I personally wear a black leather trench coat in real life because I'm just a big fan of the look.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: SundayTuesday on December 30, 2014, 02:09:16 PM
(http://replygif.net/i/677.gif)

(http://replygif.net/i/218.gif)

(http://i2.kym-cdn.com/photos/images/original/000/335/214/088.gif)

Much Hype. Such Pump
IM LITERALLY SO PUMPED FOR THIS TO BE UPDATED

(http://stream1.gifsoup.com/view/421172/us-army-telephone-dance-o.gif)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: BajtMe on December 30, 2014, 02:54:59 PM
I totally don't want to play this mod...  like... ever! Please don't update it.  ::)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Matthiasagreen on December 30, 2014, 03:26:09 PM
(http://retardo.dk/upload/e92bb97d25cb787d9c37836b611b4d88.jpg)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on December 30, 2014, 03:44:03 PM
Quote from: BajtMe on December 30, 2014, 02:54:59 PM
I totally don't want to play this mod...  like... ever! Please don't update it.  ::)

Aw gee, I was planning not to but now iggy offered to help me and there was no way to decline without seeming rude
I'm sorry but I have to let you down, big time :-[

(I do love the gray trenchcoat so I'll have to stick that on my superlong list of things to do ;D)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: hesoyam on December 30, 2014, 04:06:53 PM
Thumbs up gif for the thumbs up gif throne!
(http://heavyeditorial.files.wordpress.com/2012/08/thumbsup.gif?w=780)

Also people keep trying the tsundere angle seems to be Shinzy's weak point
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Igabod on December 30, 2014, 04:09:19 PM
Quote from: hesoyam on December 30, 2014, 04:06:53 PM
Also people keep trying the tsundere angle seems to be Shinzy's weak point

No, his weakness is people with time to kill volunteering to do the work for him. :-p
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Evul on December 30, 2014, 08:52:02 PM
Now soon project armory will have 2 baton one expandable and a club verison. So I would need that riot gear to handle the bitter little tribesmen invading my city demanding rights :P
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Patrykbono20 on December 31, 2014, 04:02:06 AM
maybe You add a separate stock to separate materials cloth in equipment rack?
something like one for spectra, another for cloth
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Romi on December 31, 2014, 04:45:09 AM
I hope it's going to be save compatibile .
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on December 31, 2014, 05:22:05 AM
Quote from: Romi on December 31, 2014, 04:45:09 AM
I hope it's going to be save compatibile .
Should be!
it'll only add new clothing and benches and other stuff that shouldn't have any of the stuff that's generated in world/colony creation!
And I'll be testing it on my own ongoing colony so imma put a cat sized notification if it breaks games!

@Patry you mean like stockpile where you can store apparel made of certain stuff?
Synthread T-shirts in one stockpile and Boomrat leather T-Shirt in another?
I don't think I'd be able to do something like that! (too much skill required to make that happen)


Them popo's batting tribals =P what a scandal! I can see you're a politician Evul! ..Or Evul politician ;D *ba dum tchh!* *fist pump*
I'ma go patching up some hats now!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Evul on December 31, 2014, 05:58:16 AM
Quote from: Shinzy on December 31, 2014, 05:22:05 AMThem popo's batting tribals =P what a scandal! I can see you're a politician Evul! ..Or Evul politician ;D *ba dum tchh!* *fist pump*

Hehe correct :P

When i normal defend my colony i tend to make a firing line on the streets. Thats what i got the ide from. :)
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Romi on December 31, 2014, 08:08:58 AM
Cool! Shinzy you are doing a great work! and your mod is a masterpiece.Stay awesome.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: MaxtheINFINITE on January 02, 2015, 04:36:38 PM
I bet he's working on ushankas right now.^^
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Shinzy on January 02, 2015, 06:26:49 PM
Quote from: MaxtheINFINITE on January 02, 2015, 04:36:38 PM
I bet he's working on ushankas right now.^^
Those were one of the first hats I ever did =P
(http://i.imgur.com/c6OZsIT.png)

Anyhow! if anyone's curious i'm about 85% done with updating!
I'm pretty sure I can put out some "test build" tomorrowish (cause I'd imagine there's gna be quite a bit of
copy paste mistakes) so you may brace yourself for stuff like grinding mobs for hours on end for your favourite hat and then find out it has wrong set of graphics when worn =P
and all teh accidental 500% bullet proofiness mistakes that are bound to happen!
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: BajtMe on January 02, 2015, 07:23:33 PM
Aargh! Now you've done it!! I am going to spend my Saturday on these forums tapping the refresh button until my finger falls off, at which point i will have to start using another finger, and then eventually the other hand, and when i'm all out of fingers...  how the #&%@ am i supposed to call the doctor to have them reattached!? You have ruined my life!!!!   :o
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: Igabod on January 02, 2015, 07:51:11 PM
Quote from: BajtMe on January 02, 2015, 07:23:33 PM
Aargh! Now you've done it!! I am going to spend my Saturday on these forums tapping the refresh button until my finger falls off, at which point i will have to start using another finger, and then eventually the other hand, and when i'm all out of fingers...  how the #&%@ am i supposed to call the doctor to have them reattached!? You have ruined my life!!!!   :o

I recommend using your nose to dial. Some might go for the tongue first instinctively but trust me, you do not want to do that. Phones taste terrible. Plus they are covered with more bacteria than a toilet seat. So nose is the best way to go.
Title: Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
Post by: BajtMe on January 02, 2015, 08:07:42 PM
Quote from: Igabod on January 02, 2015, 07:51:11 PM
I recommend using your nose to dial. Some might go for the tongue first instinctively but trust me, you do not want to do that. Phones taste terrible. Plus they are covered with more bacteria than a toilet seat. So nose is the best way to go.

Actually i had come up with a plan, but all things considered your method is probably better. More...  sanitary. Just in case someone else wants to use the phone after...
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 03, 2015, 04:12:56 PM
Goooood neeeeeeeeeeewwsss everyone! I've fixed the poison slime pipes! the mod for alpha 8! and broken BajtMe's fingers (well deserved if you ask me)

(http://i.imgur.com/kIjFp7T.png)


Apparello v1.4
03.01.2015
-----------------

Suffered- Mental breakdown from seeing all the changes made in A8

Grew - A spine

Changes - Separated extra materials from the mod as diggerent one as it was growing bit tooooo huge! (diggerent.. typing skills!)
- lot of random tiny changes compared to Alpha 7 version has been made! can't list =P sorry

Added - Variations of existing hats and clothes (for spacers to spawn with!)

Hid           - plenty of bugs inside! can you find them all?!

Thankoo - To Igabod for the copypaste drill!



Teeeeeeeeesting required! lots of it! have cupla craftable item recipes still missing =P
Anyhow! stuff should be working as intended! (for the most part)

(I'm tired =P)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Igabod on January 03, 2015, 04:22:32 PM
Hooray! I can finally add this to the mod list! Can't wait to find the bugs. It's like a game of pokemon almost. Gotta catch em all!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Loki88 on January 03, 2015, 04:30:32 PM
Quote from: Igabod on January 03, 2015, 04:22:32 PM
Hooray! I can finally add this to the mod list! Can't wait to find the bugs. It's like a game of pokemon almost. Gotta catch em all!

You just made me shoot coffee out of my nose... I haven't played pokemon in ages! *wipes face* time to go bug hunting and dig through my files to see if I still have a GBA emulator kicking around :P
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Igabod on January 03, 2015, 04:31:46 PM
Quote from: Loki88 on January 03, 2015, 04:30:32 PM
Quote from: Igabod on January 03, 2015, 04:22:32 PM
Hooray! I can finally add this to the mod list! Can't wait to find the bugs. It's like a game of pokemon almost. Gotta catch em all!

You just made me shoot coffee out of my nose... I haven't played pokemon in ages! *wipes face* time to go bug hunting and dig through my files to see if I still have a GBA emulator kicking around :P

*!* FLAWLESS VICTORY *!* (yes, completely different game reference but still)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: MisterLock on January 03, 2015, 08:23:53 PM
Hope you guys can find the bugs soon and make Shinzy upload a fix,I really don't want to try messing with copy paste issues on clothes since the last update,when Shinzy introduced those extra materials and all of them were like +300% defence against bullets and some crazy stuff,now I know that won't be the case here,I still don't want a Ushanka to have the same stats as a conquistador hat...

P.S:I still want my color changing washing machine Shinzy
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Lightbulb500 on January 03, 2015, 09:13:14 PM
Speaking of copy paste errors...

Should the cloth headset with bandana be improving trade prices by 80% when it only costs $50 to buy?

Still, its great to have Apparello for Alpha 8 :D
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Dragoon on January 03, 2015, 09:39:18 PM
Quote from: Lightbulb500 on January 03, 2015, 09:13:14 PM
Speaking of copy paste errors...

Should the cloth headset with bandana be improving trade prices by 80% when it only costs $50 to buy?

Still, its great to have Apparello for Alpha 8 :D

trade off it's crappy protection. Oh and I noticed the hood is a bit bugged you can't get it  anything that's not made out of any creatures (which is fine but I noticed in prepare carefully it shows up as cloth and you can change it to leather but not back to cloth)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: AKillerCoconut on January 03, 2015, 11:26:24 PM
Anyone else having problems with prepare carefully mod going blank when you switch to one of the apparello armors? :-\
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Marlekind on January 03, 2015, 11:32:34 PM
Yep, not just you.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Romi on January 04, 2015, 02:10:51 AM
OMG ! MOD UPDATED :D
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: LittleMikey on January 04, 2015, 02:56:42 AM
Sadly it looks like it conflicts with one of the mods I've already got running, though I can't tell which :( I'll try trimming down my mod list and try again.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 04, 2015, 06:40:07 AM
Quote from: Lightbulb500 on January 03, 2015, 09:13:14 PM
Speaking of copy paste errors...

Should the cloth headset with bandana be improving trade prices by 80% when it only costs $50 to buy?

Still, its great to have Apparello for Alpha 8 :D
Oh yes! it's 80% trade price improvement to celebrate the Alpha 8 update!
it's only a limited time offer so do get your Apparello for Alpha 8 before it's too late for that 80% trade price improvement guys!

(no yes it's a slip on my part it should be just 8% =P)

Quote from: LittleMikey on January 04, 2015, 02:56:42 AM
Sadly it looks like it conflicts with one of the mods I've already got running, though I can't tell which :( I'll try trimming down my mod list and try again.
Can youuuuuu list your mods you have? or if it's too long of a list then atleast tell me which one it didn't play well with so maybe I can try make this compatible with it?
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Reshan on January 04, 2015, 07:12:52 AM
Quote from: Shinzy on January 04, 2015, 06:40:07 AM
Quote from: Lightbulb500 on January 03, 2015, 09:13:14 PM
Speaking of copy paste errors...

Should the cloth headset with bandana be improving trade prices by 80% when it only costs $50 to buy?

Still, its great to have Apparello for Alpha 8 :D
Oh yes! it's 80% trade price improvement to celebrate the Alpha 8 update!
it's only a limited time offer so do get your Apparello for Alpha 8 before it's too late for that 80% trade price improvement guys!

(no yes it's a slip on my part it should be just 8% =P)

Quote from: LittleMikey on January 04, 2015, 02:56:42 AM
Sadly it looks like it conflicts with one of the mods I've already got running, though I can't tell which :( I'll try trimming down my mod list and try again.
Can youuuuuu list your mods you have? or if it's too long of a list then atleast tell me which one it didn't play well with so maybe I can try make this compatible with it?

Same thing happens with me, No sprites and they don't cover anything. I tested it with Project Armory, Norbals and Rimtroopers and they all caused the same thing. Probably just me but trying to do what i can to help
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 04, 2015, 07:39:46 AM
Quote from: Reshan on January 04, 2015, 07:12:52 AM
Same thing happens with me, No sprites and they don't cover anything. I tested it with Project Armory, Norbals and Rimtroopers and they all caused the same thing. Probably just me but trying to do what i can to help

Aight! I just tested it with these mods, didn't get any issues!
are you sure you downloaded the right version? my frot page is a right mess
as I just checked it out moment ago, one of the older download links was highlighted up and didn't even mention which version it was for

I did tried to tidy it up a bit now! but mess is a mess no matter where you bake it ;D
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: LittleMikey on January 04, 2015, 07:51:52 AM
Quote from: Shinzy on January 04, 2015, 07:39:46 AM
Quote from: Reshan on January 04, 2015, 07:12:52 AM
Same thing happens with me, No sprites and they don't cover anything. I tested it with Project Armory, Norbals and Rimtroopers and they all caused the same thing. Probably just me but trying to do what i can to help

Aight! I just tested it with these mods, didn't get any issues!
are you sure you downloaded the right version? my frot page is a right mess
as I just checked it out moment ago, one of the older download links was highlighted up and didn't even mention which version it was for

I did tried to tidy it up a bit now! but mess is a mess no matter where you bake it ;D

Aah sorry, I really should have done that first, but I feel so rude posting a huge list and saying "WHY DOESN'T IT WORK WITH THESE 482 OTHER MODS I HAVE?" (As happens on the Skyrim mod forums all the freaking times)

Anyway currently I have:

Core
EdBInterface
A2B_0.8.0_nosource
AnimuHair
EdBModOrder
MoreHair
RTFTJ
StonecuttingTweak
TurretCollection
TurretCollectionOverkill
ModularTables
EdBPrepareCarefully
Clutter
Vas'sHydroponics-Steel
MedicineKitCrafting1.1
CentralHeatingMod
LessIncidentTrolling
T-ConditionRed
T-ExpandedCloth
T-ExpandedCrops
T-MiscStuff
T-MoreBeds
T-MoreFloors
AutoHuntBeacon
ProjectArmory217


Not including Apparello which would be at the end of the list.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 04, 2015, 08:04:07 AM
Quote from: LittleMikey on January 04, 2015, 07:51:52 AMAah sorry, I really should have done that first, but I feel so rude posting a huge list and saying "WHY DOESN'T IT WORK WITH THESE 482 OTHER MODS I HAVE?" (As happens on the Skyrim mod forums all the freaking times)

ha! Don't worry =P I understand why that would be rude ;D
Imma try with some of these mods see if I can find any incompatibilities

Oh! you could also try changing the mod order with that nifty EdB mod I see you got there! see if that would make any difference, I don't really encounter mod incompatibility issues alot (cause I tend to build around them!) so I'm not at all sure about the mod orders and how they work and all that BUT now imma shutup and try to see if I find anything!
thanks for the list!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: LittleMikey on January 04, 2015, 08:09:34 AM
Quote from: Shinzy on January 04, 2015, 08:04:07 AM
Quote from: LittleMikey on January 04, 2015, 07:51:52 AMAah sorry, I really should have done that first, but I feel so rude posting a huge list and saying "WHY DOESN'T IT WORK WITH THESE 482 OTHER MODS I HAVE?" (As happens on the Skyrim mod forums all the freaking times)

ha! Don't worry =P I understand why that would be rude ;D
Imma try with some of these mods see if I can find any incompatibilities

Oh! you could also try changing the mod order with that nifty EdB mod I see you got there! see if that would make any difference, I don't really encounter mod incompatibility issues alot (cause I tend to build around them!) so I'm not at all sure about the mod orders and how they work and all that BUT now imma shutup and try to see if I find anything!
thanks for the list!

Yeah I'm testing that now ^_^;
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Loki88 on January 04, 2015, 08:16:10 AM
Quote from: LittleMikey on January 04, 2015, 07:51:52 AM
Quote from: Shinzy on January 04, 2015, 07:39:46 AM
Quote from: Reshan on January 04, 2015, 07:12:52 AM
Same thing happens with me, No sprites and they don't cover anything. I tested it with Project Armory, Norbals and Rimtroopers and they all caused the same thing. Probably just me but trying to do what i can to help

Aight! I just tested it with these mods, didn't get any issues!
are you sure you downloaded the right version? my frot page is a right mess
as I just checked it out moment ago, one of the older download links was highlighted up and didn't even mention which version it was for

I did tried to tidy it up a bit now! but mess is a mess no matter where you bake it ;D

Aah sorry, I really should have done that first, but I feel so rude posting a huge list and saying "WHY DOESN'T IT WORK WITH THESE 482 OTHER MODS I HAVE?" (As happens on the Skyrim mod forums all the freaking times)

Anyway currently I have:

Core
EdBInterface
A2B_0.8.0_nosource
AnimuHair
EdBModOrder
MoreHair
RTFTJ
StonecuttingTweak
TurretCollection
TurretCollectionOverkill
ModularTables
EdBPrepareCarefully
Clutter
Vas'sHydroponics-Steel
MedicineKitCrafting1.1
CentralHeatingMod
LessIncidentTrolling
T-ConditionRed
T-ExpandedCloth
T-ExpandedCrops
T-MiscStuff
T-MoreBeds
T-MoreFloors
AutoHuntBeacon
ProjectArmory217


Not including Apparello which would be at the end of the list.

Edb mod order should be loaded second only to the core files. You have to deactivate all mods then activate just core and edb mod order only then do the ol  exit--->restart trick to get it to work properly. I've managed to get almost 40 mods playing "nicely" with each other (OK, ok , they're barely on speaking terms but I haven't had a crash in a few days)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: LittleMikey on January 04, 2015, 08:19:38 AM
Quote from: Shinzy on January 04, 2015, 08:04:07 AM
Quote from: LittleMikey on January 04, 2015, 07:51:52 AMAah sorry, I really should have done that first, but I feel so rude posting a huge list and saying "WHY DOESN'T IT WORK WITH THESE 482 OTHER MODS I HAVE?" (As happens on the Skyrim mod forums all the freaking times)

ha! Don't worry =P I understand why that would be rude ;D
Imma try with some of these mods see if I can find any incompatibilities

Oh! you could also try changing the mod order with that nifty EdB mod I see you got there! see if that would make any difference, I don't really encounter mod incompatibility issues alot (cause I tend to build around them!) so I'm not at all sure about the mod orders and how they work and all that BUT now imma shutup and try to see if I find anything!
thanks for the list!

My colonists now have clothes for faces. I'm trying to work out if this is an improvement or not...
(https://dl-web.dropbox.com/get/Screenshots/Screenshot%202015-01-04%2021.13.05.png?_subject_uid=33453523&w=AAAxiBgZQO-fVLNUmolsR9MndGcRN5N9vkIlcBbr2m7P3w)

Quote from: Loki88 on January 04, 2015, 08:16:10 AM
Quote from: LittleMikey on January 04, 2015, 07:51:52 AM
Quote from: Shinzy on January 04, 2015, 07:39:46 AM
Quote from: Reshan on January 04, 2015, 07:12:52 AM
Same thing happens with me, No sprites and they don't cover anything. I tested it with Project Armory, Norbals and Rimtroopers and they all caused the same thing. Probably just me but trying to do what i can to help

Aight! I just tested it with these mods, didn't get any issues!
are you sure you downloaded the right version? my frot page is a right mess
as I just checked it out moment ago, one of the older download links was highlighted up and didn't even mention which version it was for

I did tried to tidy it up a bit now! but mess is a mess no matter where you bake it ;D

Aah sorry, I really should have done that first, but I feel so rude posting a huge list and saying "WHY DOESN'T IT WORK WITH THESE 482 OTHER MODS I HAVE?" (As happens on the Skyrim mod forums all the freaking times)

Anyway currently I have:

Core
EdBInterface
A2B_0.8.0_nosource
AnimuHair
EdBModOrder
MoreHair
RTFTJ
StonecuttingTweak
TurretCollection
TurretCollectionOverkill
ModularTables
EdBPrepareCarefully
Clutter
Vas'sHydroponics-Steel
MedicineKitCrafting1.1
CentralHeatingMod
LessIncidentTrolling
T-ConditionRed
T-ExpandedCloth
T-ExpandedCrops
T-MiscStuff
T-MoreBeds
T-MoreFloors
AutoHuntBeacon
ProjectArmory217


Not including Apparello which would be at the end of the list.

Edb mod order should be loaded second only to the core files. You have to deactivate all mods then activate just core and edb mod order only then do the ol  exit--->restart trick to get it to work properly. I've managed to get almost 40 mods playing "nicely" with each other (OK, ok , they're barely on speaking terms but I haven't had a crash in a few days)

Oh thanks I'll try that!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 04, 2015, 08:50:03 AM
Alright tried with these mods on my ongoing colony which obviously caused a seizure =P (because adding 20 extra mods out of the blue is a smart idea!)

They all worked on a brand new colony without any (visible) issues though!

  <activeMods>
    <li>Core</li>
    <li>MoreHair</li>
    <li>AnimuHair</li>
    <li>Norbals</li>
    <li>EdBInterface</li>
    <li>Materiello</li>
    <li>LogWall</li>
    <li>EdBPrepareCarefully</li>
    <li>RimTroopers</li>
    <li>ProjectArmory217</li>
    <li>Apparello</li>
    <li>AutoHuntBeacon</li>
    <li>CentralHeatingMod</li>
    <li>Clutter</li>
    <li>A2B</li>
    <li>LessIncidentTrolling</li>
    <li>Modular Tables</li>
    <li>MoreFurniture</li>
    <li>RTFTJ</li>
    <li>Stonecutting Tweak</li>
    <li>T-ConditionRed</li>
    <li>T-ExpandedCloth</li>
    <li>T-MiscStuff</li>
    <li>T-ExpandedCrops</li>
    <li>T-MoreBeds</li>
    <li>T-MoreFloors</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>Vas's Hydroponics - Steel</li>
    <li>AnimalHideWorking</li>
  </activeMods>


on the bad news! unless I can recall which mods I had active previously my current colony is doomed =P
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Patrykbono20 on January 04, 2015, 04:06:10 PM

Prices at the dealer Tailor clothes are in my opinion a little too high
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: LittleMikey on January 05, 2015, 07:00:09 AM
Quote from: Shinzy on January 04, 2015, 08:50:03 AM
Alright tried with these mods on my ongoing colony which obviously caused a seizure =P (because adding 20 extra mods out of the blue is a smart idea!)

They all worked on a brand new colony without any (visible) issues though!

  <activeMods>
    <li>Core</li>
    <li>MoreHair</li>
    <li>AnimuHair</li>
    <li>Norbals</li>
    <li>EdBInterface</li>
    <li>Materiello</li>
    <li>LogWall</li>
    <li>EdBPrepareCarefully</li>
    <li>RimTroopers</li>
    <li>ProjectArmory217</li>
    <li>Apparello</li>
    <li>AutoHuntBeacon</li>
    <li>CentralHeatingMod</li>
    <li>Clutter</li>
    <li>A2B</li>
    <li>LessIncidentTrolling</li>
    <li>Modular Tables</li>
    <li>MoreFurniture</li>
    <li>RTFTJ</li>
    <li>Stonecutting Tweak</li>
    <li>T-ConditionRed</li>
    <li>T-ExpandedCloth</li>
    <li>T-MiscStuff</li>
    <li>T-ExpandedCrops</li>
    <li>T-MoreBeds</li>
    <li>T-MoreFloors</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>Vas's Hydroponics - Steel</li>
    <li>AnimalHideWorking</li>
  </activeMods>


on the bad news! unless I can recall which mods I had active previously my current colony is doomed =P
Thanks. Placing my mods in that order as well as a patch for Prepare Carefully seem to have solved all my issues for the moment at least ^_^
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 05, 2015, 07:21:06 AM
Quote from: LittleMikey on January 05, 2015, 07:00:09 AM
Thanks. Placing my mods in that order as well as a patch for Prepare Carefully seem to have solved all my issues for the moment at least ^_^

Oo thanks for the update! I'm glad it's working ;D

@Patry! imma try adjust the prices (I have them all set to 'expensive' for I don't even know why But it sure works in favour to my 80% trade price improving hat =P) I'll wait a bit and see if I can find anything else to fix before I update this again
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Dragoon on January 05, 2015, 09:00:14 PM
Hmm I don't see where to make light power armor ( I made the tailor and the advanced one but neither can make light power armor).
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 06, 2015, 06:01:05 AM
Quote from: Dragoon on January 05, 2015, 09:00:14 PM
Hmm I don't see where to make light power armor ( I made the tailor and the advanced one but neither can make light power armor).

Oh I didn't put that one in just yet, I wanted to do bit more testing with the new recipe things, Figured it'd be best to not put it in yet as I might change the recipe again and cause unnecessary confusion!
I'm just trying figure coupla things out to see if I can make them work for me ;D
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Patrykbono20 on January 06, 2015, 06:29:08 AM
but light power armor spawn on enemies, and a discovered a medim power armor in Tailor Trader, few silvers :D
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Killaim on January 06, 2015, 06:35:55 AM
Quote from: Shinzy on November 04, 2014, 02:42:13 PM
Quote from: skullywag on November 04, 2014, 02:23:59 PM
Quote from: Shinzy on November 04, 2014, 01:51:08 PM
Quote from: Killaim on November 04, 2014, 12:41:43 PM
huh.. would think if item name has "hyperthread" in name then drop hyperthread cloth ?

or do you not have access to that.. i duno im horrible at coding and is been years.

but my first thought was a long if or else list of all the material types call on when the mateirla is dumped .

but i will take your word for it :) Thanx again :3
That kinda thing would be better done by someone who has the skill to make it work and keep it working =P
I'll just make do with the tools I have! and my blessed socks!

*raises hand* I do solemnly swear to help you get this system working once A8 rolls around.
I volunteer Jellie and Mrofa and Minnie (any any other stray-pair of eyes) as my witnesses  for this!
backing down at this point is deemed illegal! ;D
(thank you!)

i remembered something :3 -no rush :D-
Title: Re: [MOD] (Alpha 7) Apparello v1.3.7 "Socks and Boots and Gloves! yay!" +fixes
Post by: Shinzy on January 06, 2015, 06:44:17 AM
Quote from: Killaim on January 06, 2015, 06:35:55 AM
i remembered something :3 -no rush :D-

The structure of the mod have been changed in such a way that he could not be held legally responsible to continue on assigned path
That said however! the legal representatives of the person in question has approached me and informed me that he is extremely busy but still showing willingness to honor our deal, if possible
Thank you


Oh oh! and like Patry pointed out you can still buy all that stuff Dragoon!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Dragoon on January 06, 2015, 07:10:57 AM
But I wanted to be cheap/lazy and make my colonist work to make it for me (lol)  :'(
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Igabod on January 06, 2015, 08:04:02 AM
I played for about an hour last night and didn't see any issues pop up with this mod. I'll be running it through it's paces again today and will continue looking for bugs. those little bastards are hiding from me.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Bloxer on January 09, 2015, 08:22:35 PM
Pretty Nice  8)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Igabod on January 10, 2015, 04:08:31 PM
I was just playing and noticed that the Legionaire Cap increases the minimum comfortable temp quite a bit (meaning going the wrong way, as though it were a hat made of ice or something) and not increasing or decreasing the max comfortable temp. I'm pretty sure you meant to decrease the max comfortable temp on that one. Wouldn't be bad if it lowered the min comfortable temp by a couple degrees as well, but that's not absolutely necessary.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 10, 2015, 05:16:21 PM
Quote from: Igabod on January 10, 2015, 04:08:31 PM
I was just playing and noticed that the Legionaire Cap increases the minimum comfortable temp quite a bit (meaning going the wrong way, as though it were a hat made of ice or something) and not increasing or decreasing the max comfortable temp. I'm pretty sure you meant to decrease the max comfortable temp on that one. Wouldn't be bad if it lowered the min comfortable temp by a couple degrees as well, but that's not absolutely necessary.

oh yeah it was supposed to be same as cowboy hat ;D
there's been really strangely low amount of mistakes in this update =/ I'm worried
I've lost it.. I don't .. make mistakes anymore?
I'm counting only two

Oh now that I'm replying here I can show off with the new apparel I got coming soonish! whee!
(http://i.imgur.com/hilkBOw.png)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: NoImageAvailable on January 10, 2015, 05:25:30 PM
So from the looks of that picture we're getting glowy gloves (great for farming at night), a codpiece, alien headgear and what looks like a brocade vest with shoulder pads?
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 11, 2015, 05:31:52 AM
Quote from: NoImageAvailable on January 10, 2015, 05:25:30 PM
So from the looks of that picture we're getting glowy gloves (great for farming at night), a codpiece, alien headgear and what looks like a brocade vest with shoulder pads?

oh come on! the glowy stuff is radioactive mountain dew, and liquified doritos great for gaming through the night, the "codpiece" is just a sifter for making spaghetti, then there's really futuristic VR reality helmet (see the ai core on it? it plays games)
and obviously the last one is cosplay gear of space captain Max Marvellous, it has shoulderpads because it was the only way he'd survive the fight against spacelord Edgard the enormous and his many goons at the pillars of creation
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: hesoyam on January 11, 2015, 12:24:39 PM
Spaghetti, mountain dew and dorito based headgear
Are you trying to sneak in a new faction based on the Dorito Pope?  :D
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Igabod on January 12, 2015, 01:08:25 AM
Quote from: Igabod on January 10, 2015, 04:08:31 PM
... increases the minimum comfortable temp quite a bit (meaning going the wrong way, as though it were a hat made of ice or something) ...


Also found the same mistake as the legionaire cap on the psy co. gasmask.


Quote from: Shinzy on January 10, 2015, 05:16:21 PM
there's been really strangely low amount of mistakes in this update =/ I'm worried
I've lost it.. I don't .. make mistakes anymore?
I'm counting only two


The reason the mistakes/bugs/whatever-you-wanna-call-em are taking so long to report is probably because there are just so many different clothing items in this mod and not many players ever bother looking at the stats that closely because usually they are wearing the gear for the looks.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: sethlesser on January 13, 2015, 11:18:04 PM
As I havent used this mod before alpha 8 I'm not sure if its a bug, but I cant find the hive helmet to craft anywhere, I have the schematic and all the crafting areas but I cant find it. Great mod and amazing visuals Shinzy!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Igabod on January 13, 2015, 11:50:35 PM
Quote from: Igabod on January 12, 2015, 01:08:25 AM
Quote from: Igabod on January 10, 2015, 04:08:31 PM
... increases the minimum comfortable temp quite a bit (meaning going the wrong way, as though it were a hat made of ice or something) ...

Also found the same mistake as the legionaire cap on the psy co. gasmask.

And the Top Hat also has the same problem. I'm suspecting that all of your hats which modify comfy temps are going to have the same exact problem. :-p The problem with copy/paste is that if you copy a mistake then you make a lot of work for yourself cleaning up afterward. I have been guilty of some copy/paste errors in my plants mod a few times. Just fixed one of them yesterday.

[edit to add] And I just saw the baseball cap, those stats seem all out of whack. The same minimum temp problem as before, -10% shooting accuracy, -10% aiming time, -10% diplomatic gift impact, -10% social chat impact, and -10% trade price improvement.

[edit again to add] Add the hardhat to the list of hats with the minimum temperature reversed.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 14, 2015, 03:32:24 AM
Quote from: sethlesser on January 13, 2015, 11:18:04 PM
As I havent used this mod before alpha 8 I'm not sure if its a bug, but I cant find the hive helmet to craft anywhere, I have the schematic and all the crafting areas but I cant find it. Great mod and amazing visuals Shinzy!
It's not a bug in itself
I just didn't put lot of the recipes in for the first alpha 8 update (I wanted to some testing with them), I just only forgot to take the schematic out of order, too ;D
But don't get rid of your schematic yet! Imma try to update this week with all the previously missing recipes, then you can craft it! if your colony is still up and running :P

Quote from: Igabod on January 13, 2015, 11:50:35 PM
Quote from: Igabod on January 12, 2015, 01:08:25 AM
Quote from: Igabod on January 10, 2015, 04:08:31 PM
... increases the minimum comfortable temp quite a bit (meaning going the wrong way, as though it were a hat made of ice or something) ...

Also found the same mistake as the legionaire cap on the psy co. gasmask.

And the Top Hat also has the same problem. I'm suspecting that all of your hats which modify comfy temps are going to have the same exact problem. :-p The problem with copy/paste is that if you copy a mistake then you make a lot of work for yourself cleaning up afterward. I have been guilty of some copy/paste errors in my plants mod a few times. Just fixed one of them yesterday.

[edit to add] And I just saw the baseball cap, those stats seem all out of whack. The same minimum temp problem as before, -10% shooting accuracy, -10% aiming time, -10% diplomatic gift impact, -10% social chat impact, and -10% trade price improvement.

[edit again to add] Add the hardhat to the list of hats with the minimum temperature reversed.
I'll have to recheck all the temps now =P
the -10% are all correct though! it's the 'vandal' cap the description should explain most of those! and I know it looks grim at first but it does make you 10 faster shot so I think the other negatives are good balance
and negative social skill actually makes abrasive people less abrasive ;D they lose 10% of their offensive vocabulary
I may adjust the numbers though, so they don't seem like someone had crush on number ten ;D
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: kremil1 on January 14, 2015, 01:14:15 PM
Scyter Frame is increasing the aiming time now.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Shinzy on January 14, 2015, 02:26:40 PM
Quote from: kremil1 on January 14, 2015, 01:14:15 PM
Scyter Frame is increasing the aiming time now.

Yus! it was intended for more hauling than run and minigun ;D (It was way too op)
forgive me but it was too difficult to wrap my brain around how negative numbers would affect some things positively before so I made a huuuge mistake with it

you can still slightly reduce aim time with few other items
-> Vandal's cap, Furx headgarment, Infiltrators headgear, discharger glove and leather chaps ..may have some other items but I can't tell from the top of my head! ;D
Leather chaps you can craft yourself on the tailoring table, but rest of them needs some amounts of luck to find =P

Oh oh oh! while I'm here, log of most of the things I've done towards the next update (I think I'm getting very close to being able to update this just need to do quite a bit of testing for just to make sure I didn't forget/mess up anything too badly)

Apparello v1.4.1
XX.xx.XxxX
-----------------

Changes - Surgeon's headgear recipe (needs medikits now)
- Increased the price of War-Engineer's comm-link so new colonists wouldn't spawn with them as often
- Reduced some prices on the Tailor goods trader
- changed some recipes itsy bitsy bit, okay? power armors need plasteel instead of steel and other small changes
- Minimized the armor bonuses/stats from hats only worn on eyes, As they can be worn with some other hats. #Balance, probably
- other small tweaks with stats on various items
- 'specialists' hats have their own category and should be more available on tailor goods traders (I still haven't had one single playthrough with chef hat gosh darn it you elusive bastard!!)
- Prototype nerve-enhancer recipe moved to recipe defs (Recommend removing all recipes from SAR-device assembler table before updating this version!)

Fixes - 80% tradeprice improvement of the headset changed
- put a max where it was min before in most of the hats
- Tribals spawn with tunics more often

Added
- Doctor's Brocade
- Injector glove: Soothonyl
- Injector glove: Calmax
- uniform jacket
- Schematic: AI Core Nerve-enhancer
- Nerve-enhancer
- AI Core Nerve-enhancer
- clawed boots for tribals
- ragged patch pants, for general waste of space (The negative social skill helps with abrasive colonists)
- Trader's paddyhat
- ArchNem(co) Ski(tm) goggles
- Hooked in lot of the "missing, presumed dead." recipes
- Alloy vest, Light power armor and helmet, Power armor helmet, Hive helmet.. and so on!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: kremil1 on January 15, 2015, 01:41:41 PM
Why not just decrease the aim time by -20 instead of 50?
And decrease accuracy?
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Dragoon on January 15, 2015, 01:50:47 PM
Why decrease accuracy?
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: kremil1 on January 15, 2015, 02:58:52 PM
Cause you go 2fast2quick. No but seriously if you wore an unstable frame that increased your speed. Then usually that would decrease the accuracy
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Dragoon on January 15, 2015, 06:14:06 PM
Quote from: kremil1 on January 15, 2015, 02:58:52 PM
Cause you go 2fast2quick. No but seriously if you wore an unstable frame that increased your speed. Then usually that would decrease the accuracy

Not really I mean it would speed up how fast you squeeze the trigger but that would not mess with you aim unless you were moving while shooting (I think it would increase it if anything because you're reflexes would be better at aiming at/keeping up with a moving target if anything) It would make you stabalise faster as well.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: wikusaurus on January 17, 2015, 11:00:50 PM
great mod, thanks, but i have a few question, it seems i cant craft the helmets and other stuff beside hive armor, steamhull, schyter frame, jumpsuit and overall, is there anything wrong? i want to craft helmets and other armor, there are obly megascarab head gear and muffalo for crafting helmet
Title: Re: [MOD] (Alpha 8) Apparello v1.4.0 "Copypaste build, enter at own risk"
Post by: Igabod on January 17, 2015, 11:07:32 PM
Quote from: wikusaurus on January 17, 2015, 11:00:50 PM
great mod, thanks, but i have a few question, it seems i cant craft the helmets and other stuff beside hive armor, steamhull, schyter frame, jumpsuit and overall, is there anything wrong? i want to craft helmets and other armor, there are obly megascarab head gear and muffalo for crafting helmet

That's being taken care of in the next update that Shinzy is working on right now according to the changelog posted a few comments back.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on January 18, 2015, 03:27:18 PM
Grape news everyone! I've fixed the poison slime pipes! updated the mod once again!

Notice! if you're gna update on already ongoing colony then do remove all the apparello recipes from your crafting tables (don't forget the vanilla tailor table), otherwise you gna see some errors
but you can still just ignore them and deconsturct / rebuild the tables in that case

ofcourse new game is recommended for the 'full experience' =P

(http://i.imgur.com/9PWvOxa.png)


Apparello v1.4.1
18.01.2015
-----------------

Changes - Surgeon's headgear recipe (needs medikits now)
- Increased the price of War-Engineer's comm-link so new colonists wouldn't spawn with them as often
- Reduced some prices on the Tailor goods trader
- changed some recipes itsy bitsy bit, okay? power armors need plasteel instead of steel and other small changes
- Minimized the armor bonuses/stats from hats only worn on eyes, As they can be worn with some other hats. #Balance, probably
- other small tweaks with stats on various items
- 'specialists' hats have their own category and should be more available on tailor goods traders (I still haven't had one single playthrough with chef hat gosh darn it you elusive bastard!!)
- Prototype nerve-enhancer recipe moved to recipe defs (Recommend removing all recipes from SAR-device assembler table before updating this version!)
- Traders no longer carry schematics
- Schematics are craftable on the new table (Uses Research skill) and few bits of ingredients that can be acquired through trader and killing stuff (the best way, really)
- Changed the look of Tunica el Mog� slightly, and is only worn by chieftains
- Made everything much more complicated

Fixes - 80% tradeprice improvement of the headset changed
- "Fixed" lot of the hat temperatures
- Igabod waded through the deadly swollen swampy mass I had left by battling with the hat temperature comfortabilities. He fixed everything!
- Figured out how the heck temperatures actually work! ofcourse revised everything and messed things up again. You're welcome!
- Tribals spawn with tunics more often

Added - Doctor's Brocade
- Injector glove: Soothonyl
- Injector glove: Calmax
- uniform jacket
- Schematic: AI Core Nerve-enhancer
- Nerve-enhancer
- AI Core Nerve-enhancer
- clawed boots for tribals
- Cryptonaut Springers for spacers
- Spacemarine leggings for spacers
- Polyfibre socks for spacers
- ragged patch pants, for general waste of space (The negative social skill helps with abrasive colonists)
- Trader's paddyhat
- ArchNem(co) Ski(tm) goggles
- Hooked in lot of the "missing, presumed dead." recipes
- Alloy vest, Light power armor and helmet, Power armor helmet, Hive helmet.. and so on!
- Schematic bench is back!
- Each workbench is now behind it's own research
- Schematic kit (carried by traders)

- Excel sheet for base armor stats! which you can find in the about folder inside the mod

Thankoo - Igabod for temperaturizing and SuperiorX for braving the crummy testversion and living to tell the tale!



Quote from: kremil1 on January 15, 2015, 01:41:41 PM
Why not just decrease the aim time by -20 instead of 50?
And decrease accuracy?
I lowered the aim time thing to 30

Quote from: Igabod on January 17, 2015, 11:07:32 PM
Quote from: wikusaurus on January 17, 2015, 11:00:50 PM
great mod, thanks, but i have a few question, it seems i cant craft the helmets and other stuff beside hive armor, steamhull, schyter frame, jumpsuit and overall, is there anything wrong? i want to craft helmets and other armor, there are obly megascarab head gear and muffalo for crafting helmet

That's being taken care of in the next update that Shinzy is working on right now according to the changelog posted a few comments back.
And yes! plenty of new recipes on board!

oo and one more thing!
(http://i.imgur.com/gFASWaJ.png)
they do look like they'd wanan eat you alive ;D

Edit: and the biggest hugest thankoo for both Iggy and Suppyx!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Calico on January 18, 2015, 05:39:03 PM
Woooooooooo! Finally. :D

Will download asap. TY for updating!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Igabod on January 18, 2015, 06:01:46 PM
Gotta know where the doors in that top screenshot came from. And what are all those other things in the 1x1 rooms and what's the fancy purple and grey thing. You use a lot of mods I haven't used yet.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Rikiki on January 18, 2015, 06:42:18 PM
Quote from: Igabod on January 18, 2015, 06:01:46 PM
Gotta know where the doors in that top screenshot came from. And what are all those other things in the 1x1 rooms and what's the fancy purple and grey thing. You use a lot of mods I haven't used yet.
It all comes from clutter!
Don't tell me you don't use it? :o One of the must have mod in my opinion. ::)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Igabod on January 18, 2015, 06:47:55 PM
Quote from: Rikiki on January 18, 2015, 06:42:18 PM
Quote from: Igabod on January 18, 2015, 06:01:46 PM
Gotta know where the doors in that top screenshot came from. And what are all those other things in the 1x1 rooms and what's the fancy purple and grey thing. You use a lot of mods I haven't used yet.
It all comes from clutter!
Don't tell me you don't use it? :o One of the must have mod in my opinion. ::)

I looked at clutter in it's earlier stages and wasn't interested in it enough to download it. Haven't actually gone back and looked at it more than to just get an idea of what the description for it should be in the mod list. I'm gonna have to give it another look though.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Giraffe on January 18, 2015, 08:46:28 PM
It seems medium armor still isn't craftable. I don't know if that was intended or not but so far the temperature fluctuations of gear seem to be much more balanced now. Thanks Shinzy.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Epyk on January 18, 2015, 11:41:54 PM
Quote from: Igabod on January 18, 2015, 06:47:55 PM
Quote from: Rikiki on January 18, 2015, 06:42:18 PM
Quote from: Igabod on January 18, 2015, 06:01:46 PM
Gotta know where the doors in that top screenshot came from. And what are all those other things in the 1x1 rooms and what's the fancy purple and grey thing. You use a lot of mods I haven't used yet.
It all comes from clutter!
Don't tell me you don't use it? :o One of the must have mod in my opinion. ::)

I looked at clutter in it's earlier stages and wasn't interested in it enough to download it. Haven't actually gone back and looked at it more than to just get an idea of what the description for it should be in the mod list. I'm gonna have to give it another look though.
I love clutter!

Can't believe I haven't tried this mod out yet. It's time I do though.  ;D
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on January 19, 2015, 04:42:27 AM
Quote from: Giraffe on January 18, 2015, 08:46:28 PM
It seems medium armor still isn't craftable. I don't know if that was intended or not but so far the temperature fluctuations of gear seem to be much more balanced now. Thanks Shinzy.
well it helped a ton that I realized how they work ;D I previously thought
the temp things were some kind of caps like "this apparel can't be worn over this temp before you get hot" ..but nooo, they turned out to be just values that bump up their personal temp 'resistance' by the given number
So the previous values were mostly bonkers all round! ;D
Iggy helped alot with that, first I thought he was some buffoon from texas but turns out I'm an idiot, that's how most things end up resulting in ;D

@Ig! the purple gray thing is one of the Mrofsters walls built from Xinite from materiello! (I mostly use clutter for the floors =P then end up cluttering my base very far in the 3rd year when I can afford to splash resources around for fancy buildings)

I do love all the "vanity" mods =P
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Igabod on January 19, 2015, 07:51:53 AM
Quote from: Shinzy on January 19, 2015, 04:42:27 AM
Iggy helped alot with that, first I thought he was some buffoon from texas but turns out I'm an idiot, that's how most things end up resulting ;D

I am some buffoon from Texas :) I'm just smart enough to try the easy way first before going all gung-ho on doing things the hard way.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on January 19, 2015, 09:27:02 AM
please tell the cryptonaut springers look similar (or are) to the ones from portal! :D

Oh and space marine leggings are in top clothing layer and not in pants (for prepare carefully not sure if it has to to do with your mod.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on January 19, 2015, 10:33:18 AM
Quote from: Dragoon on January 19, 2015, 09:27:02 AM
please tell the cryptonaut springers look similar (or are) to the ones from portal! :D

Oh and space marine leggings are in top clothing layer and not in pants (for prepare carefully not sure if it has to to do with your mod.
why? what makes you think that?
(http://i.imgur.com/kKouJ9K.png)
*cough**ahem*

And yeah the spacemarine pants can be worn over all the other pants, Prepare carefully doesn't really register them as pants cause they're not on the OnSkin layer so =P same thing with all the socks and gloves and stuff you can't really make most out of the cloth layering in prepare carefully

anyhow! there're cupla pants you can stack on eachother (you can see most of the apparel layers and stuff in the excel sheet in the about folder in the mod (Hats,gloves,socks and boots not yet included in that)
(http://i.imgur.com/8xrrK2u.png)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on January 19, 2015, 12:10:04 PM
YYYYYYYAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYYYYYYY!!!!!


Btw can we craft hem or the clawed feet? ( I cant find the recipe)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Giraffe on January 19, 2015, 06:28:23 PM
Does anyone else have an issue with crafting the skull helmets? I can create a bill for it but colonists never even attempt to craft it.

Also, if I could make a suggestion- Marvelous Chester's mask and hat together as a hat item would be dope as hell.

ref: http://i.imgur.com/vCovC.jpg
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: julsruls on January 19, 2015, 10:29:03 PM
For some reason, i cant seem to find how to research or make the recipe table, is there something im doing wrong?
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on January 20, 2015, 02:18:21 AM
Quote from: julsruls on January 19, 2015, 10:29:03 PM
For some reason, i cant seem to find how to research or make the recipe table, is there something im doing wrong?

You'll need to research the 'advanced armoring' first, it unlocks the other two researches!

Quote from: Giraffe on January 19, 2015, 06:28:23 PM
Does anyone else have an issue with crafting the skull helmets? I can create a bill for it but colonists never even attempt to craft it.

Also, if I could make a suggestion- Marvelous Chester's mask and hat together as a hat item would be dope as hell.

ref: http://i.imgur.com/vCovC.jpg

can you check if the human bodies aren't forbidden in the bill config or something silly like that?
..cause otherwise I may have botched up the recipe somehow after testing if it was working last time? gosh I hope not! ;D
Also suggestions are always welcome =P though I can't promise anything! imma plop it on my list of things my inspiration may bludgeon me in the back of the head with huge maul and then I usually pick one at random ...or most often just ignore the entire list and do my best at trying to think of something to do exclusively NOT listed down in there

and Dragoooon! you can't craft either of those! =P the excel sheet (shameless plugin) has a bit that shows
which bits are craftable and which are not and shows on which bench it's craftable on, too! (ofc right now it doesn't include any of the boots or gloves and stuff yet but.. I can tell only the shoes you see on the vanilla tailor bench are craftable)
I figured the spacemarine pants best be left as a bit of a rarer item
you can still luck out and find pair from the cryptopod fighters or traders =P
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Giraffe on January 20, 2015, 03:06:54 PM
I'm actually not sure that the craft skull bill ever worked for me. Both colonists and stranger's corpses are unforbidden but it still refuses to craft, as if I'm missing an ingredient. I have human corpses of every degeneration in my dumping stockpile as well, from fresh and frozen to dessicated bones.

Never thought I'd have to type that sentence out in my life. NSA plz no

Also, the compound paste from the previous version still exists in traders' inventories and attempting to buy some immediately crashes the game.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on January 20, 2015, 04:18:55 PM
Quote from: Giraffe on January 20, 2015, 03:06:54 PM
I'm actually not sure that the craft skull bill ever worked for me. Both colonists and stranger's corpses are unforbidden but it still refuses to craft, as if I'm missing an ingredient. I have human corpses of every degeneration in my dumping stockpile as well, from fresh and frozen to dessicated bones.

Never thought I'd have to type that sentence out in my life. NSA plz no

Also, the compound paste from the previous version still exists in traders' inventories and attempting to buy some immediately crashes the game.

Okay there seems to be something gravely wrong with using human bodies as hatting materials
All of my minions refuse to do it ..I tried to force them, nothing! even killed one of them to get fresh body but nope

;D

I could swear they worked at some point but maybe they didn't?
I tried to change human corpses as one of the mats for the working recipes but they refused to work too so there's something wrong with the bodies =P
I'll try to figure out what it is (can't promise nothing!)
But I can remember so vividlyyyyy making hats out of em befoore I'm going insanesanesane :-[

I've got good news too, though! the compound paste on traders works just fine!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Giraffe on January 20, 2015, 04:24:12 PM
Well that's good. I figured alot of the issues I was having were the result of mod conflicts but I figured telling you couldn't hurt. Thanks again Shinzy.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on January 21, 2015, 10:19:18 PM
nerve enhancers = x rounders helmet (http://vignette3.wikia.nocookie.net/gundam/images/e/e7/Zeheart-3rd-gen.gif/revision/latest?cb=20120826085747) could not find a solo for the suit.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Kolljak on January 22, 2015, 06:47:16 PM
Shinzy do you think i can use your mod in my Overhaul i would like to either A use it or B use your help in creating clothing for it. the deets of the overhaul are in my sig.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on January 23, 2015, 03:33:00 AM
Quote from: Kolljak on January 22, 2015, 06:47:16 PM
Shinzy do you think i can use your mod in my Overhaul i would like to either A use it or B use your help in creating clothing for it. the deets of the overhaul are in my sig.
Option A!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Kolljak on January 23, 2015, 03:15:35 PM
May i request a few things :D as in Some Colonial Era Clothing Renessance Era clothing and possibly Medieval Armour and clothing :D its the only thing missing.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on January 23, 2015, 03:39:29 PM
Quote from: Kolljak on January 23, 2015, 03:15:35 PM
May i request a few things :D as in Some Colonial Era Clothing Renessance Era clothing and possibly Medieval Armour and clothing :D its the only thing missing.
They've all been on my to-do list since almost the very beginning in alpha 5-6 and I still haven't done any so you can expect none of these popping out any time soon =P (your best option atm might be asking if Grizzlyadamz could borrow some of his medieval setting stuff) and borrow the textures from my norbal mod
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: tresflores on January 23, 2015, 07:46:21 PM
hey shinzy this guy could use some help with texture would you mind taking a look at his textures
https://ludeon.com/forums/index.php?topic=9390.0
and by the way love your new update
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on January 25, 2015, 04:26:42 PM
Quote from: tresflores on January 23, 2015, 07:46:21 PM
hey shinzy this guy could use some help with texture would you mind taking a look at his textures
https://ludeon.com/forums/index.php?topic=9390.0
and by the way love your new update

I've seen you post stuff like this before for the same person your nice trying to help and all but this is still spam just saying :/.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: tresflores on January 25, 2015, 05:22:42 PM
i only sent those postes to two people evul and shinzy an its not spam that guy was asking for support and i sent him the best weapon maker and the best armor maker
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Evul on January 25, 2015, 05:49:33 PM
Quote from: Dragoon on January 25, 2015, 04:26:42 PM
Quote from: tresflores on January 23, 2015, 07:46:21 PM
hey shinzy this guy could use some help with texture would you mind taking a look at his textures
https://ludeon.com/forums/index.php?topic=9390.0
and by the way love your new update

I've seen you post stuff like this before for the same person your nice trying to help and all but this is still spam just saying :/.

Did not consider it that much of spam even if it could have been sent via a PM. But i don't mind cause both me and shinzy jumped on the thread right after the help post were posted.

So no need of continue discussing that .

Quote from: tresflores on January 25, 2015, 05:22:42 PM
i only sent those postes to two people evul and shinzy an its not spam that guy was asking for support and i sent him the best weapon maker and the best armor maker

It was flattering ^^
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on January 25, 2015, 07:54:33 PM
damn he buttered you up I can't compete *death*
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Evul on January 25, 2015, 09:23:17 PM
lol
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: eatKenny on January 26, 2015, 10:03:48 AM
@Shinzy:

if it's not much trouble can you make a "radioactive protection suit" texture for me? i need it for my "industialisation" update

(http://protective.ansell.com/Global/Protective-Products/Media/Super%20collage.jpg)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on January 26, 2015, 12:03:11 PM
Quote from: eatKenny on January 26, 2015, 10:03:48 AM
@Shinzy:

if it's not much trouble can you make a "radioactive protection suit" texture for me? i need it for my "industialisation" update


if you don't mind the suit bit looking like big yellow sack then I don't mind
helmet should be easy enough! ;D
Edit: and if you're not in a hurry with it! I don't know when I'll be able to get to it I'm unsure how this week will be
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: eatKenny on January 26, 2015, 12:12:13 PM
Quote from: Shinzy on January 26, 2015, 12:03:11 PM
Quote from: eatKenny on January 26, 2015, 10:03:48 AM
@Shinzy:

if it's not much trouble can you make a "radioactive protection suit" texture for me? i need it for my "industialisation" update


if you don't mind the suit bit looking like big yellow sack then I don't mind
helmet should be easy enough! ;D
Edit: and if you're not in a hurry with it! I don't know when I'll be able to get to it I'm unsure how this week will be

thanks for help!

for the suit: i'm thinking it's something like power armor, and an extra helmet. just give it a decent look and that's all(you're a better artist than me ;)), i will do all the .xml work.

i'm not in a hurry, still plenty works to do for the update.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Viceroy on January 30, 2015, 06:25:03 AM
Hey Shinzy, I love the mod and I thought I'd make another suggestion. Hope you don't mind me doing so. :D

Combine Civil Protection:
(http://fc00.deviantart.net/fs39/f/2008/363/c/c/Metro_police_guard_by_xXzennonXx.jpg)

Combine Trooper:
(http://hl4l.weebly.com/uploads/8/2/1/9/8219291/6373065.png)

Combine Elite:
(http://img1.wikia.nocookie.net/__cb20090527211630/half-life/en/images/9/9e/Overwatch_Elite.jpg)

I wanna make my inhumane prisoner treatment even more authentic!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: NoImageAvailable on January 30, 2015, 07:40:55 AM
So, is the Baseball Cap supposed to make everyone hate you and charge you higher prices?
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: SilverDragon on January 30, 2015, 08:32:02 AM
Quote from: NoImageAvailable on January 30, 2015, 07:40:55 AM
So, is the Baseball Cap supposed to make everyone hate you and charge you higher prices?
Sounds about right. :D It's very realistic.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on January 30, 2015, 08:41:07 AM
Quote from: NoImageAvailable on January 30, 2015, 07:40:55 AM
So, is the Baseball Cap supposed to make everyone hate you and charge you higher prices?

those are the stats left on it from the vandal cap You're rooting for the wrong team, clearly!
really it's supposed to be statless hat, I was supposed to fix that on the last update but I think I may have
done the usual procrastination move "I'll do that tomorrow" thing and then forgot about it (It happens a lot!)

@Vicey the combine helmet thing has also been on my to-do list-of-things-I-look-at-and-end-up-doing-something-else-instead
(the jacket looks badarse! I definately wanan do something like that something similar atleast but I say the same thing about almost everything I see ever! ;D)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: SilverDragon on January 30, 2015, 08:51:41 AM
Quote from: Shinzy on January 30, 2015, 08:41:07 AM
the jacket looks badarse! I definately wanan do something like that something similar atleast but I say the same thing about almost everything I see ever! ;D

Agreed! ;D I really like the vanilla duster too, something about that trench-coat style is really charming.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on January 30, 2015, 08:47:48 PM
If you add in tench coat I shall make my pawns all Neos.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: tresflores on January 30, 2015, 09:41:19 PM
fuck neo im goin castiel with trench coats
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on January 31, 2015, 12:23:47 AM
Quote from: tresflores on January 30, 2015, 09:41:19 PM
fuck neo im goin castiel with trench coats


(http://s3.amazonaws.com/rapgenius/1366243825_tumblr_m0fjbjfLiI1rqfhi2o1_500.gif)

(http://s3.amazonaws.com/rapgenius/tumblr_mqzy8xURQ11s7rhw6o1_400.gif)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Boboid on February 01, 2015, 04:24:23 PM
Kinda feel sorry for all the tribespeople attacking me with their tribal shields.. they've only got blunt resistance so they still get their arms blown off by gunfire, and cut off by swords :P
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on February 09, 2015, 03:46:13 AM
I know your plates full but could you make something like this? (I know they are no cars or mechs...yet)

(http://vignette4.wikia.nocookie.net/gundam/images/6/6a/35a.png/revision/latest?cb=20100702230439)

id put a blush (nervous one no a bloody senpai or something one I don't roll like dat) here but The one up there looks kinda sad so....>.>
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: hesoyam on February 09, 2015, 06:07:24 AM
(http://i3.kym-cdn.com/photos/images/original/000/881/348/dc9.gif)

isn't that just a jumpsuit with a envirohelm? I mean shinzy-sama already provided us with those

...but now I want rimworld mecha... :)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on February 10, 2015, 12:18:49 AM
The environment helm is not like this one at all not only does it not look similar but it also looks like a headress ( like the look but it's made to survive in poison and germs and stuff not the vacuum of space ) not a helmet (though he does his a shuttle pilots helmet it's not a full helmet)...and as far as the jumpsuit is concerned..yeah I guess that works but I hoping for one that is made to ease movement. (After all pilots don't just wear jumpsuits they wear specially made clothing)

I don't wanna start talking about mecha  or the thread might be derailed...for about 6 posts.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: apljee on February 10, 2015, 09:05:41 PM
Hey Shinzy, if it wouldn't prove to be too much heck for you, my mod, Rim Wars, needs a texture for Phase-I battle armor (If you're unsure of what it is, just google it.) If you're willing to help, please do. I can take care of Commando armours (as I'd just be recolouring your image in certain areas) and I'd give all credit accordingly.

Cheers.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on February 11, 2015, 03:57:54 AM
Quote from: apljee on February 10, 2015, 09:05:41 PM
Hey Shinzy, if it wouldn't prove to be too much heck for you, my mod, Rim Wars, needs a texture for Phase-I battle armor (If you're unsure of what it is, just google it.) If you're willing to help, please do. I can take care of Commando armours (as I'd just be recolouring your image in certain areas) and I'd give all credit accordingly.

Cheers.
Couldn't you borrow the set from Berry's Rimtrooper mod?
I really really really don't fancy doing anything at all right now
I'm having bit of a.. what you call it when you faceplant into brickwall? ..with anything texture related

So I'd have to wait for that to pass first and then I'm most likely wanting to do something of my own! ;D Cause I'm a shellfish like that
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Giraffe on February 12, 2015, 06:39:25 AM
If gadgets were craftable, do you think that would make the mod overpowered?

Could just make the process require 12 crafting or something.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on February 12, 2015, 06:59:31 AM
Quote from: Giraffe on February 12, 2015, 06:39:25 AM
If gadgets were craftable, do you think that would make the mod overpowered?

Could just make the process require 12 crafting or something.

I could make them as part of some of the schematics you acquire
like Glitter tech schematics lets you produce some of the advanced components aswell
if you have enough skill, that might not be op, possibly =P
I have some plans to broaden what you can do with schematics a lot more
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: dareddevil7 on February 13, 2015, 05:44:13 PM
what are the limbs covered by the hive armor, the game cant handle reading out more than 3 things
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on February 13, 2015, 06:51:03 PM
Quote from: dareddevil7 on February 13, 2015, 05:44:13 PM
what are the limbs covered by the hive armor, the game cant handle reading out more than 3 things

it's Torso, arms and legs!
and I hid an excel sheet in the 'about' folder in the mod, it has all the coverages + stats for all the other clothing, too (except for gloves and boots and hats  ;D)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: dareddevil7 on February 13, 2015, 06:57:29 PM
Quote from: Shinzy on February 13, 2015, 06:51:03 PM
Quote from: dareddevil7 on February 13, 2015, 05:44:13 PM
what are the limbs covered by the hive armor, the game cant handle reading out more than 3 things

it's Torso, arms and legs!
and I hid an excel sheet in the 'about' folder in the mod, it has all the coverages + stats for all the other clothing, too (except for gloves and boots and hats  ;D)
now i just need microsoft excel so i can see it
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Ykara on February 13, 2015, 06:58:44 PM
Just download the viewer or a free office suit ^^
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: dareddevil7 on February 15, 2015, 01:15:52 PM
since i got into rimworld in alpha 8, can you please tell me about the washing machine?
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on February 16, 2015, 05:09:07 AM
Quote from: dareddevil7 on February 15, 2015, 01:15:52 PM
since i got into rimworld in alpha 8, can you please tell me about the washing machine?

I don't... talk about the ..washing machine

;D It was just something I added because I wanted to draw a sprite for it =P
Naturally then I had to try come up with some use for it afterwards so
you could "randomise" the colour of the washed cloth with it (that's how washing machines work) and then have the 'sock washing program' which would suck your laundry into oblivion and get rid of it

The thing is the recolouration needed it's own bill for each cloth separately
which made it really painful for updating/putting in and then the crematorium
got the option to get rid of apparel which was literally almost the only reason I personally even used the washing machine for ;D

now if I were to reintroduce the thing, the recolouration would make everything white, with how the crafting works (which would also make sense cause that's also how wash machines work)

So really it's just as bad as real washing machine
you wouldn't of liked it
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: popster99 on February 16, 2015, 05:16:56 AM
or you could of used one bill with like pants armor and all the types of apparel in most mods like cybernetic glitter and some others
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Sekmeth on February 17, 2015, 02:29:24 PM
Is there any known incompatibilities with this mod? I cant seem to get it to work. I am running a ton of other mods so its hard to locate which one is interfering. I have tried to move your mod around, and disable some of the other mods, but so far I cant figure out which one is interfering. I will keep trying though. Here is a list of the mods I run, and the order they are in (at the moment), just in case something pops out at you =)

AlphaMuffalo1.5.2
AnimuHair
Apothecarius
AutoHauler
Canned Food
Celing Light
CentralHeatingMod
Clutter
Coffee
Core
CryptoHax
CyberCoven
CyberJaffaKree
CyberneticStorm
CyberNorbals
CyberRimTroopers
DefendThatColony!
EdBInterface
EdBModOrder
EdBPrepareCarefully
Aparello *Tried placing it before all the ED ones, with no effect
ED-Core
ED-DeepStrike
ED-Embrasures
ED-LaserDrill
ED-OmniGel
ED-PersonalShields
ED-Shields
ED-WirelessPower
EW - XP - ComPatch
ExtendedWoodworking
Floorspikes
Glassworks
GlitterTech
IceSheet
Icons
Industrialisation
LessIncidentTrolling
lightsaber
M&Co. Common
M&Co. MMS
MAI
Mechanical-Defence-2-master
Miscellaneous_186_HiRes
MoreHair
MoreMechanoids
Nu Metals
PowerSwitch
PrisonImprovements
ProjectArmory217
Quality Labels
RimCartels
RoofSupport
TargetPractise
Thingamajigs
TTMAnimalHusbandryA8 (Disabled)
Turret Collection
Vas's Hydroponics - Steel
VeinMiner
XtraPlants
Extended Woodworking
EW-XP ComPatch
Space Meals NP Prison
Darkness
CaveWorldFlora
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: NoImageAvailable on February 17, 2015, 02:37:45 PM
Quote from: Sekmeth on February 17, 2015, 02:29:24 PM
Is there any known incompatibilities with this mod? I cant seem to get it to work. I am running a ton of other mods so its hard to locate which one is interfering. I have tried to move your mod around, and disable some of the other mods, but so far I cant figure out which one is interfering. I will keep trying though. Here is a list of the mods I run, and the order they are in (at the moment), just in case something pops out at you =)

AlphaMuffalo1.5.2
AnimuHair
Apothecarius
AutoHauler
Canned Food
Celing Light
CentralHeatingMod
Clutter
Coffee
Core
CryptoHax
CyberCoven
CyberJaffaKree
CyberneticStorm
CyberNorbals
CyberRimTroopers
DefendThatColony!
EdBInterface
EdBModOrder
EdBPrepareCarefully
Aparello *Tried placing it before all the ED ones, with no effect
ED-Core
ED-DeepStrike
ED-Embrasures
ED-LaserDrill
ED-OmniGel
ED-PersonalShields
ED-Shields
ED-WirelessPower
EW - XP - ComPatch
ExtendedWoodworking
Floorspikes
Glassworks
GlitterTech
IceSheet
Icons
Industrialisation
LessIncidentTrolling
lightsaber
M&Co. Common
M&Co. MMS
MAI
Mechanical-Defence-2-master
Miscellaneous_186_HiRes
MoreHair
MoreMechanoids
Nu Metals
PowerSwitch
PrisonImprovements
ProjectArmory217
Quality Labels
RimCartels
RoofSupport
TargetPractise
Thingamajigs
TTMAnimalHusbandryA8 (Disabled)
Turret Collection
Vas's Hydroponics - Steel
VeinMiner
XtraPlants
Extended Woodworking
EW-XP ComPatch
Space Meals NP Prison
Darkness
CaveWorldFlora


Well, you could always do the classic "disable half your mods until you track it down" thing. Also, Core always be the first to load.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Sekmeth on February 17, 2015, 02:54:15 PM
Gah for some reason the order is alphabetical in the post now =/ Ingame it is basically the same order as the EPYK modpack, and the rest have been placed where I thought they should be =D Worked so far =D

I have tried taking of most of the mods now, still cant get it to work.

http://clip2net.com/s/3cEzCp8 (http://clip2net.com/s/3cEzCp8)
https://www.dropbox.com/s/8f06313n3ggfcrj/aparelloerror2.png?dl=0 (https://www.dropbox.com/s/8f06313n3ggfcrj/aparelloerror2.png?dl=0)
https://www.dropbox.com/s/uruiggbttp8tnvy/aparelloerror3.png?dl=0 (https://www.dropbox.com/s/uruiggbttp8tnvy/aparelloerror3.png?dl=0)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: NoImageAvailable on February 17, 2015, 02:59:47 PM
Quote from: Sekmeth on February 17, 2015, 02:54:15 PM
Gah for some reason the order is alphabetical in the post now =/ Ingame it is basically the same order as the EPYK modpack, and the rest have been placed where I thought they should be =D Worked so far =D

I have tried taking of most of the mods now, still cant get it to work.

http://clip2net.com/s/3cEzCp8 (http://clip2net.com/s/3cEzCp8)

Did you restart the game after opening the mod menu? There is a known bug where it will cause garbled textures otherwise.
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Sekmeth on February 17, 2015, 03:04:39 PM
Yes.

Standard Procedure: Start game, add/edit mods, restart game, open game, cross fingers  ;D

Also some of the errors I have been getting after installing this mod:

https://www.dropbox.com/s/8f06313n3ggfcrj/aparelloerror2.png?dl=0 (https://www.dropbox.com/s/8f06313n3ggfcrj/aparelloerror2.png?dl=0)
https://www.dropbox.com/s/uruiggbttp8tnvy/aparelloerror3.png?dl=0 (https://www.dropbox.com/s/uruiggbttp8tnvy/aparelloerror3.png?dl=0)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Sekmeth on February 17, 2015, 03:20:33 PM
Unless Apparello is having issues with multiple of the mods I have running, or i'm just bad at this.

I turned the mod of again, to make sure nothing else was giving me all the errors, but everything is running smothly now =/
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on February 17, 2015, 05:11:13 PM
Quote from: Sekmeth on February 17, 2015, 03:20:33 PM
Unless Apparello is having issues with multiple of the mods I have running, or i'm just bad at this.

I turned the mod of again, to make sure nothing else was giving me all the errors, but everything is running smothly now =/

Hallooo Sekhy!
I don't have any known incompatibilities with other mods
(It's been very friendly with most of the mods I've tried it with)

ima have to try with all the mods I haven't yet tried in your list to try to figure it out (tomorrow, it's getting too late for today! ;D)
I can't get any imminent help right now!
other than by teasing you with sneaka peekas
have at you!

(http://i.imgur.com/PgHtSn6.png)
*awkwaard typo in screenie
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on February 17, 2015, 05:26:21 PM
Nice looking armor I preferred armored jedi robes of the cartoon clone wars (old series) than non armored robes so this suits me  8).
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Sekmeth on February 17, 2015, 11:12:27 PM
Wow nice screens =)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Dragoon on February 22, 2015, 11:09:03 PM
Are you going to redo any of you're textures? (I like it the way it is I only ask because of the changes made in alpha 9)
oh and sorry but it has to be done
420SWAG YOLO  THIS MOD IS AWESOME!!!!  8)
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on February 23, 2015, 05:29:42 AM
Quote from: Dragoon on February 22, 2015, 11:09:03 PM
Are you going to redo any of you're textures? (I like it the way it is I only ask because of the changes made in alpha 9)
oh and sorry but it has to be done
420SWAG YOLO  THIS MOD IS AWESOME!!!!  8)

not until I find something I'm displeased with! like the old tophat, sombrero and tricorn which I already redrew ages ago!
and I forgive yo-yolo 360nobong swag ye'ma's mo awesome last night!


..lol
adc or afk
mid or feed
top or troll
*gets major war flashbacks*
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Chalk on February 23, 2015, 02:02:58 PM
So uh... *cough* Alpha 9? This is one of my go-to mods, I can't play without it! My *IMMERSION*!
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on February 23, 2015, 02:29:51 PM
Quote from: Chalk on February 23, 2015, 02:02:58 PM
So uh... *cough* Alpha 9? This is one of my go-to mods, I can't play without it! My *IMMERSION*!

it'll take a few days! I need to swap the temperature things on everything and bunch of other small things and then test it all properly
and I'm really really behind in my slacking schedule
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Vonholtz on February 23, 2015, 03:19:58 PM
Quote from: Shinzy on February 23, 2015, 02:29:51 PM
Quote from: Chalk on February 23, 2015, 02:02:58 PM
So uh... *cough* Alpha 9? This is one of my go-to mods, I can't play without it! My *IMMERSION*!

it'll take a few days! I need to swap the temperature things on everything and bunch of other small things and then test it all properly
and I'm really really behind in my slacking schedule
I just started using this mod few weeks back before 9. And I already wounder where some of the clothing I was using is. But I know this mod like a few other will take time to update. So take your time. We will live with out for now.  :D
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Uziel on February 23, 2015, 03:46:19 PM
if you don't care that it throws debug errors - this mod still kinda works :p
Title: Re: [MOD] (Alpha 8) Apparello v1.4.1 "THE NEW DAWN"
Post by: Shinzy on February 23, 2015, 03:55:27 PM
Quote from: Uziel on February 23, 2015, 03:46:19 PM
if you don't care that it throws debug errors - this mod still kinda works :p

kinda, yes =P but I cannotrecommend using it like that ;D
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on February 27, 2015, 06:12:03 AM
Goooooooooooood neeewsss everyone!! I have fixed the poi It is here!
Alpha nine time

(http://i.imgur.com/B5BGqfE.png)

Apparello v1.5
27.02.2015
-----------------

Updated for Alpha 9

Added - Shielded coat (For melee)
- new categories for clothing for better organization, woo!
- Steam helm

Changes - Baseball cap has it's own stats now unlike before!
- stuffs that may have been forgotten to be logged during the updatination binge *Shinzy has sat down and is updating in daze*
- Some of the pants have worn graphics, others don't. (Viceroooooy! *shakes fist*)

Biggoo thankoo for SuperiorX-san for testing!


Didn't find anything wrong with the testing (Thanks again Suppyx)
so there may or may not be some small annoying bits popping up (armor actually having the wrong kind of temperature insulation)

I turned down the deterioration from the socks and gloves and those kinda junk so you don't
have to worry so much about them (They can still get damaged if your colonist gets blown to bits, as I've understood)

I have some small future plans for making craftable piles of gadgets and minor things like that
but I thought I'd make aplha 9 update before I start adding too too much of anything new
th-th-that's all folks!
Cloth responsibly!

Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Andouce on February 27, 2015, 07:04:57 AM
When I woke up this morning, checked out the mods and saw this had been updated to A9. I was like Yeeeesss!! :D Great job Shinzy. You are an asset to this community certainly.
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Dragoon on February 27, 2015, 07:58:01 AM
Hail Shinzy apperello princess!! (yeah i'm so burnt out I don't know if that sounds good or not but yay alpha 9!)
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Dragoon on February 27, 2015, 08:23:49 AM
Oh will you be adding a ranged shield ? The Mass effect mod has one which is cool but if you had add separate one for those who don't use the mass effect mod it would be cool.
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on February 27, 2015, 09:23:07 AM
Quote from: Dragoon on February 27, 2015, 08:23:49 AM
Oh will you be adding a ranged shield ? The Mass effect mod has one which is cool but if you had add separate one for those who don't use the mass effect mod it would be cool.

Ranged shields are for wussies!
(and more importantly that thing uses some sort of custom thing class so I'd need to snatch the code for it aswell)

and whyyy would you not use the rimeffect mod!?
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Killaim on February 27, 2015, 09:40:10 AM
could we get stackable cloth pieces (not all of them) but like .. Socks

Guy 1 "aaaand on this part of the floor...one pair of socks!"

Guy 2 "but..theres like..room fo..."

Guy 1 "NO! do not disturb the tiny socks!"

:D
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on February 27, 2015, 09:49:41 AM
Quote from: Killaim on February 27, 2015, 09:40:10 AM
could we get stackable cloth pieces (not all of them) but like .. Socks

Guy 1 "aaaand on this part of the floor...one pair of socks!"

Guy 2 "but..theres like..room fo..."

Guy 1 "NO! do not disturb the tiny socks!"

:D

I can make them stackable but then you can't separate the stacks, and they will actually wear entire stack of them when equipped
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Latta on February 27, 2015, 10:26:46 AM
Quote from: Shinzy on February 27, 2015, 09:49:41 AM
Quote from: Killaim on February 27, 2015, 09:40:10 AM
could we get stackable cloth pieces (not all of them) but like .. Socks

Guy 1 "aaaand on this part of the floor...one pair of socks!"

Guy 2 "but..theres like..room fo..."

Guy 1 "NO! do not disturb the tiny socks!"

:D

I can make them stackable but then you can't separate the stacks, and they will actually wear entire stack of them when equipped
A socks man! I like it. Better use Nano Storages than.

Quote from: Shinzy on February 27, 2015, 09:23:07 AM
Quote from: Dragoon on February 27, 2015, 08:23:49 AM
Oh will you be adding a ranged shield ? The Mass effect mod has one which is cool but if you had add separate one for those who don't use the mass effect mod it would be cool.

Ranged shields are for wussies!
(and more importantly that thing uses some sort of custom thing class so I'd need to snatch the code for it aswell)

and whyyy would you not use the rimeffect mod!?
Oh and yes, thank you for saying my mod ;) I'm starving for this... Maybe I'll make tech shield a seperate one.
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Ink. on February 27, 2015, 05:51:50 PM
Hey Shinzy, is it possible to install this mod but where the other tribes, pirates, etc don't wear any of it so it has to be obtained in other ways for the colony?
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on February 27, 2015, 06:12:22 PM
Quote from: Ink. on February 27, 2015, 05:51:50 PM
Hey Shinzy, is it possible to install this mod but where the other tribes, pirates, etc don't wear any of it so it has to be obtained in other ways for the colony?

you could change all the apparel tags for most of the clothes to any kind of jibberjabber in the apparel_ .xmls
something like this
      <tags>
        <li>AmTooCoolForTribesmenOrPiratesToWear</li>
      </tags>

that way they'd be only obtainable through traders
making them all craftable would be lot more work (unless you used the recipe maker thingies but it would still be lot of copypasting)
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: lude on March 01, 2015, 10:58:24 AM
Could you add something to your beautiful mod?
Like radiation protection from crashlandings crashed cores? As an alternative file or built in (sincei t probably wouldn't break anything to have a deprecated dmg protection, right?)

That would make working on it sooo much easier, or perhaps I should try out if it already protects against it if I encunter one again.

kudos to this great mod
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 01, 2015, 11:30:23 AM
Quote from: lude on March 01, 2015, 10:58:24 AM
Could you add something to your beautiful mod?
Like radiation protection from crashlandings crashed cores? As an alternative file or built in (sincei t probably wouldn't break anything to have a deprecated dmg protection, right?)

That would make working on it sooo much easier, or perhaps I should try out if it already protects against it if I encunter one again.

kudos to this great mod

I would really need Katavrik to do it for me so I'd say no =P
you may have to brave the radiation! and in doing so hope you'll get cupla extra limbs on your colonists (or grow back the old lost ones) ;D
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: MsMeiriona on March 01, 2015, 12:47:15 PM
Awesome update, the only thing  is the spreadsheet with the stats is still for A8, so I can't compare easily.
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 01, 2015, 01:08:37 PM
Quote from: MsMeiriona on March 01, 2015, 12:47:15 PM
Awesome update, the only thing  is the spreadsheet with the stats is still for A8, so I can't compare easily.

aye sorry, it was too time consuming (read: tedious) for me to update for now
aand it would have like bumped up the update date quite alot, too ;D

I did tried to! but realized I'm going to need some real excel wizardry to get it to
show all the stats of the apparel depending on it's quality cause just the base stats
wouldn't do much for anyone

I need to be on the right mood to be able to do it ;D
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: MsMeiriona on March 01, 2015, 01:19:03 PM
Quote from: Shinzy on March 01, 2015, 01:08:37 PM
Quote from: MsMeiriona on March 01, 2015, 12:47:15 PM
Awesome update, the only thing  is the spreadsheet with the stats is still for A8, so I can't compare easily.

aye sorry, it was too time consuming (read: tedious) for me to update for now
aand it would have like bumped up the update date quite alot, too ;D

I did tried to! but realized I'm going to need some real excel wizardry to get it to
show all the stats of the apparel depending on it's quality cause just the base stats
wouldn't do much for anyone

I need to be on the right mood to be able to do it ;D
Nah, it's fine, I just went in and read the code and got the basics.

Also, base stats are fine.

One day people will update the wiki (or some other fansite) properly with tables showing material, quality, and deterioration multipliers, and just knowing modders some genius will come up with a javascript that allows you to input the information and calculate the stats like the pokemon fans have done for IV checking.
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Dragoon on March 07, 2015, 09:21:13 AM
Will you add the ability to get hex cells form the big mechs? (they shredded my base and machining does not give much.
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 07, 2015, 11:03:59 AM
Quote from: Dragoon on March 07, 2015, 09:21:13 AM
Will you add the ability to get hex cells form the big mechs? (they shredded my base and machining does not give much.

I am making them craftable but not from mechanoids
was thinking something more like plasteel, gadgets and glitter schematics
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Dragoon on March 08, 2015, 01:25:30 AM
Then can gadgets be craftable?
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: michal3588 on March 08, 2015, 07:20:49 AM
Is that possible to wear shields with armors (especially heavy one like hive)? What would it take to change that? Just simple XML edit or some higher modding?
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 08, 2015, 07:33:56 AM
Quote from: Dragoon on March 08, 2015, 01:25:30 AM
Then can gadgets be craftable?
*nods* everything except the super glue




Quote from: michal3588 on March 08, 2015, 07:20:49 AM
Is that possible to wear shields with armors (especially heavy one like hive)? What would it take to change that? Just simple XML edit or some higher modding?

That's why I made the Shielded plate armor
But yes you can just edit the xml for them
go to Mods/Core/ThingDefs/Apparel_Shield.xml
then find the bit

<bodyPartGroups>
<li>Torso</li>
</bodyPartGroups>
<layers>
<li>Middle</li>
</layers>


and change the values to
<bodyPartGroups>
<li>Arms</li>
</bodyPartGroups>
<layers>
<li>OnSkin</li>
</layers>


that way it shouldn't clash with anything at all
Though I don't recommend trying to wear it with the Other shield from my mod!
I haven't tested if that would cause some kind of Shieldception that results in nuclear reaction of some sorts and your world mite turn into fabulous splash of colour

or then it just mite stack like supposed to, and have double the shield
..or maaaaybe they'll melt together?
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Turtuhl on March 08, 2015, 01:37:11 PM
This is probably a stoopit question that has been answered...but...how do you craft gadgets?
There are only the 3 workstations correct? If so I'm not seeing how to craft some of the needed items for armor etc.
Are some of the needed components only obtained by trade/capture from raiders?
Awesome mod!
Thanks!
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 08, 2015, 02:34:49 PM
Quote from: Turtuhl on March 08, 2015, 01:37:11 PM
This is probably a stoopit question that has been answered...but...how do you craft gadgets?
There are only the 3 workstations correct? If so I'm not seeing how to craft some of the needed items for armor etc.
Are some of the needed components only obtained by trade/capture from raiders?
Awesome mod!
Thanks!

at the moment the best way to get them are from traders! I'm making them craftable for the next update, whenever that will be!

But you can get one pile of gadgets as a side product by doing either one of the mechanoid schematics if you really really need to get few
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Hayhorse on March 13, 2015, 11:08:59 AM
Drop the clothing nukes!
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Dragoon on March 16, 2015, 04:46:19 PM
were the discharger and stabilizer gloves made for left hand people or are they back words? 
(If your right handed then you left hand would be on the grip of the gun not the right.)
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 16, 2015, 05:18:43 PM
Quote from: Dragoon on March 16, 2015, 04:46:19 PM
were the discharger and stabilizer gloves made for left hand people or are they back words? 
(If your right handed then you left hand would be on the grip of the gun not the right.)
Oh they're just how Bolo woulda done em, entirely backwards, upside down, inside out!
(http://i.imgur.com/gNkU9zu.gif)

Edit:
Charge glove makes your trigger finger faster
and stabby glove more stable
There's usually some logic there! Most of the time with high amounts of ill on the nose!
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: MsMeiriona on March 18, 2015, 08:35:09 PM
Hey, is there something that has to be done to make custom shields work? Both the shield coat from this and the shields from the cyber storm always stay at 0/max no matter what while vanilla personal shields work just fine.
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Dragoon on March 19, 2015, 12:19:41 AM
Quote from: MsMeiriona on March 18, 2015, 08:35:09 PM
-snip-

Are you using prepare carefully? (like having them drop down with it?) If so they it won't charge unless you take it off and put it back on.
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 19, 2015, 12:54:03 PM
Quote from: MsMeiriona on March 18, 2015, 08:35:09 PM
Hey, is there something that has to be done to make custom shields work? Both the shield coat from this and the shields from the cyber storm always stay at 0/max no matter what while vanilla personal shields work just fine.

Ayoo!
I can't get them to act like that myself
so Dragoonie there might be correct
or maybe there's some sort of mod clashing going on
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: MsMeiriona on March 19, 2015, 04:23:45 PM
I suspect that's it, I haven't tried yet, and feel foolish I didn't think of it. I -think- I had tried unequipping and re-equipping, but it's possible I'm an idiot and didn't
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Killaim on March 23, 2015, 05:15:20 AM
not sure if its your mod.

but enemies never drop power armor
instead they have Lower power armor (inactive), upper power armor (inactive)

any clues?
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 23, 2015, 06:04:56 AM
Quote from: Killaim on March 23, 2015, 05:15:20 AM
not sure if its your mod.

but enemies never drop power armor
instead they have Lower power armor (inactive), upper power armor (inactive)

any clues?

They become really really really rare as a side effect of much wider range of choices
You can ofcourse craft them but atm with no reliable source of Hex-cells ( :-[ ) yoooouuu caaaaan't

I've been meaning to make them craftable for the longest while now but most of my freetime has gone towards other things ;D I've had to put modding to a bit of a hold
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Killaim on March 23, 2015, 07:44:44 AM
what do to with the lower power armor (inactive) and upper power armor (inactive) ?

Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 23, 2015, 09:14:17 AM
Quote from: Killaim on March 23, 2015, 07:44:44 AM
what do to with the lower power armor (inactive) and upper power armor (inactive) ?

you wear them! (duh!) ;D
I just wanted to have the raiders to wear some more scrapped bits of armor instead of end of the line high tech military grade polished space armor from space

and I thought about them being side-product of disassembling proper power armor / parts required for building one but that'll be thing for the fuuuuutuuuure!
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Master Bucketsmith on March 24, 2015, 11:45:45 AM
Shinzy!

Could you make a table displaying which item is which slot and layer?
I'm having SO much trouble trying to make stockpile zones so that each category is split from one another.
I'm trying to see if I can equip my colonists with the best shit I have that raiders dropped for me so far.
But y'know, trying to figure out what goes where is hard. For most items, the tooltip doesn't tell you what layer it is. But the precise item information is only available when you actually have the item - and it won't tell you which layer! Just the parts that it covers! :(
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 24, 2015, 03:52:51 PM
Quote from: Bucketsmith on March 24, 2015, 11:45:45 AM
Shinzy!

Could you make a table displaying which item is which slot and layer?
I'm having SO much trouble trying to make stockpile zones so that each category is split from one another.
I'm trying to see if I can equip my colonists with the best shit I have that raiders dropped for me so far.
But y'know, trying to figure out what goes where is hard. For most items, the tooltip doesn't tell you what layer it is. But the precise item information is only available when you actually have the item - and it won't tell you which layer! Just the parts that it covers! :(

in the about folder of the mod there's a (slightly outdated but still somewhat relevant!) excel sheet for the basic shirts and pants layers
I can't remember all of them from the top of my head ;D
and all the boots and gloves will have the layers explained on the Info tab which you can see before you buy the thing!

the sort of clothing with large or bulky texture will always be on the shell layer (Like anything that would extend over the body)
the only exception is the Scyther frame which only covers shell layer of legs and arms so you could wear any shell/middle layer item that covers chest -> armor vest and Poncho for example

I've tried to make them layers as sensible as possible =P
you can wear socks and then the bigger wool socks on those and then shoes on them

Example for most tit and tat worn at the same time
Head -> Shades and cowboy hat
Feet -> socks, wool socks and shoes
Legs -> pants, suspender pants and leather chaps
Hands -> leather grips, knuckleduster, power glove, leather glove, ringfighter mitten
Shoulders (arms) -> shoulderpads or shield
and then something like -> T-shirt, armor vest and poncho

also I tried to keep smaller items have as small impact on stats/defence as possible so you don't really have to plop socks and stuff on everyone
and the better gloves are more for very specialized colonists like cooks and main fighters and other VIP personnel =P
Go with what looks best I say! that's how I do it! ;D

and I'm hoping it'll become less micromanagey in the next Alpha ;D with the auto apparel equip thing I read about in the change log


Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Master Bucketsmith on March 25, 2015, 01:16:19 PM
Ah but my colonists all are specialized! I use droids for a lot of tasks. From Mechanical Defense.
I'm having a hard time figuring out which item goes where to sort my stockpile. (By using smaller stockpiles.)

It's not about buying anything, I get shitloads of stuff from raiders. And my colonists mend everything, so it's all mint condition! :D
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 25, 2015, 02:08:51 PM
Quote from: Bucketsmith on March 25, 2015, 01:16:19 PM
Ah but my colonists all are specialized! I use droids for a lot of tasks. From Mechanical Defense.
I'm having a hard time figuring out which item goes where to sort my stockpile. (By using smaller stockpiles.)

It's not about buying anything, I get shitloads of stuff from raiders. And my colonists mend everything, so it's all mint condition! :D

Well! here's one suggestion for stockpiles =P

(http://i.imgur.com/i8JUXe6.png)

then I'd just plop all the pants in one pile, hats in one and rest somewhere else
then you sort of learn the right layers by the look ;D
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Ungweliante on March 25, 2015, 02:33:44 PM
I just want to thank for this mod.

The most fun I've had in Rimworld was finding out about the new materials this mod used to bring, and then outfitting my colonists with light power armors from exotic materials. I even wrote an excel table about it :D Civilians, on the other hand, wore mostly fibrous xinite, but also devilstrand. And giving them specialised apparel according to careers really helped to give them identity.

I used it together with Glitter Tech. Combat became something like a crossing between Power Rangers and the Kill Bill Deadly Viper Assassination Squad :P
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 25, 2015, 05:47:41 PM
Quote from: Ungweliante on March 25, 2015, 02:33:44 PM
I just want to thank for this mod.

The most fun I've had in Rimworld was finding out about the new materials this mod used to bring, and then outfitting my colonists with light power armors from exotic materials. I even wrote an excel table about it :D Civilians, on the other hand, wore mostly fibrous xinite, but also devilstrand. And giving them specialised apparel according to careers really helped to give them identity.

I used it together with Glitter Tech. Combat became something like a crossing between Power Rangers and the Kill Bill Deadly Viper Assassination Squad :P

Whee, then you are welcome!
also go go power ranger assassin squad!
(I'm also really, really curious about your excel table)
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Killaim on March 25, 2015, 10:40:03 PM
Quote from: Bucketsmith on March 24, 2015, 11:45:45 AM
Shinzy!

Could you make a table displaying which item is which slot and layer?
I'm having SO much trouble trying to make stockpile zones so that each category is split from one another.
I'm trying to see if I can equip my colonists with the best shit I have that raiders dropped for me so far.
But y'know, trying to figure out what goes where is hard. For most items, the tooltip doesn't tell you what layer it is. But the precise item information is only available when you actually have the item - and it won't tell you which layer! Just the parts that it covers! :(
do you mean this ?

add a double entry list in the bill list?
like one named layers ?
the seperated into that ? ignoring what they are but focusing on where they go ?

can you even make double entrys into the bill list ?
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Master Bucketsmith on March 26, 2015, 12:29:13 PM
Quote from: Shinzy on March 25, 2015, 02:08:51 PM
Well! here's one suggestion for stockpiles =P

-snip-

then I'd just plop all the pants in one pile, hats in one and rest somewhere else
then you sort of learn the right layers by the look ;D

Thank you. :)
I noticed gloves and pants have different layers too, though. OH THE HORROR AND CHAOS THAT YOU HAVE GIVEN ME!

Quote from: Killaim on March 25, 2015, 10:40:03 PM
do you mean this ?

add a double entry list in the bill list?
like one named layers ?
the seperated into that ? ignoring what they are but focusing on where they go ?

can you even make double entrys into the bill list ?

Your 'this' doesn't link to anything?

I meant a table in a document or on the forum, not in-game. :) Like a spreadsheet. :P
Apparently there is one in the download file, but it's outdated.
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Viceroy on March 26, 2015, 02:33:09 PM
Can we get a traffic cone for a hat? I just feel... Traffic coney... At times y'know?
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on March 26, 2015, 03:35:36 PM
Quote from: Viceroy on March 26, 2015, 02:33:09 PM
Can we get a traffic cone for a hat? I just feel... Traffic coney... At times y'know?

Oh! can you relate to the conehead zombies? shuffle mindlessly around but then have something stop you, make you pick up a traffic cone and stick it on your head?
That is a reasonable request! I'll have one for the next update! whenever that may be then

And bucketsmith! I'm glad to hear of the nightmare! ;D
I've always wanted to be evil! if just for a moment *rubs hands together with malice*
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Master Bucketsmith on March 28, 2015, 03:14:37 AM
Quote from: Shinzy on March 26, 2015, 03:35:36 PM
And bucketsmith! I'm glad to hear of the nightmare! ;D
I've always wanted to be evil! if just for a moment *rubs hands together with malice*

:'(
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Hellandlife on April 19, 2015, 10:23:40 AM
Hoping my post works right.

I'd like to say that I really really like this mod. It adds so much.

Like some of the above post's though it'd be nice if the items had a subsection for head,body,legs,hands and feet. This would help me so much in creating the ultimate lockers :D. Otherwise I just go complete random with an "idea" of what goes where.

I also never use power armor. It's so confusing to micromanage it and has so many negatives if using anything other than light.

Thanks :D
Many wuvs ;)
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: TunaKaan on April 19, 2015, 10:29:49 AM
When A10 is Coming?  ;D
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shinzy on April 19, 2015, 12:23:47 PM
Quote from: TunaKaan on April 19, 2015, 10:29:49 AM
When A10 is Coming?  ;D

I still need to sort out the categories and some other small things
It's been surprisingly easy to update on this alpha =P there hasn't been many big changes to them
so possibly some day this coming week depending on how much time I have left after I've done all the irl daily quests I need to complete!
the griiind is eternaaal nyaargh! *dies*
Title: Re: [MOD] (Alpha 9) Apparello v1.5 "The Super Squad" update
Post by: Shtuka on April 24, 2015, 08:43:20 AM
Hey, I cannot play without your mod! Your mod is awesome, update it as soon as possible please! XD
Title: Re: [MOD] (Alpha 10) Apparello v1.6
Post by: Shinzy on April 24, 2015, 03:32:43 PM
Quote from: Shtuka on April 24, 2015, 08:43:20 AM
Hey, I cannot play without your mod! Your mod is awesome, update it as soon as possible please! XD

Well.. Fine! Hmph!
Have at you!

(http://i.imgur.com/vsAYIu1.png)

Goooood neeeeeeeeewwss everyoooone! I've fixed the poison slime pipes
It's working with alpha 10 now! more or less, I haven't had the time to test it properly

Go go! let the bug hunt begin! and make sure to look really, really stylish while you do so
Edit: Notification! I found one! found one! Mental break threshold values are now between 0-1
instead of 0-100 ;D -> -100% mental break threshold for anyone wearing socks
-> balance way borked, will fix tomorrow! Tis too late right now to hunt down all the apparel that gives mental break threshold bonuses, ON the flip side! some hats will give you magnificent nervous breakdown.
Edit2: Good night!
Edit3: Also I blame Shtuka for hurrying me! *ahem*
Edit4: Actually I'll just take the download down for now! will report back
Edit5: Thar it is!

<< Git right back to frontpage and download! (https://ludeon.com/forums/index.php?topic=5085.msg48933#msg48933)

This update contains Latta's korean translation for whoever was curious
I can confirm that there is many, many insults directed at me in korean that I couldn't understand and that is okay
Thank you, Mila!

Apparello v.1.6
24.04.2015
-----------------

Updated for Alpha 10!

Added - Korean Translation (not quite 100%) Provided by an entity known as Mila- uhh ..Latta! Direct your complaints at this one, thank you!
- New recipe for crafting Hex-Cell
- New recipe for crafting Pile of Gadgets

Changes - Upper and lower half of Power armor are now used in the power armor recipe




Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: FuzzieMann on April 24, 2015, 09:57:10 PM
Quote from: Shinzy on July 30, 2014, 08:19:27 AM

Download
Out of stock! Sold out! Check back tomorororrow


Why does it say that?
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Ninefinger on April 25, 2015, 12:06:49 AM
Quote from: FuzzieMann on April 24, 2015, 09:57:10 PM
Quote from: Shinzy on July 30, 2014, 08:19:27 AM

Download
Out of stock! Sold out! Check back tomorororrow


Why does it say that?
probably because it is still being worked on and has issues that need to be fixed before it can be released properly lol :D
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Chaplain on April 25, 2015, 12:22:58 AM
Quote from: Shinzy on July 30, 2014, 08:19:27 AM

Download
Out of stock! Sold out! Check back tomorororrow


Chaplain has broken down and is wandering around in a daze.
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Latta on April 25, 2015, 12:51:20 AM
Lol never thought of see any Korean word around here(except Rimsenal). What's with 코끼리 코?
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Master Bucketsmith on April 25, 2015, 03:39:51 AM
Quote from: Latta on April 25, 2015, 12:51:20 AM
Lol never thought of see any Korean word around here(except Rimsenal). What's with 코끼리 코?
Isn't 'Rimsenal' a combination of 'Rimworld' and 'Arsenal'?
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Latta on April 25, 2015, 04:00:06 AM
Quote from: Bucketsmith on April 25, 2015, 03:39:51 AM
Quote from: Latta on April 25, 2015, 12:51:20 AM
Lol never thought of see any Korean word around here(except Rimsenal). What's with 코끼리 코?
Isn't 'Rimsenal' a combination of 'Rimworld' and 'Arsenal'?
I mean inside of that. Yunhwa.
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Master Bucketsmith on April 25, 2015, 05:05:04 AM
Quote from: Latta on April 25, 2015, 04:00:06 AM
I mean inside of that. Yunhwa.
I knew that!
I was merely testing you...
Or merely getting you to explain it for others, y'know, people that didn't know it.. ::)
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Shinzy on April 25, 2015, 05:48:33 AM
Quote from: Latta on April 25, 2015, 12:51:20 AM
Lol never thought of see any Korean word around here(except Rimsenal). What's with 코끼리 코?

Why not, 코끼리 코?! ;D
And how could you not expect it if you go supply me with the translation =P Yoouuuuu! *poke*
Speaking of! you need to finish it



And yes! Apologieees about the download link, I couldn't leave it up with having 10+ very common pieces of cloth
giving the pawns near immunity to mental breaks =P it would have messed with one very huge part of what the game is about, imo ;D Also I needed some sleep, couldn't fix it right away
but I'm on it now! it'll be there in a itsy bitsy bit

Edit: Theeere it iiis!!
Added some trinkets while I was at it (As I noticed the new Accessory layer that was added, had to make use of it!)



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Apparello v1.6
Post by: Shtuka on April 25, 2015, 08:17:03 AM
Quote from: Shinzy on April 24, 2015, 03:32:43 PM
Well.. Fine! Hmph!
Have at you!
I love you!  ;D
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Dragoon on April 25, 2015, 09:34:34 AM
Those awesome shoulder pads :D *drools* metroid hmmmmm samus.
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Latta on April 25, 2015, 09:39:09 AM
Quote from: Dragoon on April 25, 2015, 09:34:34 AM
Those awesome shoulder pads :D *drools* metroid hmmmmm samus.

What, is that new in this version? I have more transla...t...
Say no, no? Anyway I have to finish it as Shinzy said that.
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Shinzy on April 25, 2015, 11:05:25 AM
Quote from: Latta on April 25, 2015, 09:39:09 AM
Quote from: Dragoon on April 25, 2015, 09:34:34 AM
Those awesome shoulder pads :D *drools* metroid hmmmmm samus.

What, is that new in this version? I have more transla...t...
Say no, no? Anyway I have to finish it as Shinzy said that.

There mite be too much to translate soon ;D
The new apparel layer discovery produced close to 100 (and counting) new Trinket items I wannoo plop in the mod
I've got something to do during the summer now ;D
Doo you wanan see my idea list? cause I'm gna show you my idea list!
- Name - Status effects ~Null for Planned/ G for Graphics/Done! for done

~Raider trinkets~
- Rancid insole - -5% social, 1% Mental, 0.25 move speed ~G
- Nosering - 1% Social ~G
- Cork - -3% Spy chick ~G
- Coffee filter - 2% immunity ~G
- Bottle cap necklace - 2% social ~
- Bolt - 1% Work ~
- Sparemag - 1% Shooting speed ~
- Spork - 15% eating speed ~
- Mechanoid Sensor - 6% accuracy -5% shooting ~
- Ace of Spades - 3% shooting speed ~
- Box of cigarettes - -2% mental, -5% social ~
- Club card - ~
- Matchbox - ~
- Naughty postmark - ~


~Outlander trinkets~
- Bow - 5% Social -5% Recruit chance ~G
- Faded Photo - -1% Mental ~
- Wallet - 15% Trading ~G
- Rabbit paw - 1% accuracy 5% immunity ~
- Compass - 0.16 walkspeed ~Done!
- Silver coin - 5% trading, 1% accuracy ~
- locket - -1% MTB ~Done!
- Earring - 2% Social ~
- Magazine - -15% Social, 2% Mental ~
- Silverware set - 8% eating speed 2% Social ~
- Jack of hearts - 2% Social 5% healing ~
- Handkerchief - 3% immunity 3% social ~
- Barley Straw - 1% immunity ~
- Nails - 1% Construction ~
- Cigar - -2% Mental, -1% Social ~
- Sheriff's star - 2% recruit chance ~G
- Deputy's Badge - 1% recruit chance ~
- Fiddlestick - ~
- Pallet - ~


~Tribal Trinkets~
- Totem - 2% healing ~
- Mouldy Potato - 3% plantwork ~
- Musty carrot - 4% accuracy -1% shooting ~
- lizard tooth - 12% immunity ~Done!
- Sillyroot - -8% Spy chick, 1% Mental ~
- Average turnip - 3% research speed ~
- Shrunken head - 5% Mental 2% global learning ~
- Dried four leaf clover- 1% accuracy 1% Social 1% Trading 1% immunity ~
"One leaf for fame, one for wealth, one for love, one for health."
- Queen of Clubs - 5% Social 5% Melee ~
- Bag of Mojo - ~
- Charred bone - ~
- Toothpick - ~
- Heatstone - ~

~Spacer trinkets~
- dogtags - 2% accuracy ~Done!
- Datadisk - 1% learning ~
- VHS-tape - 1% learning ~
- MyPad - -15% work speed, 3% Mental ~
- King of Diamonds - 3% immunity 3% healing 3% operation ~
- Queen of Diamonds - 2% immunity 2% healing 2% operation ~
- Jack of Diamonds - 1% immunity 1% healing 1% operation ~
- Seven of Diamonds - 1% healing ~
- Five of Diamonds - 1% operation ~
- Three of Diamonds - 1% immunity ~
- Walkman - -1% Mental ~
- Pin - ~
- Sergeant's Stripes - ~
- Captain's isignia - ~
- Screwdriver - ~


~Rare~
- Deck of cards - 2% everything ~
- Black suit Joker - 3% All Combat skills ~
- Red suit Joker - 5% All social skills  ~
- Lady's Knickers - -35% Social, 6% Mental ~
- The one ring - -20% Spy chick ~
- Toolbox - 10% construction 10% crafting ~




~Additional~

~Norbal~
- Hollow horn - ~
- Figurine - ~
- Quiver - ~
- Wheatstone - ~


~Pirate~
- Eye patch - -5% accuracy, 2% recruit chance ~
- Stuffed parrot - ~
- Miniature barrel - ~
- Snuffbox - ~
- Gunpowder pouch - ~


~NeoSamurai~
- Bamboo straw - ~
- Jade cat - ~


~Tunneltwats~
- Dried Sporecap - ~
- Sanzibar - ~
- Chalcite - ~
- Chipper - ~
- Obsidian necklace - ~



Dragoon! Them shoulderpads have very orkish flair to them
just missing all the spikes! =P

Also! I love you too, Shtukaboo!
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Latta on April 25, 2015, 11:15:07 AM
Haha don't say. I'll finish current version soon. 100? You really have to split into Trinketello
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Shinzy on April 25, 2015, 11:25:51 AM
Quote from: Latta on April 25, 2015, 11:15:07 AM
Haha don't say. I'll finish current version soon. 100? You really have to split into Trinketello

Mm, that's probably the most sensible thing =P
Trinketello ::)
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Evul on April 26, 2015, 01:50:07 PM
Any plans on more categories for the clothing? Like:
Armored, Military, Doctor/Medical, socks, glasses, etc? :)

Due to the new appeal system my colonies tend to were a little bit of whatever :)
And more categories in this mod should definitely help out sorting out good looks for colonists :)
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Shinzy on April 26, 2015, 02:12:47 PM
Quote from: Evul on April 26, 2015, 01:50:07 PM
Any plans on more categories for the clothing? Like:
Armored, Military, Doctor/Medical, socks, glasses, etc? :)

Due to the new appeal system my colonies tend to were a little bit of whatever :)
And more categories in this mod should definitely help out sorting out good looks for colonists :)

Ofcourse! imma try tidy up the categories bit better
Goggles and animal hats have their own categories already atleast!
But I see theeere could be lot more segmentation ;D
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Evul on April 26, 2015, 02:24:24 PM
Quote from: Shinzy on April 26, 2015, 02:12:47 PM
Quote from: Evul on April 26, 2015, 01:50:07 PM
Any plans on more categories for the clothing? Like:
Armored, Military, Doctor/Medical, socks, glasses, etc? :)

Due to the new appeal system my colonies tend to were a little bit of whatever :)
And more categories in this mod should definitely help out sorting out good looks for colonists :)

Ofcourse! imma try tidy up the categories bit better
Goggles and animal hats have their own categories already atleast!
But I see theeere could be lot more segmentation ;D

Awesome!
I've noticed that stuff can be in multiply categories so that could be someone you could look at also. :D
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Shinzy on April 26, 2015, 04:27:53 PM
Quote from: Evul on April 26, 2015, 02:24:24 PM
Quote from: Shinzy on April 26, 2015, 02:12:47 PM
Quote from: Evul on April 26, 2015, 01:50:07 PM
Any plans on more categories for the clothing? Like:
Armored, Military, Doctor/Medical, socks, glasses, etc? :)

Due to the new appeal system my colonies tend to were a little bit of whatever :)
And more categories in this mod should definitely help out sorting out good looks for colonists :)

Ofcourse! imma try tidy up the categories bit better
Goggles and animal hats have their own categories already atleast!
But I see theeere could be lot more segmentation ;D

Awesome!
I've noticed that stuff can be in multiply categories so that could be someone you could look at also. :D

OH yes! I noticed that, it caused me some troubles earlier in the last alpha =P (had to individually assign each apparel's category on my own in some cases, it was a pain)
Thanks for reminding me, gave me an idea already ;D
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Master Bucketsmith on May 03, 2015, 08:48:39 AM
YES PLEASE ADD MORE CATEGORIES! :D
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Shinzy on May 03, 2015, 09:42:42 AM
Quote from: Bucketsmith on May 03, 2015, 08:48:39 AM
YES PLEASE ADD MORE CATEGORIES! :D

I have and will!

Currently (in my own build, ofc) the category structure goes something like

Apparel
+Headgear
   +eyewear
   +specialty hats
   +combat headgear
   +animal hats
+Apparello
   +metal armor
   +pants
   +other
+Apparello sets
   +medical
   +construction
   +crafting
   +growing
   +social
      +trader
      +warden
      +socialite
+trinkets

Edit: the 'set categories' would have hats/armor/pants etc. in one lump depending on what kinda stats they give

now it's just matter of plopping each item in their own category ;D
which I'm not gna do until I have less essays to write

but if there's any suggestions for the storage zone categories! now's the tiiime! as I haven't yet
placed anything in the current ones
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Ouan on May 09, 2015, 04:57:43 PM
Do you still have a place where your old gifs are still active? I loved watching her bash that washer-machine to death every time I came to DL a new update.
Title: Re: [MOD] (Alpha 10) Apparello v1.6 The majestic "코끼리 코" Update
Post by: Shinzy on May 09, 2015, 06:45:12 PM
Quote from: Ouan on May 09, 2015, 04:57:43 PM
Do you still have a place where your old gifs are still active? I loved watching her bash that washer-machine to death every time I came to DL a new update.

Aw, well there you go :P
(http://i5.photobucket.com/albums/y168/Teppana/Crafting-Recipes_zps242c4820.gif)
Lot of the stuff in the frontpage was outdated so I had to remove most of it
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "слон морда" Update
Post by: Shinzy on May 17, 2015, 05:00:40 PM
Goood news everyone! I've fixed the poison slime pipes updated the mod once again!

(http://i.imgur.com/Ey6gcs5.gif)

Big thanks to Sky shark angel and Mila for very quick translation action!
This update just makes basic socks craftable and adds lots of storage categories to easily plop all your job based apparel in one pile
So nothing new new really added!

go get it here! (https://ludeon.com/forums/index.php?topic=5085.msg48933#msg48933)

Log:
Apparello v.1.6.1
17.05.2015
-----------------

Added - Korean translation updated by Mila, again ..I mean Latta!
- Russian translation by Sky shark angel! (Or 'Skyarkhangel' if you insist, sky shark!)
- Way more storage categories for sorting out clothing

Changes - Constructor's trousers now only affect construction instead of Global work speed
- Equipment shelf can hold all the king's hats and all the king's clothes now. Also prevents deterioration, like the normal racks




@Ouan! before you go download this update check the post above, for traditions sake!!


Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "слон морда" Update
Post by: skyarkhangel on May 17, 2015, 05:47:24 PM
Cheers! Thank you Shinzy! Finally update  :P
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "слон морда" Update
Post by: kreeper333 on May 17, 2015, 06:25:49 PM
"слон морда"?Im speaking russian, but this phrase don't really mean anything
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "слон морда" Update
Post by: skyarkhangel on May 17, 2015, 06:59:28 PM
I suppose, Shinzy meant the fable about the elephant and Moska ;D
Thank you, for beatiful blue shark)
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "слон морда" Update
Post by: thetj on May 18, 2015, 12:16:33 AM
Thanks for this awesome mod! Just a quick question. Is there a list with all the items on this mod, and a tree that shows what is required for the making of each thing? I am finding it very, very confusing to craft things when I don't even know what they are for, and hunting for the requirements is kind of walking in the dark.

Also, a comment. The Hive armor is awesome, but I am playing in a super cold (-50) map and the absence of good cold insulation makes the armor unusable to me. The power armor has great insulation, but I can't seem to manufacture all the required ingredients, and now I can't even seem to buy it off the merchants. So all of a sudden I have no armor for my poor colonists! They are being massacred in the battlefield :(.
But otherwise, fantastic mod!


Just found out about the steamhull....:)
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "слон морда" Update
Post by: superiorx on May 18, 2015, 03:10:24 AM
Quote from: Shinzy on May 17, 2015, 05:00:40 PM
Goood news everyone! I've fixed the poison slime pipes updated the mod once again!
Thanks for the update, Shinzy :D
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "слон морда" Update
Post by: Shinzy on May 18, 2015, 06:10:00 AM
Quote from: kreeper333 on May 17, 2015, 06:25:49 PM
"слон морда"?Im speaking russian, but this phrase don't really mean anything

No it is not meant to mean anything! I just wrote elephant snout in google translate ::) simply cause I did the same with the korean translation update.
Google translate is notoriously inaccurate! maybe I should of used рыло instead?
I don't know! I don't speak russian at all I mean at all besides 'spasiba' 'da' and 'krepostnoi' (I watched the russian soap Anastasia (http://www.imdb.com/title/tt0414720/?ref_=fn_al_tt_1), they'd repeat that word like every five minutes so ;D)

Quote from: thetj on May 18, 2015, 12:16:33 AM
Thanks for this awesome mod! Just a quick question. Is there a list with all the items on this mod, and a tree that shows what is required for the making of each thing? I am finding it very, very confusing to craft things when I don't even know what they are for, and hunting for the requirements is kind of walking in the dark.
No! there is not actually, but I will make one ;D
well atleast a tree about the craftables
list of all items would be soul crunching


Edit: This make any sense? I didn't include all the ingredients,
just the bits I thought needed clarification =P
(http://i.imgur.com/5lNBfDJ.png%5Dhttp://i.imgur.com/5lNBfDJ.png)

It should show the very basics of how most of the crafting works
These are all the "OP" items and I needed to plop some obstacles to deny mass production ::) atleast until very late game

Also adds some flavour for myself ;D as I love to "unlock" and "upgrade" things
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "слон морда" Update
Post by: SheriffIguana on May 18, 2015, 10:39:54 AM
Quote from: Shinzy on May 18, 2015, 06:10:00 AM
No it is not meant to mean anything! I just wrote elephant snout in google translate ::) simply cause I did the same with the korean translation update.
Google translate is notoriously inaccurate! maybe I should of used рыло instead?
You should use "Слоновья морда". "слон морда" means "elephant(noun) snout(noun)" and makes no sense in Russian.

Interesting mod, thank you!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "Слоновья морда" Update
Post by: Adamiks on May 18, 2015, 02:56:09 PM
Shinzy,
(http://www.quickmeme.com/img/28/280dc34210b261679921b78c7adad3f4621e4cf745971cccf5cc49a4cc39b5f5.jpg)
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "Слоновья морда" Update
Post by: Shinzy on May 18, 2015, 03:20:53 PM
Quote from: Adamiks on May 18, 2015, 02:56:09 PM
Shinzy,
(http://www.quickmeme.com/img/28/280dc34210b261679921b78c7adad3f4621e4cf745971cccf5cc49a4cc39b5f5.jpg)

Nu uh! only write! Eeeyyy!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "Слоновья морда" Update
Post by: Adamiks on May 19, 2015, 05:53:21 AM
Quote from: Shinzy on May 18, 2015, 03:20:53 PM
Nu uh! only write! Eeeyyy!

(http://cdn.meme.am/instances/500x/61331292.jpg)
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "Слоновья морда" Update
Post by: Shinzy on May 19, 2015, 06:36:28 AM
Quote from: Adamiks on May 19, 2015, 05:53:21 AM
Quote from: Shinzy on May 18, 2015, 03:20:53 PM
Nu uh! only write! Eeeyyy!

(http://cdn.meme.am/instances/500x/61331292.jpg)

what? ;D
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "Слоновья морда" Update
Post by: Adamiks on May 19, 2015, 06:44:31 AM
(http://cdn.meme.am/instances/500x/62330720.jpg)
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "слон морда" Update
Post by: nmid on May 22, 2015, 09:27:02 AM
(http://i.imgur.com/5lNBfDJ.png%5Dhttp://i.imgur.com/5lNBfDJ.png)

------

THANKS!

That's what I was sort of looking for... ty.
I still would like if the in game description gave more information in the tailor bill itself.

MOD request - Apparello Mod - Please make the Tailor bill (ingame description) give more details on how much insulation, protection, stat bonuses each item gives

I have to check the <equippedStatOffsets> &  <statBases> in the .xml file otherwise).
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "слон морда" Update
Post by: Shinzy on May 22, 2015, 10:11:02 AM
Quote from: nmid on May 22, 2015, 09:27:02 AM
http://i.imgur.com/5lNBfDJ.png]http://i.imgur.com/5lNBfDJ.png

------

THANKS!

That's what I was sort of looking for... ty.
I still would like if the in game description gave more information in the tailor bill itself.

MOD request - Apparello Mod - Please make the Tailor bill (ingame description) give more details on how much insulation, protection, stat bonuses each item gives

I have to check the <equippedStatOffsets> &  <statBases> in the .xml file otherwise).

I'll try to write some kind of generic "Very blast resistant, poorly insulated hunk of metal" or something along those lines
on the craft descriptions, then

(also you're welcome! I was bit worried my 'chart' thingie made no sense)
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "Слоновья морда" Update
Post by: Ink. on May 22, 2015, 07:53:14 PM
Any reason my colonists refuse to make human skulls? I'm trying to make more for the army and well, they wont. I got the bill sorted, got corpses and all is allowed. Just yet, nobody will do it even when there's nothing more pressing. Am I missing something?
Title: Re: [MOD] (Alpha 10) Apparello v1.6.1 The glorious "Слоновья морда" Update
Post by: Killaim on May 23, 2015, 01:16:33 AM
i noticed that snowboots started to pile up everywhere.

then i tried to force them to pick it up - they refused.

i checked stockpiles (ITS NOT ON THE LIST?!)

i think you might have missed something!

(http://i.dailymail.co.uk/i/pix/2014/07/08/article-2685136-1F7B8DEB00000578-782_634x447.jpg)
"oh noes - how will i get things done with boots everywherez!" *tries to contain tears*
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on May 23, 2015, 03:12:18 AM
Good spot Killy and Ink!
and good timing too Killaim, I was about to just update the fix for skulls =P
so yes! the skull recipes work now and all the craftable shoes had no category of their own in the stockpile :-[

But is fixed nu!
also wrote longer descriptions to lot of the craftables bills!
Edit: (if sky shark and Mila are reading, only changes translationwise would be in the recipeDefs/Recipes_apparello and Recipes_Skullduggery. Incase you find it necessary/or wish to translate! ;D)


(http://i.imgur.com/BZPTZmO.gif)

log:
Apparello v1.6.2abc
23.05.2015
-----------------

Fixes - shoes, snowshoes and boots have their very own place in stockpiles now
- Human skull and Adorned human skull masks are craftable again!

Changes - Descriptions of some craftable items made more descriptive!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Killaim on May 23, 2015, 04:50:54 AM
wow :D hah.
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Ink. on May 23, 2015, 09:52:42 AM
Oh. That would explain it then. Now for the mass production of human skull masks!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: HeartRay on May 26, 2015, 05:50:37 AM
Hey, can anyone tell me about "commonality" parameter range. 1 means 100%, 0.5 means 50%, i am right?
And what should i do if i want to remove, let's say all boots and socks from mod? I should remove all feet-related stuff from Apparel_Accessorello.xml?
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on May 26, 2015, 08:01:38 AM
Quote from: HeartRay on May 26, 2015, 05:50:37 AM
Hey, can anyone tell me about "commonality" parameter range. 1 means 100%, 0.5 means 50%, i am right?
And what should i do if i want to remove, let's say all boots and socks from mod? I should remove all feet-related stuff from Apparel_Accessorello.xml?

The stuffs are linked to other stuffs so the easiest way to "remove" them is to change all the apparel tags to gibberish. That way no one will spawn with them  (theyll still be in the game but shouldnt appear ever other than the traders or if you craft yourself)

You could try to remove the feet related stuff! But then you might have to be ready to fix cupla errors the console will point out to you!

I never bothered to play about with the commonalities after failing to see if they had any impact =p
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: HeartRay on May 26, 2015, 08:27:46 AM
Oh, ok, thank you for answer
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: nmid on May 30, 2015, 06:02:54 PM
Shinzy, I really like this mod with all it's variety!!

But I felt it was taking for EVER to make clothes for all my colonists.
When I checked the xml, I saw that the cost was really high.

I would say it is disproportionate to other items made in the game.
For eg, armored pants cost 7000 work to make? Just an eg.

Now I understand you want to make it tough to make, but even so.. it has to match up with the value of the product and the other production costs (say the thermal power plant! :D).
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Killaim on May 30, 2015, 08:30:17 PM
got a colony of like 43 now - not seen a single power armor (shop/loot)  plenty of pieces though (the pants) the chest ive seen 1 of

am i just super unlucky ?

would other mods that affect merchants / clothing affect this ?
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on May 31, 2015, 06:13:43 AM
Quote from: nmid on May 30, 2015, 06:02:54 PM
I would say it is disproportionate to other items made in the game.
For eg, armored pants cost 7000 work to make? Just an eg.

Are you using the Ninefinger's modpack version? he's streamlined the entire crafting process alot and made the costs equivalent of the vanilla stuff (Vanilla pants also have 7000 by default).
On my 'standalone' verson the crafts are very very speedy compared to most of the craftable vanilla apparel. The armored one for example is only 3500 work to make ;D




Quote from: Killaim on May 30, 2015, 08:30:17 PM
got a colony of like 43 now - not seen a single power armor (shop/loot)  plenty of pieces though (the pants) the chest ive seen 1 of

am i just super unlucky ?

would other mods that affect merchants / clothing affect this ?
Getting the pieces should be pretty common but they rarely wear the full power armor just cause of the amount of choice they have ;D I actaully have to plop the trader to carry the power armors (as they're needed to be able craft the things to begin with)
I usually go rush towards the more advanced things so I maaaaay have overlooked how hard it is to get the 'glitter tech schematics' (especailly now that it's used for lot of the crafting ingredients aswell :-[ )

I attached the TraderApp.xml in this post!
if you'll plop it in and replace the old one in Mods/Apparello/Defs/TraderKindDefs
it'll make the power armors carried quite often by the tailor goods trader!
(I hesitate to make a 'proper' update right now with the A11 right around the corner ;D)
that is all! thanks for pointing it out killy!

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: nmid on May 31, 2015, 09:19:03 AM
Quote from: Shinzy on May 31, 2015, 06:13:43 AM
Quote from: nmid on May 30, 2015, 06:02:54 PM
I would say it is disproportionate to other items made in the game.
For eg, armored pants cost 7000 work to make? Just an eg.

Are you using the Ninefinger's modpack version? he's streamlined the entire crafting process alot and made the costs equivalent of the vanilla stuff (Vanilla pants also have 7000 by default).
On my 'standalone' verson the crafts are very very speedy compared to most of the craftable vanilla apparel. The armored one for example is only 3500 work to make ;D

Yea... that's what is happening right now.
That makes more sense :D
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: LustrousWolf on June 03, 2015, 03:19:06 PM
Is it possible to make like a new clothes tab? I struggle to keep track of all these new clothes I have xD and what my colonists are wearing, because I want my high leveled social colonists to wear the social stuff, but I have to look through all my storage's and other colonists as they pick up random clothes, basically the new tab should show the clothes you have, and like you click a button saying say social, and it shows all the clothes you then have that have a +something.someother% social plus, I just think it would help, as there is so many clothes, or am I missing something to help keep track of clothes and what my colonists wear? :o
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 03, 2015, 03:32:18 PM
Quote from: LustrousWolf on June 03, 2015, 03:19:06 PM
Is it possible to make like a new clothes tab? I struggle to keep track of all these new clothes I have xD and what my colonists are wearing, because I want my high leveled social colonists to wear the social stuff, but I have to look through all my storage's and other colonists as they pick up random clothes, basically the new tab should show the clothes you have, and like you click a button saying say social, and it shows all the clothes you then have that have a +something.someother% social plus, I just think it would help, as there is so many clothes, or am I missing something to help keep track of clothes and what my colonists wear? :o

Ayoo Lusty!
you can use the Outfit manager in the overview tab
(http://i.imgur.com/XzsqQm2.png)

I've categorized the items by their main stat boost things
just for this reason!  ;D
see the apparello sets category under apparel tab
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: LustrousWolf on June 03, 2015, 04:02:48 PM
Quote from: Shinzy on June 03, 2015, 03:32:18 PM
Quote from: LustrousWolf on June 03, 2015, 03:19:06 PM
Is it possible to make like a new clothes tab? I struggle to keep track of all these new clothes I have xD and what my colonists are wearing, because I want my high leveled social colonists to wear the social stuff, but I have to look through all my storage's and other colonists as they pick up random clothes, basically the new tab should show the clothes you have, and like you click a button saying say social, and it shows all the clothes you then have that have a +something.someother% social plus, I just think it would help, as there is so many clothes, or am I missing something to help keep track of clothes and what my colonists wear? :o

Ayoo Lusty!
you can use the Outfit manager in the overview tab
(http://i.imgur.com/XzsqQm2.png)

I've categorized the items by their main stat boost things
just for this reason!  ;D
see the apparello sets category under apparel tab

FML! Lol I was looking for something like that for like 30mins... how did I miss it ;-;
Thanks though! Glad this is in xDD Great mod! I was affriad of having it at first since it was a big mod and I did not want it to mess up my other mods, really glad I tried it though :D
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: LustrousWolf on June 03, 2015, 05:09:22 PM
Another problem, is there a summer outfit and a winter outfit? Because my colonist keep putting on woolly hats :c and is it possible to make colonists wear armor stuff before they put on other stuff? because they left the armored stuff and get normal clothes :c
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Adamiks on June 03, 2015, 06:06:34 PM
Quote from: LustrousWolf on June 03, 2015, 05:09:22 PM
Another problem, is there a summer outfit and a winter outfit? Because my colonist keep putting on woolly hats :c and is it possible to make colonists wear armor stuff before they put on other stuff? because they left the armored stuff and get normal clothes :c

There is one. You can create a new suit named "naked" and attach it to all colonists, they will be naked and happy, then just select they previous suits - they will wear the best stuff (probably).
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 03, 2015, 06:28:09 PM
For now what Addy above said may be the best way to get them equip better apparel

I believe Tynan may have improved their choise of apparel in the next update? (I think I read something somewhere sometime about that but I can't be 100% sure)

I might add a summer/winter clothing categories in the sets in the next update if you want
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Adamiks on June 03, 2015, 06:44:48 PM
Quote from: Shinzy on June 03, 2015, 06:28:09 PM
For now what Addy above said may be the best way to get them equip better apparel

Please call me Adam husband of Eve or Adam Chosen or Adam the First or just Adam or just Adamiks, just select one.

Quote(A10) Re-tuned apparel optimization AI to strongly prefer anything over going naked, and to have a lower threshold for apparel replacement in general.
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 03, 2015, 07:10:57 PM
Quote from: Adamiks on June 03, 2015, 06:44:48 PM
Quote from: Shinzy on June 03, 2015, 06:28:09 PM
For now what Addy above said may be the best way to get them equip better apparel

Please call me Adam husband of Eve or Adam Chosen or Adam the First or just Adam or just Adamiks, just select one.

Quote(A10) Re-tuned apparel optimization AI to strongly prefer anything over going naked, and to have a lower threshold for apparel replacement in general.

Oh sure thing Addy! have an apple, on me! apple a day keeps the devil away and so
completely unrelated but
https://www.youtube.com/watch?v=y2NHPOBryBA
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: LustrousWolf on June 04, 2015, 11:44:09 AM
Quote from: Shinzy on June 03, 2015, 06:28:09 PM
For now what Addy above said may be the best way to get them equip better apparel

I believe Tynan may have improved their choise of apparel in the next update? (I think I read something somewhere sometime about that but I can't be 100% sure)

I might add a summer/winter clothing categories in the sets in the next update if you want

Yes please!! That would be great :D I always make a summer outfit and a winter outfit, although with apparello theres too many clothes to go through >_<
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: sparda666 on June 06, 2015, 12:14:10 AM
Ive just started using this and I think its amazing, but there are so many apparel items that I have no idea what any of them are or how to craft them. Is there some kind of guide or document showing the stats for each item?

Im hoping there is something easier than writing XSLT to render the xml files from the mod. I'm loving the items, but its just so overwhelming to figure out how or what to make
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: nmid on June 06, 2015, 12:41:36 AM
Quote from: sparda666 on June 06, 2015, 12:14:10 AM
Ive just started using this and I think its amazing, but there are so many apparel items that I have no idea what any of them are or how to craft them. Is there some kind of guide or document showing the stats for each item?

Im hoping there is something easier than writing XSLT to render the xml files from the mod. I'm loving the items, but its just so overwhelming to figure out how or what to make

How true.. I have the apperello thingsdef folder opened in sublime and I keep alt-tabbing to check on various items, using the search button.

Do you have an easier work-around?
I just google searched XSLT.. do you have a working example that I can see and understand :) ?
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: sparda666 on June 06, 2015, 01:13:00 AM
XSLT is a language that is used to trasform xml (most commonly into html to render in a browser).
Im not that familiar with the thingdef structure but I did make a very simple proof of concept in a couple minutes before figuring out that it doesnt quite solve my problem.

With this, you can probably make a table with names and stats, but I want to know what the item looks like, and what is needed to craft it. the crafting defs are in a different file and it looks like a good amount of items in Apparello (namely all the cool hats that I want) dont seem to be craftable. I cant find them in the recipe defs

Im attaching a simple XSLT proof of concept here. For this, I added a single line to one of the XML files that references the XSL file, which contains the "code" to render the XML (I highly suggest copying the Apparello folder somewhere else when experimenting so you dont mess up your mod). Below is that one line.

<?xml version="1.0" encoding="utf-8" ?>
<?xml-stylesheet type="text/xsl" href="Transform.xsl"?>
<ThingDefs>


You should be able to save both files in the same directory and then open the XMLfile with any web browser. Open the XSL file with notepad or wordpad or sublime or whatever to check out how it works. Its pretty simple. You are just for-each-ing to loop through all the thingdefs and grabbing inner tags. Mess around with it if you want.



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: nmid on June 06, 2015, 01:37:35 AM
Quote from: sparda666 on June 06, 2015, 01:13:00 AM
XSLT is a language that is used to trasform xml (most commonly into html to render in a browser).
Im not that familiar with the thingdef structure but I did make a very simple proof of concept in a couple minutes before figuring out that it doesnt quite solve my problem.

With this, you can probably make a table with names and stats, but I want to know what the item looks like, and what is needed to craft it. the crafting defs are in a different file and it looks like a good amount of items in Apparello (namely all the cool hats that I want) dont seem to be craftable. I cant find them in the recipe defs

Im attaching a simple XSLT proof of concept here. For this, I added a single line to one of the XML files that references the XSL file, which contains the "code" to render the XML (I highly suggest copying the Apparello folder somewhere else when experimenting so you dont mess up your mod). Below is that one line.

<?xml version="1.0" encoding="utf-8" ?>
<?xml-stylesheet type="text/xsl" href="Transform.xsl"?>
<ThingDefs>


You should be able to save both files in the same directory and then open the XMLfile with any web browser. Open the XSL file with notepad or wordpad or sublime or whatever to check out how it works. Its pretty simple. You are just for-each-ing to loop through all the thingdefs and grabbing inner tags. Mess around with it if you want.

I'll check on Sunday.. ty for your help! :)

As for sublime, it shows me what I need. Took a bit of time to get used to everything, but it works for me.

For eg, I made
<ThingDef ParentName="ApparelMakeableBase"> <!-- ApparelBase -->
    <defName>Apparello_Suspender</defName>

which basically turned the stablehand trousers into a tailorable item for me :p

It was earlier

<ThingDef ParentName="ApparelBase">
    <defName>Apparello_Suspender</defName>
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: nmid on June 06, 2015, 01:48:52 AM
Reading futher, a clarification...
the thingsdef folder has everything in it, that you ideally want to know (about crafting costs and offsets - effects the item has.

For eg, lets take stablehand trousers again.
  <ThingDef ParentName="ApparelMakeableBase"> <!-- ApparelBase -->
    <defName>Apparello_Suspender</defName>
    <label>Stablehand trousers</label>
    <description>Ain't a chap on earf lookin' as honest as one wearin' these. With these equipped one should feel more comfortable wading through mud and filth and therefore more inclined to get the job done without distractions</description>
    <graphicPath>Apparel/Suspenders/Suspenders</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
     <costStuffCount>35</costStuffCount>
    <stuffCategories>
      <li>Fabric</li>
      <li>Leathery</li>
    </stuffCategories>
    <statBases>
      <WorkToMake>2500</WorkToMake>
      <Insulation_Cold>-3</Insulation_Cold>
      <MarketValue>50</MarketValue>
    </statBases>
    <equippedStatOffsets>
      <WorkSpeedGlobal>0.06</WorkSpeedGlobal>
      <!--<SocialImpact>0.1</SocialImpact>--> <!-- Suspenders make you look smart, smart people get more respect. -Iggy --> <!-- Not if they've been wading through horse droppings all day long! ~Shinz -->
    </equippedStatOffsets>
    <apparel>
      <bodyPartGroups>
        <li>Legs</li>
      </bodyPartGroups>
      <worngraphicPath>Apparel/Suspenders/Suspenders</worngraphicPath>
      <layers>
        <li>Middle</li>
      </layers>
      <commonality>1</commonality>
      <tags>
        <li>Outlander</li>
        <li>SetWorker</li>
      </tags>
      <defaultOutfitTags>
        <li>Worker</li>
      </defaultOutfitTags>
    </apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>RGBA(0.4,0.3,0.15,1)</only>
</li>
<li>
<weight>15</weight>
<only>RGBA(0.6,0.45,0.18,1)</only>
</li>
<li>
<weight>20</weight>
<only>RGBA(0.8,0.6,0.23,1)</only>
</li>
<li>
<weight>6</weight>
<max>RGBA(1,1,0.90,1)</max>
<min>RGBA(1,0.90,0.75,1)</min>
</li>
</options>
</colorGenerator>
  </ThingDef>


I can search for Stablehand trouser in the entire folder in sublime ( a fancy text editor) and it will show me which xml file it is in.
Apparel_Western.xml


     <costStuffCount>35</costStuffCount>
tells me it costs 35 units of

    <stuffCategories>
      <li>Fabric</li>
      <li>Leathery</li>
    </stuffCategories>

any fabric or leather.

and this is what it does


    <statBases>
      <WorkToMake>2500</WorkToMake>
      <Insulation_Cold>-3</Insulation_Cold>
      <MarketValue>50</MarketValue>

    <equippedStatOffsets>
      <WorkSpeedGlobal>0.06</WorkSpeedGlobal>

A bit of juggling around, alt-tabbing, comparing information in game and restarting the game shows me what scale the values are used at.


edit - yea, I added leather myself :D


Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: sparda666 on June 06, 2015, 01:50:45 AM
Quote from: nmid on June 06, 2015, 01:37:35 AM

For eg, I made
<ThingDef ParentName="ApparelMakeableBase"> <!-- ApparelBase -->
    <defName>Apparello_Suspender</defName>

which basically turned the stablehand trousers into a tailorable item for me :p

It was earlier

<ThingDef ParentName="ApparelBase">
    <defName>Apparello_Suspender</defName>

wait, just adding that <!-- ApparelBase --> tag to the thingdef makes it available on the tailoring bench? what defines the crafting materials?
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: nmid on June 06, 2015, 01:54:46 AM
Quote from: sparda666 on June 06, 2015, 01:50:45 AM
Quote from: nmid on June 06, 2015, 01:37:35 AM

For eg, I made
<ThingDef ParentName="ApparelMakeableBase"> <!-- ApparelBase -->
    <defName>Apparello_Suspender</defName>

which basically turned the stablehand trousers into a tailorable item for me :p

It was earlier

<ThingDef ParentName="ApparelBase">
    <defName>Apparello_Suspender</defName>

wait, just adding that <!-- ApparelBase --> tag to the thingdef makes it available on the tailoring bench? what defines the crafting materials?

No, I changed ApparelBase  to ApparelMakeableBase
and commented out
ApparelBase  using
<!-- -->
which is the equivalent of  // in xml

Check my next post / (previous post). We posted around the same time :)
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: sparda666 on June 06, 2015, 11:20:22 AM
Quote from: nmid on June 06, 2015, 01:54:46 AM
No, I changed ApparelBase  to ApparelMakeableBase
and commented out
ApparelBase  using
<!-- -->
which is the equivalent of  // in xml

Check my next post / (previous post). We posted around the same time :)
haha yeah I didnt notice the change in the ParentName attribute. I thought it somehow was taking comments into account.
Okay I see what you did there. This helps me a lot. Now that I understand the structure of these files I think I can make anything craftable now (and probably make certain things that I probably wont build uncraftable so that list of stuff isnt so gosh darn long lol). Thanks again!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 06, 2015, 11:41:09 AM
My god, guys!
No there is no way to really tell what stuffs the mod contains =P
I tried to make a excel sheet thing containing everything but that was way too much work, the kind of work that I can't bring myself to do ;D

Most of the hats/apparel are uncraftable for a reason! I love the sort of 'gotta catch them all' feeling so, really you'll just need to be lucky =P
plus there's bunch of hats that would become way 'OP' if they'd be available for mass production
and then there'd be the 50+ different craft recipes on a single bench thing ;D
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: sparda666 on June 06, 2015, 01:36:39 PM
Quote from: Shinzy on June 06, 2015, 11:41:09 AM
No there is no way to really tell what stuffs the mod contains =P

(http://at-cdn-s01.audiotool.com/2014/02/26/documents/fixit_-_challenge_accepted/2/cover256x256-adb5b94f4a6a4017a4933d9c63e696b3.jpg)

Hey Shinzy, Im making a tool to use JavaScript and XSL on an html page to read the Apparello ThingDef files and generate tables containing apparel specific information).

I am attaching it to this post.

Put this in Mods\Apparello\Defs\ThingDefs and then open the Renderer.html in anything other than Internet Explorer (because interet explorer for some reason has different javascript code for inserting text into an html element and right now Im too lazy to figure out how to make it work (also ActiveX is a PoS  :( )).

You can also use this for any other mod.
Put the Transform and Renderer in the ThingDefs folder of another mod
Go in the html file and youll find an xmlArray containing a list of xml files to be transformed. Replace those filenames with the filenames of the other ThingDefs
If you want other types of data in the table, look at the Transform.xsl file and modify (if you can undertand how to read a ThingDef file, modifying this should be easier, but if you have any questions feel free to ask).

Here is a screenshot as a preview of what I get when I run it
(http://i.imgur.com/sHytFP7.jpg)

Note: It looks like although some items have cost numbers, they dont have a "Work To Make" time value. I am assuming all craftable items have this "Work To Make" tag.


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 06, 2015, 02:23:57 PM
oooh that's very neat!
Yes only the ones using the recipe makers have the 'work to make'
and then some other items that have non stuff ingredients required to make
are done with the recipe defs, those items would also not have the 'work to make' bit in their thing def (i.e. the doctor's brocade seen in your screenshot! that one's made out of brocade vest and some other bits)
well atleast on most cases! my xml's are copypastey mess, Skullywag can attest to that! he'd have me remake all of it if he ever saw them *shudder*
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: sparda666 on June 06, 2015, 05:07:48 PM
Okay so  it looks like the non-stuff craftables dont have the ApparelMakeableBase tag either. Those recipes are stored elsewhere?
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 06, 2015, 06:48:06 PM
Quote from: sparda666 on June 06, 2015, 05:07:48 PM
Okay so  it looks like the non-stuff craftables dont have the ApparelMakeableBase tag either. Those recipes are stored elsewhere?
Aye they're all over the place, some in the RecipeDefs
some use different parentname thingie ApparelMakeableBase is only for the stuffed items, non stuffed items have something like "ApparelloComburthwartle" or "ApparelloLoomins" or so, depending on which workbench they're made on and if they're stuffed or not *shrug*

Told you it's a right mess =P
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: sparda666 on June 06, 2015, 07:20:13 PM
You do a great job though. I understand the structure better now and I think I'm starting to get it.
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Adamiks on June 09, 2015, 10:54:58 AM
This tool don't works for me. I used both Chrome and Firefox, in Firefox i get this error
NS_ERROR_DOM_BAD_URI: Access to restricted URI denied

In chrome i get nothing.
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: sparda666 on June 10, 2015, 07:04:24 PM
Quote from: Adamiks on June 09, 2015, 10:54:58 AM
This tool don't works for me. I used both Chrome and Firefox, in Firefox i get this error
NS_ERROR_DOM_BAD_URI: Access to restricted URI denied

In chrome i get nothing.
did you put both the renderer and transform files in your thingdefs folder?
Open the renderer.html in a text editor and you should see this somewhere in the file:
      var xmlArray =
    [
      "Appasrel_Accessorello.xml",
      "Apparel_Glitter.xml",
      "Apparel_Hightech.xml",
      "Apparel_Industrial.xml",
      "Apparel_Raider.xml",
      "Apparel_Specialty.xml",
      "Apparel_Tribal.xml",
      "Apparel_Urbz.xml",
      "Apparel_Western.xml",
      "Apparel_Wrecked.xml",
      "Hats_Apparello.xml",
      "Hats_ByViperlolello.xml",
      "Hats_Famousello.xml",
      "Hats_FurEyes.xml",
      "Hats_Specialty.xml",
      "Items_Apparello.xml",
      "Production_Apparello.xml",
      "Trinkets_Tinkyslinkies.xml",
      "Weapon_MDK.xml"
    ];


the Access Denied error you are getting usually happens when you try to open a file that you either dont have permissions to access or if the file you are looking for doesnt exist.

if you see that message repeated over and over, it is because I am expecting the above list of xml files in the same directory that the html file is run from. If those xml files are not in the same folder as the renderer and transform, it will not be able to find them
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: sparda666 on June 10, 2015, 07:07:17 PM
Shinzy, I have a request that may or may not be difficult to implement. I noticed that you have an "Apparello headgear" category definition. is it possible to also create a category for each equipment slot? that way we can make outfits where we can have uniforms for our squads  and assign a preferred item per slot and not allow them to wear anything else (or is this already what the role based categories does? i.e. chef, soldier, constuctor etc).
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: nmid on June 11, 2015, 12:18:28 AM
Quote from: sparda666 on June 10, 2015, 07:07:17 PM
Shinzy, I have a request that may or may not be difficult to implement. I noticed that you have an "Apparello headgear" category definition. is it possible to also create a category for each equipment slot? that way we can make outfits where we can have uniforms for our squads  and assign a preferred item per slot and not allow them to wear anything else (or is this already what the role based categories does? i.e. chef, soldier, constuctor etc).

YES!!!!!!!!!!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 11, 2015, 07:27:01 AM
Quote from: sparda666 on June 10, 2015, 07:07:17 PM
Shinzy, I have a request that may or may not be difficult to implement. I noticed that you have an "Apparello headgear" category definition. is it possible to also create a category for each equipment slot? that way we can make outfits where we can have uniforms for our squads  and assign a preferred item per slot and not allow them to wear anything else (or is this already what the role based categories does? i.e. chef, soldier, constuctor etc).

The "apparello set" categories have all the items in them that boost the relevant skills including hats, gloves boots and so
other than that I have the own category for Pants, Gloves/Boots, trinkets (these are under the 'Other' category)
So I feel you can make your outfit presets relatively easily already to suit the colonists role

Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: nmid on June 11, 2015, 01:59:11 PM
Quote from: Shinzy on June 11, 2015, 07:27:01 AM
Quote from: sparda666 on June 10, 2015, 07:07:17 PM
Shinzy, I have a request that may or may not be difficult to implement. I noticed that you have an "Apparello headgear" category definition. is it possible to also create a category for each equipment slot? that way we can make outfits where we can have uniforms for our squads  and assign a preferred item per slot and not allow them to wear anything else (or is this already what the role based categories does? i.e. chef, soldier, constuctor etc).

The "apparello set" categories have all the items in them that boost the relevant skills including hats, gloves boots and so
other than that I have the own category for Pants, Gloves/Boots, trinkets (these are under the 'Other' category)
So I feel you can make your outfit presets relatively easily already to suit the colonists role
Problem is when you have just started playing with Apparello and have no idea about all the clothes stats .. nor have looked into the xmls! >:
v r lzy
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Katorone on June 11, 2015, 02:15:12 PM
A feedback system for pawns would be great for this.  A pawn that's tasked with cooking could say in it's status "I'd really love a cooking hat!".  It would be just a helpful hint so I could know where to start looking.
I realize that's outside of the scope of this mod though.
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 11, 2015, 05:32:02 PM
Quote from: nmid on June 11, 2015, 01:59:11 PM
Quote from: Shinzy on June 11, 2015, 07:27:01 AM
Quote from: sparda666 on June 10, 2015, 07:07:17 PM
Shinzy, I have a request that may or may not be difficult to implement. I noticed that you have an "Apparello headgear" category definition. is it possible to also create a category for each equipment slot? that way we can make outfits where we can have uniforms for our squads  and assign a preferred item per slot and not allow them to wear anything else (or is this already what the role based categories does? i.e. chef, soldier, constuctor etc).

The "apparello set" categories have all the items in them that boost the relevant skills including hats, gloves boots and so
other than that I have the own category for Pants, Gloves/Boots, trinkets (these are under the 'Other' category)
So I feel you can make your outfit presets relatively easily already to suit the colonists role
Problem is when you have just started playing with Apparello and have no idea about all the clothes stats .. nor have looked into the xmls! >:
v r lzy

Well discovery is half the fun! ;D you, lazy you!

@Katorone, That would also be out of my skills (I'm only able to do simple things that the xml files allow me to do, which is why my mods are mostly about graphical additions ;D)
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Clibanarius on June 16, 2015, 07:42:58 AM
I hate posting these, but some mods you really just need in order to play RimWorld. But... any update on how this is coming along for alpha 11, Shinzy?
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 16, 2015, 08:11:03 AM
Quote from: Clibanarius on June 16, 2015, 07:42:58 AM
I hate posting these, but some mods you really just need in order to play RimWorld. But... any update on how this is coming along for alpha 11, Shinzy?

uhuh! *nods* I'll start today at some point, it's only texture path changes too mostly so shouldn't take more than few days
depending on how lazy I feel ;D
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Clibanarius on June 16, 2015, 08:26:14 AM
Oh, yay!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: nmid on June 16, 2015, 02:17:51 PM
Shinzy, please do it by this weeeeeekend!!! :D
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: maimen on June 16, 2015, 04:42:52 PM
Quote from: Shinzy on June 16, 2015, 08:11:03 AM
so shouldn't take more than few days depending on how lazy I feel ;D
(http://s27.postimg.org/9btcdoob3/4971261.jpg) (http://postimg.org/image/9btcdoob3/)
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 16, 2015, 04:58:06 PM
Quote from: maimen on June 16, 2015, 04:42:52 PM
Quote from: Shinzy on June 16, 2015, 08:11:03 AM
so shouldn't take more than few days depending on how lazy I feel ;D
(http://s27.postimg.org/9btcdoob3/4971261.jpg) (http://postimg.org/image/9btcdoob3/)
I have it ready already =P I'm just testing it with my pirates a bit longer
I'll put it up tomorrow during the day

just.. just don't look at me like that! stop it!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Clibanarius on June 16, 2015, 05:03:55 PM
I... hate to beg, I hate to, but is there any chance *I* could get a copy for testing? I'm starting a new game right now and would really like to have this essential mod in there.
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: maimen on June 16, 2015, 05:12:03 PM
Quote from: Shinzy on June 16, 2015, 04:58:06 PMa bit longer
(http://s10.postimg.org/pbf7d8os5/4971261.jpg) (http://postimg.org/image/pbf7d8os5/)
F-Fine. I-It's not like I like it or anything you d-d-dummy!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Clibanarius on June 16, 2015, 05:26:13 PM
I tried to send you a PM, but I don't know if it went through. All it was was me reiterating why I'd really like to get ahold of this early, basically. You've no idea how much it'd mean to me, as I'm literally just your mod away from being able to start in alpha 11 and I've been dying to start playing for a while now.
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 16, 2015, 06:19:04 PM
Fine!
-Snip snap-
I'll put up the frontpage tomorrow, this version is entirely untested on the crafting and so so
it should be all working properly but I don't know if I've missed something (there can be wrong graphics for some clothing and the like)

if you two (or anyone else) spot anything out of order do let me knooow please
No more puss in boots, I swear, or you gon regret!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Clibanarius on June 16, 2015, 06:23:20 PM
Oh, I love you, thanks a ton!
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: maimen on June 16, 2015, 06:38:57 PM
Quote from: Shinzy on June 16, 2015, 06:19:04 PM
http://www.mediafire.com/download/rrr7ot5bvdx80ta/Apparello.zip
(http://media.giphy.com/media/53WyToHvyBUSQ/giphy.gif)
Señor, I'd rather regret the things I've done than regret the things I haven't done.
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: sparda666 on June 16, 2015, 10:59:36 PM
My body is ready.
Title: Re: [MOD] (Alpha 10) Apparello v1.6.2abc The Booty litter fix (23.5)
Post by: Shinzy on June 17, 2015, 06:56:35 AM
Quote from: maimen on June 16, 2015, 06:38:57 PMSeñor, I'd rather regret the things I've done than regret the things I haven't done.

(https://pbs.twimg.com/media/CHS5Q-6UMAAM9U2.png)

Oh oh Good neeews everyone!! I've fixed the poison slime pipes!
It's up for Alpha 11 now! anyone who downloaded the 'test' version
only change from that is that you can't no longer make some bits of armor from hops ::)

Enjoy!
Title: Re: [MOD] (Alpha 11) Apparello v1.6.3 New Hope [17/6/2015]
Post by: Adamiks on June 17, 2015, 07:02:37 AM
It's Abrexus? :O

I knew it!
Title: Re: [MOD] (Alpha 11) Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on June 17, 2015, 09:55:33 AM
Can someone make a Dropbox DL link? x.x Mediafire is being iffy and won't let me download. x.x Prolly my net. v.v
Title: Re: [MOD] (Alpha 11) Apparello v1.6.3 New Hope [17/6/2015]
Post by: Clibanarius on June 17, 2015, 10:52:56 AM
Why did you do the exact same smiley twice in a row. Were you worried that we would forget that you were making a face with Xes for eyes in the short sentence between instances of you declaring so?
Title: Re: [MOD] (Alpha 11) Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on June 17, 2015, 10:58:48 AM
Quote from: Clibanarius on June 17, 2015, 10:52:56 AM
Why did you do the exact same smiley twice in a row. Were you worried that we would forget that you were making a face with Xes for eyes in the short sentence between instances of you declaring so?

No, I'm frustrated from re-loading mediafire 16 times, repairing the link 9 of those times, and shutting off all the adds 3 of 'em. And the link Still not working. Is that okay with you, Clibanarius?
Title: Re: [MOD] (Alpha 11) Apparello v1.6.3 New Hope [17/6/2015]
Post by: Ninefinger on June 17, 2015, 11:21:20 AM
Quote from: Beathrus on June 17, 2015, 10:58:48 AMNo, I'm frustrated from re-loading mediafire 16 times, repairing the link 9 of those times, and shutting off all the adds 3 of 'em. And the link Still not working. Is that okay with you, Clibanarius?

I have had these problems before as well the best way you can fix it is to install add block plus, and optionally you should also get grease monkey for firefox and use user script anti-addblock killer by reek this simply detects web sites that detect your add block and allows add block to work on sites it normally wouldn't.
Title: Re: [MOD] (Alpha 11) Apparello v1.6.3 New Hope [17/6/2015]
Post by: nmid on June 17, 2015, 12:55:47 PM

Apparello 1.6.3 For Alpha 11 - from 1st post.

https://www.dropbox.com/s/pfyme0k3tgtj2ru/ApparelloA11.zip?dl=0
Title: Re: [MOD] (Alpha 11) Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on June 17, 2015, 01:19:02 PM
Quote from: nmid on June 17, 2015, 12:55:47 PM

Apparello 1.6.3 For Alpha 11 - from 1st post.

https://www.dropbox.com/s/pfyme0k3tgtj2ru/ApparelloA11.zip?dl=0

Thank you!
Title: Re: [MOD] (Alpha 11) Apparello v1.6.3 New Hope [17/6/2015]
Post by: Mike3k on June 17, 2015, 02:26:37 PM
amazing mod :D
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Buccee on July 05, 2015, 08:59:58 AM
One of my fav. mods back in days :D

I want to play a bit RimWorld again missed the whole alpha 10 ^^ somebody knows if this mod is still compatible with alpha 11b?

Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: kaptain_kavern on July 05, 2015, 09:23:25 AM
It was for A11. But as it doesn't use .dll it should work i guess (can't try it now sry)

+ i think it is working in A11b version of both Skyarkangel and Ninefinger Modpack
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on July 05, 2015, 10:13:59 AM
should be working for A11b
if you spot anyone let me know! but now imma go dedicate rest of today for hibernation!
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: SSS on July 12, 2015, 03:52:44 AM
I've got a beef with you Shinzy. A break-out-the-triple-rocket-launchers level of beef. This mod made me think I corrupted every world file I had. >.>

Srs: When I start a new colony with this mod loaded, and no colonists start with Apparello clothing (e.g. thanks to EdB Prepare Carefully), I get a minor (yellow) error as follows:

Cannot find matching layer for apparel. Last layer: Accessory

I was double-checking to confirm that it was indeed this mod that caused the problem, but when I removed the mod and tried to start a new colony again, I found I got new major (red) errors upon loading the world that would not allow me to open the world- and further any other worlds. Making Apparello active again didn't help. Only after restarting with Apparello inactive did any word files load successfully. I figured out that loading a world generated with Apparello active doesn't load properly if Apparello isn't active, and if you try to load such a world without Apparello active, no world will load properly until you restart (regardless as to whether you set Apparello active or inactive.)

No errors occur if you generate the world without Apparello then play with Apparello on said world, then later unload Apparello and try to load said world again.

I can understand getting an error when loading a world generated with Apparello if you unload Apparello, but the subsequent errors are pretty nasty, if there's anything you could do about them.

Anyway, here are the major errors as they occur in different circumstances. The first time you try to load a world generated with Apparello without Apparello active, you get this:

Could not load reference to Verse.ThingDef named Apparello_XXXX
Exception loading world from RasElmuthalleth.rww:
System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException:


Where XXXX is some random clothing item, usually "Socks" or "Jeans".

If you then try to load another world during the same session (not generated with Apparello), you get this:

Exception loading world from AldebaranAdhara.rww:
System.InvalidOperationException: Object reference not set to an instance of an object


(You get a similar error if you try to immediately reactivate Apparello and load the word originally generated with Apparello, but this is separate from the current progression I'm taking you through.)

If you then activate Apparello and try to load any world (whether generated with Apparello or not), you get a ton of errors that look similar to this:

Cannot register RimWorld.Faction Spacer, (id=Spacer1302562413 in loaded object directory. Id already used by RimWorld.Faction Spacer.
Cannot register RimWorld.Faction Spacer, (id=Spacer1104116424 in loaded object directory. Id already used by RimWorld.Faction Spacer.
Cannot register RimWorld.Faction City-at-the-river (id=City-at-the-river1705774592 in loaded object directory. Id already used by RimWorld.Faction City-at-the-river.
Cannot register Verse.Pawn town councilman_Human0, (id=Human0 in loaded object directory. Id already used by Verse.Pawn town councilman Human0.
Exception loading world from AldebaranAdhara.rww:
System.NullReferenceException: Object reference not set to an instance of an object



Of course, all of this can be worked around by restarting Rimworld and only loading a Apparello-generated world when Apparello is active (or simply not generating any worlds with Apparello active in the first place), but it was pretty annoying (and temporarily alarming) nonetheless.

tl;dr: Please fix the first minor error I posted. Also, if there's anything you could do to fix the situation with the major errors, please do that too, or at least warn users not to load Apparello-generated worlds without Apparello since it kinda breaks everything until you restart.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on July 12, 2015, 07:36:47 AM
I will look into this Agent Triple S!

Edit:
Did you step 1. create a world without Apparello
then  step 2. activate apparello
then step 3. create a game?
cause if you did it in that order you'll have spacers in cryptopod shrines wearing socks

(I'll try to locate that yellow error still!)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: SSS on July 12, 2015, 02:52:47 PM
Your reproduction steps won't cause a problem by themselves. Worlds generated without Apparello work with Apparello just fine under normal circumstances.


To reproduce the red errors:

1. create a world with Apparello active.
2. deactivate Apparello.
3. (try to) create a game in the Apparello-generated world
4. watch in horror see that no world file will open for you to create a new game

After you've completed step 3, re-activating Apparello has no affect on whether worlds will work properly. You have to restart Rimworld to get things working properly again.

To reproduce the yellow error, you just need a situation where the starting pawns aren't wearing Apparello clothing (in my case, thanks to Prepare Carefully).
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on July 12, 2015, 05:19:31 PM
Quote from: SSS on July 12, 2015, 02:52:47 PM
Your reproduction steps won't cause a problem by themselves. Worlds generated without Apparello work with Apparello just fine under normal circumstances.


To reproduce the red errors:

1. create a world with Apparello active.
2. deactivate Apparello.
3. (try to) create a game in the Apparello-generated world
4. watch in horror see that no world file will open for you to create a new game

After you've completed step 3, re-activating Apparello has no affect on whether worlds will work properly. You have to restart Rimworld to get things working properly again.

To reproduce the yellow error, you just need a situation where the starting pawns aren't wearing Apparello clothing (in my case, thanks to Prepare Carefully).

Thank you! Imma try get down on this and figure why it's doing that
Until then I suggest you quit being so amazing at finding bugs! god =P *poke*
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Captain_Goatse on July 16, 2015, 05:34:01 PM
Hi, I am playing the Overhaul mod. I noticed that my colonist love those "Ironwool socks", and they wear nothing else on their second layer. Is there any way to craft those or to craft something else to wear there?
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Ninefinger on July 16, 2015, 06:17:55 PM
Quote from: Captain_Goatse on July 16, 2015, 05:34:01 PM
Hi, I am playing the Overhaul mod. I noticed that my colonist love those "Ironwool socks", and they wear nothing else on their second layer. Is there any way to craft those or to craft something else to wear there?

I went ahead and made those craftable at the tailor table in the modpack as well as a few other items.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Captain_Goatse on July 16, 2015, 06:45:51 PM
Quote from: Ninefinger on July 16, 2015, 06:17:55 PM
Quote from: Captain_Goatse on July 16, 2015, 05:34:01 PM
Hi, I am playing the Overhaul mod. I noticed that my colonist love those "Ironwool socks", and they wear nothing else on their second layer. Is there any way to craft those or to craft something else to wear there?

I went ahead and made those craftable at the tailor table in the modpack as well as a few other items.

Thanks, appreciated.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Ninefinger on July 16, 2015, 07:10:45 PM
Quote from: SSS on July 12, 2015, 02:52:47 PM
Your reproduction steps won't cause a problem by themselves. Worlds generated without Apparello work with Apparello just fine under normal circumstances.


To reproduce the red errors:

1. create a world with Apparello active.
2. deactivate Apparello.
3. (try to) create a game in the Apparello-generated world
4. watch in horror see that no world file will open for you to create a new game

After you've completed step 3, re-activating Apparello has no affect on whether worlds will work properly. You have to restart Rimworld to get things working properly again.

To reproduce the yellow error, you just need a situation where the starting pawns aren't wearing Apparello clothing (in my case, thanks to Prepare Carefully).

This is actually more or less the way the game works, some information from some mods will be saved and seeded at world generation level. Trying to start a new colony on a seeded world will have seeded information from mods that will not exist if you choose to disable any.

basically (Worlds = Mods), if you change something with a mod that will cause issues with seeded information you will always have to start a new world.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Ninefinger on July 16, 2015, 07:23:59 PM
However this still leaves the two errors in which you can not load a new colony with a new world without restarting the game.

This is caused by a conjunction of the two mods working together, Prepare Carefully and Apparello, Prepare Carefully saves information from apparello and when you deactivate apparello or any mod that prepare carefully has saved information about it will be trying to load that information and it wont be accessible so it will just do nothing.

Restarting the game will reset the prepare carefully or any mod that saves information about other mods or core game files that may be changed or removed / disabled.

The other issue is with Accessory category is not taken into consideration by prepare carefully and EDB will have to make an adjustment to allow and take into consideration the new accessory category.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on July 17, 2015, 01:49:27 PM
Oh one thanks to each of mr finger's fingers! I was really not sure what was causing any of that
(It doesn't seem like I will be able to do anything about this, either
Which in turn leaves me more time to slack as is my habit! ;D I'm really very okay with this)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: kaptain_kavern on July 17, 2015, 03:31:12 PM
Quote from: Shinzy on July 17, 2015, 01:49:27 PM
Which in turn leaves me more time to slack as is my habit! ;D I'm really very okay with this)
Come slack with us in here (http://rimworldmod-slackin.herokuapp.com/) then
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on July 18, 2015, 06:17:42 AM
Quote from: kaptain_kavern on July 17, 2015, 03:31:12 PM
Quote from: Shinzy on July 17, 2015, 01:49:27 PM
Which in turn leaves me more time to slack as is my habit! ;D I'm really very okay with this)
Come slack with us in here (http://rimworldmod-slackin.herokuapp.com/) then

Mm, no too much effort to join
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Roberius on August 22, 2015, 06:05:43 AM
First, love this mod, one of my must haves before playing.

However, I find it painful to go through the items, adding them as bills, checking the mats and then into the item description to find out what each does/gives. Do you have a list/spreadsheet with all the added clothing items and their abilities? If so I'd be very grateful if you would share it.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on August 22, 2015, 10:29:57 AM
Quote from: Roberius on August 22, 2015, 06:05:43 AM
First, love this mod, one of my must haves before playing.

However, I find it painful to go through the items, adding them as bills, checking the mats and then into the item description to find out what each does/gives. Do you have a list/spreadsheet with all the added clothing items and their abilities? If so I'd be very grateful if you would share it.

I'm currently making major rearrangements within the mod
simplifying the crafting alot as I've found it very cumbersome on my own playthroughs
and refining lot of my other ideas like the schematics
and finally moving lot of the trivial junk like socks and trinkets to some kind of addon mod for apparello.. "Titandtatello" ::)

Anyway! as I've been doing that I've also been gathering all the items on a txt file along with which stats they affect (no values, that would be insane work to maintain)
So it should give you an basic idea of what everything does
but I really can't keep up a list that would let you go full out theorycraft mode with it ;D

Oh! anyway in the future crafting should be much more less painful!
I've merged all the special resources as a single item and am going to let you craft entire set of items at once (where it makes sense ofcourse! ;D)



OH oh! as a notice to anyone, this mod seems to work as is for A12
the apparel had no changes but I can't guarantee the workbenches and they won't throw any errors
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Wild Card on August 30, 2015, 10:52:29 AM
Hi Shinzy !!!
Any chance for an ETA on Aparello and the Factions for A12 ?
Because they are a must have for me before i start a new game :)
You also had some mutants planned for factions? how are they coming along.
Annyway keep up the great work i look forward to playing your mods (yet again) in A12.
And i hope you have as much fun making them as we have playing them :)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on August 30, 2015, 01:45:24 PM
Quote from: Wild Card on August 30, 2015, 10:52:29 AM
Hi Shinzy !!!
Any chance for an ETA on Aparello and the Factions for A12 ?
Because they are a must have for me before i start a new game :)
You also had some mutants planned for factions? how are they coming along.
Annyway keep up the great work i look forward to playing your mods (yet again) in A12.
And i hope you have as much fun making them as we have playing them :)
I do quite enjoy making these! quite alot more than playing actually ;P
It's just the matter of all the other things I also want to spend my time with
With apparello I'm making steady progress but as I'm changing things around with it quite a bit it's gna take a while still
and the factions seemed quite straightforward to patch but I can't really get to that until tuesday

I hesitate to promise anything cause I question my ability to keep them =P
I'm really really *really* bipolar with my freetime

But you'll get to play with all of these things sooner or later!
unless I get hit by a meteorite like
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Wild Card on August 30, 2015, 03:40:59 PM
Well here`s hoping meteorites don`t fall in your neck of the woods!!! ;D
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: maimen on August 31, 2015, 02:41:58 AM
Quote from: Shinzy on August 30, 2015, 01:45:24 PM
I hesitate to promise anything cause I question my ability to keep them =P
I'm really really *really* bipolar with my freetime

But you'll get to play with all of these things sooner or later!
It's no problem great one. We understand. W-we can wait.



Quote from: Shinzy on August 30, 2015, 01:45:24 PM
unless I get hit by a meteorite like
I'll make sure to watch for any stray ones.
(http://i.ytimg.com/vi/CzrKJCZi8M4/maxresdefault.jpg)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 14, 2015, 10:46:32 AM
I wonder if there will be like, Dog armor and such in the update? Like K-9 vests to help with being shot at!
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on September 14, 2015, 01:59:02 PM
Quote from: Beathrus on September 14, 2015, 10:46:32 AM
I wonder if there will be like, Dog armor and such in the update? Like K-9 vests to help with being shot at!

if there was any feasible way to make it happen I would ;D
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Wild Card on September 14, 2015, 02:40:00 PM
Does this mean aparello is coming along nicely :D ??
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on September 15, 2015, 05:54:57 AM
Quote from: Wild Card on September 14, 2015, 02:40:00 PM
Does this mean aparello is coming along nicely :D ??
Well I'm still going at the slug pace but I'd say so, yes!
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Wild Card on September 15, 2015, 05:58:55 AM
 Yey ! Slug pace is better than no pace  :D
Also any update on the pretranscendents and mutant factions ?
Or are they on hold until aparello is up to speed ?
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on September 15, 2015, 06:04:15 AM
Quote from: Wild Card on September 15, 2015, 05:58:55 AM
Yey ! Slug pace is better than no pace  :D
Also any update on the pretranscendents and mutant factions ?
Or are they on hold until aparello is up to speed ?

The last bit is the case at the moment!
I may change this up at some point and update the PreTrans faction cause it has the least amount of things to do
but them mutants are on hold until I get the other two pumped out ;D
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: KPearce on September 15, 2015, 06:15:14 PM
Shinzy, I made an account to register and tell you that MediaFire is not working for me though while I really wanted to try this mod out., If you could just attach the .ZIP folder to the original post, It'd be great.

Thank you and keep up the good work!
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on September 15, 2015, 06:26:30 PM
Quote from: KPearce on September 15, 2015, 06:15:14 PM
Shinzy, I made an account to register and tell you that MediaFire is not working for me though while I really wanted to try this mod out., If you could just attach the .ZIP folder to the original post, It'd be great.

Thank you and keep up the good work!

Heyooo! Im not at my computer right now but we'll figure something out tomorrow so you can give it a bash!

Would drop box work for you? The mod is too big to attach in the forums here
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: FMJ Penguin on September 15, 2015, 06:42:17 PM
Shinzyyyyyyyyyyyyyyyyyyyyyyy!!!!!!!!!!!!!!!!!!!!!....echo....echo....echo....echo....

Do you have a thread with all your work by chance?  ;D
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: KPearce on September 15, 2015, 10:04:34 PM
Quote from: Shinzy on September 15, 2015, 06:26:30 PM
Quote from: KPearce on September 15, 2015, 06:15:14 PM
Shinzy, I made an account to register and tell you that MediaFire is not working for me though while I really wanted to try this mod out., If you could just attach the .ZIP folder to the original post, It'd be great.

Thank you and keep up the good work!

Heyooo! Im not at my computer right now but we'll figure something out tomorrow so you can give it a bash!

Would drop box work for you? The mod is too big to attach in the forums here
Anything other than MediaFire would do the job mate :)

-EDIT : After restarting my router, MediaFire worked for some reason!! Thank you however for  your care and responding to my request ;)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on September 16, 2015, 03:12:44 AM
Quote from: FMJ Penguin on September 15, 2015, 06:42:17 PM
Shinzyyyyyyyyyyyyyyyyyyyyyyy!!!!!!!!!!!!!!!!!!!!!....echo....echo....echo....echo....

Do you have a thread with all your work by chance?  ;D


If you mean like a thread with all my other mods then yes I dooo I doo I dooo I doooo

Click the fish on the front page or the Planet icon under my avatar!

Kpieeearce! I'm glad you got it fixed! ;D
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: FMJ Penguin on September 16, 2015, 04:19:49 AM
Derp... derp... derp... derp...
Facepalm
Thank you... you... you... you...
:P
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: pigman999999999 on September 17, 2015, 06:58:40 AM
A12????????????????????????????
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Dragoon on September 17, 2015, 08:30:25 AM
Quote from: pigman999999999 on September 17, 2015, 06:58:40 AM
A12????????????????????????????

Yes it works for alpha 12.....
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 17, 2015, 12:11:56 PM
Quote from: Dragoon on September 17, 2015, 08:30:25 AM
Quote from: pigman999999999 on September 17, 2015, 06:58:40 AM
A12????????????????????????????

Yes it works for alpha 12.....

Are you sure?
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Kairo on September 17, 2015, 12:14:17 PM
Yes, it works with A12D
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 17, 2015, 12:30:02 PM
Quote from: Kairo on September 17, 2015, 12:14:17 PM
Yes, it works with A12D

No errors? :/ I am worried about getting it, only to have Shinzy update it and add in new stuff, and not being able to get the new things.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Dragoon on September 17, 2015, 01:22:23 PM
Quote from: Beathrus on September 17, 2015, 12:30:02 PM
No errors? :/ I am worried about getting it, only to have Shinzy update it and add in new stuff, and not being able to get the new things.

Okay first off if you fear of it not working then don't worry yes it works no errors.
Second shinzy updating and not being able to get the new things is not an error and if you are worried about that I'm gonna have to harsh and say get over it. I know its harsh but you need to understand that if an update happens you will either be fine or have to start a new colony that is how most if not all mods work, and quite frankly that is just how it is.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 17, 2015, 01:34:38 PM
Quote from: Dragoon on September 17, 2015, 01:22:23 PM
Quote from: Beathrus on September 17, 2015, 12:30:02 PM
No errors? :/ I am worried about getting it, only to have Shinzy update it and add in new stuff, and not being able to get the new things.

Okay first off if you fear of it not working then don't worry yes it works no errors.
Second shinzy updating and not being able to get the new things is not an error and if you are worried about that I'm gonna have to harsh and say get over it. I know its harsh but you need to understand that if an update happens you will either be fine or have to start a new colony that is how most if not all mods work, and quite frankly that is just how it is.

Well, to be honest, I'm only worried over not getting -1- item that might get added in.. A Thrumbo helmet/hat. >.> And I'm already planning to start a new game. But first I have to wait for Superior Crafting. o.o
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on September 17, 2015, 02:40:09 PM
Oh you can safely start a new game Beath!
I'm not going to be able to get an update out for this in quite a long while still
(Also! Thrumbo helmet is an amazing idea, I hadn't even though of that yet! ;D thank you)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 17, 2015, 03:05:31 PM
Quote from: Shinzy on September 17, 2015, 02:40:09 PM
Oh you can safely start a new game Beath!
I'm not going to be able to get an update out for this in quite a long while still
(Also! Thrumbo helmet is an amazing idea, I hadn't even though of that yet! ;D thank you)

First time I saw a Thrumbo, I was like 'Imma tame dat', second thought was 'Imma kill dat', third thought was 'Dat horn!'.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 17, 2015, 07:45:35 PM
Quote from: Beathrus on September 17, 2015, 03:05:31 PM
Quote from: Shinzy on September 17, 2015, 02:40:09 PM
Oh you can safely start a new game Beath!
I'm not going to be able to get an update out for this in quite a long while still
(Also! Thrumbo helmet is an amazing idea, I hadn't even though of that yet! ;D thank you)

First time I saw a Thrumbo, I was like 'Imma tame dat', second thought was 'Imma kill dat', third thought was 'Dat horn!'.

Edit: Since it won't be updated anytime soon, can I get a Link? One that isn't from like, Mediafire please. x.x It doesn't work for me...

EditEdit: Thrumbo horns would make good swords.. Since Thrumbo are huge.. and eat trees.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Dragoon on September 17, 2015, 11:26:59 PM
Quote from: Beathrus on September 17, 2015, 07:45:35 PM
EditEdit: Thrumbo horns would make good swords.. Since Thrumbo are huge.. and eat trees.

you can use the horns as weapons already.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 17, 2015, 11:54:23 PM
Quote from: Dragoon on September 17, 2015, 11:26:59 PM
Quote from: Beathrus on September 17, 2015, 07:45:35 PM
EditEdit: Thrumbo horns would make good swords.. Since Thrumbo are huge.. and eat trees.

you can use the horns as weapons already.

Oh! o.o Hopefully they are good. Thrumbo are hard to kill. x.x
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: FMJ Penguin on September 20, 2015, 06:31:36 AM
Would it be a pain to make version without glasses? Reason I ask is that after awhile every pawn is agent 47 and bald hahahaha. Def not poking fun or anything as I'm guessing it's just a limitation with the game but would that be tough to do? Or maybe even have the glasses as permanent part of hairstyles themselves would fix the no hair thingy?

Sry I'm totally ignorant as far as pawn sprites and stuff... no clue how they work or I'd just try to fiddle with it myself :/
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on September 20, 2015, 08:05:36 AM
Quote from: FMJ Penguin on September 20, 2015, 06:31:36 AM-snip snap-

It would be a bit of a pain! Anyway! you can wear the glasses with all the "half" hats (cowboy hat, tophat, beret etc)
wearing a hat is the best way to cover bald heads

Oh! Sorry beath, I read your message but totally forgot about it after ;D
https://www.dropbox.com/s/kplhnv23w16mhl3/ApparelloA11.zip?dl=0
there's a dropbox link for you
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 20, 2015, 09:12:19 AM
Quote from: Shinzy on September 20, 2015, 08:05:36 AM
Quote from: FMJ Penguin on September 20, 2015, 06:31:36 AM-snip snap-

It would be a bit of a pain! Anyway! you can wear the glasses with all the "half" hats (cowboy hat, tophat, beret etc)
wearing a hat is the best way to cover bald heads

Oh! Sorry beath, I read your message but totally forgot about it after ;D
https://www.dropbox.com/s/kplhnv23w16mhl3/ApparelloA11.zip?dl=0
there's a dropbox link for you

s'Alright. Thanks!
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: FMJ Penguin on September 20, 2015, 10:47:20 AM
all good. tx anyways shinzy
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 20, 2015, 11:17:41 AM
I've come under the impression, that Rimworld needs Penguins, for certain cold biomes. Plus you know.. Shinzy could prolly make a penguin outfit for colonist, and it would fit. xD
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: FMJ Penguin on September 20, 2015, 11:29:49 AM
they'd look like waddling bowling pins..... with guns..... ahahahaha
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 20, 2015, 12:13:10 PM
Quote from: FMJ Penguin on September 20, 2015, 11:29:49 AM
they'd look like waddling bowling pins..... with guns..... ahahahaha

Image the Raiders expressions, first laughter, and then cries of agony.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 22, 2015, 11:26:30 AM
I feel like, with the releases of animals.. we need more than just the 'animal masks'... We need outfits to match. Like, outer layer clothing, like a Parka. It would go great with the 'Muffalo Mask', have like a 'Muffalo' cult going on.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on September 22, 2015, 01:09:14 PM
Quote from: Beathrus on September 22, 2015, 11:26:30 AM
I feel like, with the releases of animals.. we need more than just the 'animal masks'... We need outfits to match. Like, outer layer clothing, like a Parka. It would go great with the 'Muffalo Mask', have like a 'Muffalo' cult going on.

This is something I've actually wanted to do since like Alpha 7
but the amount of work to draw the 15 frames per animal apparel is so much work
(the very repetitive kind of work)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 22, 2015, 04:34:15 PM
Quote from: Shinzy on September 22, 2015, 01:09:14 PM
Quote from: Beathrus on September 22, 2015, 11:26:30 AM
I feel like, with the releases of animals.. we need more than just the 'animal masks'... We need outfits to match. Like, outer layer clothing, like a Parka. It would go great with the 'Muffalo Mask', have like a 'Muffalo' cult going on.

This is something I've actually wanted to do since like Alpha 7
but the amount of work to draw the 15 frames per animal apparel is so much work
(the very repetitive kind of work)

>.> I just want like.. a Muffalo parka... Like, Muffalo color to go with the helmet/mask.. So I can mentally be like 'Raiders must be so freaked out by my colony, Release the Muffalo!'
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Bob_Namg on September 24, 2015, 06:30:19 PM
ETA on update to a12?
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Beathrus on September 24, 2015, 08:48:35 PM
Quote from: Bob_Namg on September 24, 2015, 06:30:19 PM
ETA on update to a12?

It'll be a while. But A11 works with A12d.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Elldar on September 25, 2015, 07:29:41 AM
How do I craft Shielded Coat? I love how it looks and it's also good armor for melee but so far I found it only from traders. How can i craft it  myself? Haven't found a bill to craft it in any crafting station.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on September 25, 2015, 09:01:48 AM
Quote from: Elldar on September 25, 2015, 07:29:41 AM
How do I craft Shielded Coat? I love how it looks and it's also good armor for melee but so far I found it only from traders. How can i craft it  myself? Haven't found a bill to craft it in any crafting station.

It should found in the one square sized work table!
You'll need to have all of the research projects done aswell
(advanced armoring, armor tinkering and armor schematics and planning)

I know the crafting bits in this are bit of a mess! ;D (I'm working.. um *very inactively* ..on simplifying the crafts in the mod for the future!)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Elldar on September 25, 2015, 02:25:36 PM
Oh, so that's the thing. I'm using Apparello in Ultimate Overhaul Mod pack (possibly because they colide with other mods) and there's no such table, only the standard tailor table so I can get most of things only via trade/loot. Thanks anyway :)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on September 25, 2015, 02:31:33 PM
Quote from: Elldar on September 25, 2015, 02:25:36 PM
Oh, so that's the thing. I'm using Apparello in Ultimate Overhaul Mod pack (possibly because they colide with other mods) and there's no such table, only the standard tailor table so I can get most of things only via trade/loot. Thanks anyway :)
Oh! I hope you get blessed with a trader carrying one of them soon, it's one of my own favourite apparels ;P
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: kivey on October 12, 2015, 12:58:05 PM
When do you think the a12 update will be released ive loved the pack im curious to see what your going to do for a12
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on October 12, 2015, 06:00:47 PM
Quote from: kivey on October 12, 2015, 12:58:05 PM
When do you think the a12 update will be released ive loved the pack im curious to see what your going to do for a12

I've only been doing some really light texture stuffs past like three weeks cause I haven't felt like spending any of the freetime on
fiddling with the notepads ;D
Anyhow! this version works in a12 aswell so I haven't really felt the need to have any rush with more updates

I haven't changed the title yet cause I haven't had it tested properly for a12. But nobody has reported any flaws so I'm guessing it's a real gem this
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: bullet on October 13, 2015, 07:31:49 PM
I noticed that all (or most of) apparel without visible qualities has "average" (or lower) quality by default. For example the amulets like compas\ fang \ tag... thereby difficult to setup high quality outfit.

And I hope in the next update you will  add more of high tech apparel to the craft like HighTech gloves\boots, medium armor, etc.

Thanks
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: linkman1234963 on January 18, 2016, 02:38:54 AM
I'm surprised that more people don't know that this is compatible with alpha 12D.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on January 18, 2016, 06:36:26 AM
Quote from: linkman1234963 on January 18, 2016, 02:38:54 AM
I'm surprised that more people don't know that this is compatible with alpha 12D.

No! shh! don't spill the beans! it's a secret
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: NoImageAvailable on January 18, 2016, 06:47:21 AM
Quote from: linkman1234963 on January 18, 2016, 02:38:54 AM
I'm surprised that more people don't know that this is compatible with alpha 12D.

That's probably because the title still says A11
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: linkman1234963 on January 18, 2016, 08:41:17 AM
Quote
No! shh! don't spill the beans! it's a secret
*whisper* ok.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: branch? on February 16, 2016, 01:11:53 AM
Does any of the clothing in this mod protect from toxic fallout?
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on February 16, 2016, 05:33:26 AM
Quote from: Long Night'a Hooking on February 16, 2016, 01:11:53 AM
Does any of the clothing in this mod protect from toxic fallout?

Nup!
While some sort of hazmat suit would be fantastic (And I did make one for someone, no idea what they did with it)
There isn't any - or atleast from what I can tell - resistance against the toxic buildup that could be just attached on to a piece of armor all willy nilly

Only real thing this mod protects anyone from is people from having to be in that "Well one of us is going to have to change" situation
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Grimandevil on February 16, 2016, 06:35:35 AM
i think, if u simply put a toxic buildup "negator" on a piece of apparel, then it will magically "heall" already contaminated colonists. So it'll need more than that.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: branch? on February 16, 2016, 07:25:29 PM
Quote from: Shinzy on February 16, 2016, 05:33:26 AM
Quote from: Long Night'a Hooking on February 16, 2016, 01:11:53 AM
Does any of the clothing in this mod protect from toxic fallout?

Nup!
While some sort of hazmat suit would be fantastic (And I did make one for someone, no idea what they did with it)
There isn't any - or atleast from what I can tell - resistance against the toxic buildup that could be just attached on to a piece of armor all willy nilly

Only real thing this mod protects anyone from is people from having to be in that "Well one of us is going to have to change" situation

Well that's a shame! I thought the gas masks would protect from toxic build up but I guess there are limitations.

Do you think you can add skirts and dresses? I'd love to dress up one of my colonists as a drag queen.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on February 17, 2016, 05:41:23 AM
Quote from: Long Night'a Hooking on February 16, 2016, 07:25:29 PM
Quote from: Shinzy on February 16, 2016, 05:33:26 AM
Quote from: Long Night'a Hooking on February 16, 2016, 01:11:53 AM
Does any of the clothing in this mod protect from toxic fallout?

Nup!
While some sort of hazmat suit would be fantastic (And I did make one for someone, no idea what they did with it)
There isn't any - or atleast from what I can tell - resistance against the toxic buildup that could be just attached on to a piece of armor all willy nilly

Only real thing this mod protects anyone from is people from having to be in that "Well one of us is going to have to change" situation

Well that's a shame! I thought the gas masks would protect from toxic build up but I guess there are limitations.

Do you think you can add skirts and dresses? I'd love to dress up one of my colonists as a drag queen.
The limitations are mostly my skills
I've thought about skirts before (There's the super rare Sampot already but that don't have worn graphic yet)
And I could add them, yes
Something for the A13 =P
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Pumpus on March 28, 2016, 10:06:38 AM
Omg he mentioned a13. One of the best mods around and hopefully will get some love when a 13 rolls around and I get back into the game. One can hope.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Iwillbenicetou on April 09, 2016, 10:31:09 PM
Alpha 13? Yes? No?
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on April 10, 2016, 05:28:31 AM
Quote from: Iwillbenicetou on April 09, 2016, 10:31:09 PM
Alpha 13? Yes? No?

Uhu! *nods*
Look I've already got 5 pairs of pants ready to go
(http://i.imgur.com/rVKnwql.png)

I'm getting there at quite the speed
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Kolljak on April 10, 2016, 11:00:56 PM
Shinzy got a technical question. do you think its possible that someone could make it so HATS could be put on Animals Such as bears and dogs :D i want to put a fez on a bear and name it Yuri.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on April 11, 2016, 05:29:24 AM
Quote from: Kolljak on April 10, 2016, 11:00:56 PM
Shinzy got a technical question. do you think its possible that someone could make it so HATS could be put on Animals Such as bears and dogs :D i want to put a fez on a bear and name it Yuri.
Ooooo that's a thing I'd love to see ;D
There's some modders out there who could certainly get it done, from what I've seen and understood, It might not even be extremely hard thing to do (Ima bug some of em and see)

I myself operate 100% on the scrub level of xml moddeering and have no intention on branching out to learn the more advanced stuff. (stubhorn. mmooo!)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Kolljak on April 12, 2016, 10:44:20 AM
Oh god... when you said "bug some of them" i pictured a mufflo with mofra's head wearing a fez... and the words
"ITS GONE HORRIBLE WRONG"
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on April 12, 2016, 12:48:53 PM
Quote from: Kolljak on April 12, 2016, 10:44:20 AM
Oh god... when you said "bug some of them" i pictured a mufflo with mofra's head wearing a fez... and the words
"ITS GONE HORRIBLE WRONG"

Hehehehehe Oh I wouldn't do that
*Czshhh* Skully! abort! abort!!
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: igz33 on April 12, 2016, 03:34:32 PM
Hope to see this mod on A13!
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Kolljak on April 12, 2016, 04:56:43 PM
Small request shinzy when you do update this do you think you could add some medieval stuff into it. i'm doing a medieval world challange and i dont feel it yet :D.

Love to see
Leather Armour
Plate Mail
Scale Mail

stuff link this as armour based off of power armour.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: skullywag on April 12, 2016, 05:14:21 PM
WHAT HAVE I DONE!!!!!

[attachment deleted by admin - too old]
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: something776 on April 12, 2016, 05:27:43 PM
Quote from: skullywag on April 12, 2016, 05:14:21 PM
WHAT HAVE I DONE!!!!!

You have done beautiful work, that's what you have done...  Beautiful work... 
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: skullywag on April 12, 2016, 05:28:29 PM
ok ive now made an alternate mod

[attachment deleted by admin - too old]
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Kolljak on April 12, 2016, 05:36:07 PM
O.Q a thing of beauty... i had to leave the room and cry with laughter.....

cant wait for mrofa to see this
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: harpo99999 on April 12, 2016, 05:37:54 PM
dat humour is just un bearable
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: something776 on April 12, 2016, 05:38:39 PM
It has the face of god...  Truly beautiful.  Please excuse me while I laugh my ass off xD
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Kolljak on April 12, 2016, 05:40:06 PM
im just picturing a standalone mod for Mrofallo's and possible Mrofallopes... [boomalopes]
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: skullywag on April 12, 2016, 05:41:58 PM
https://ludeon.com/forums/index.php?topic=18767.0 ;)
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on April 12, 2016, 06:10:43 PM
Quote from: pothangaena on April 12, 2016, 05:05:44 PM
Err. Can I asked something, is this the mod where you can see the actual pants? I remember I have that mod in A12 but I forgot if it is this mod or another mod. (I will download this mod when it becomes available in A13, I'm just asking so it will save me the troubles finding that visible pants mod. Rofl. XDDDDD)

Yes! all the pants
(http://i.imgur.com/edlYrOi.png)

I'm updating it right now (mayyyybe put it out on the weekend if I'd have to guess)

Edit: gj skully
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Kolljak on April 12, 2016, 06:33:36 PM
Havent the foggiest idea why tynan didnt do this already... pants that is.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Mufflamingo on April 14, 2016, 08:02:20 PM
Quote from: Kolljak on April 12, 2016, 06:33:36 PM
Havent the foggiest idea why tynan didnt do this already... pants that is.

Ikr. I can't play this game without the pants. Makes my roleplaying a disastah.
Omg. My 20-melee-skill veteran soldier is so cool but where is his pants!!!???
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Goldenpotatoes on April 14, 2016, 08:07:34 PM
Quote from: Mufflamingo on April 14, 2016, 08:02:20 PM
Quote from: Kolljak on April 12, 2016, 06:33:36 PM
Havent the foggiest idea why tynan didnt do this already... pants that is.

Ikr. I can't play this game without the pants. Makes my roleplaying a disastah.
Omg. My 20-melee-skill veteran soldier is so cool but where is his pants!!!???

A true melee veteran never sheathes their sword.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: TheLunatic889 on April 15, 2016, 05:20:54 AM
Okay no idea if this works for alpha 13 or not...
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Shinzy on April 15, 2016, 06:15:11 AM
Quote from: TheLunatic889 on April 15, 2016, 05:20:54 AM
Okay no idea if this works for alpha 13 or not...

Not yet Lenny!
soon, very soon.. Mhmh yesss.. *rubs hands together*
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: falcongrey on April 15, 2016, 03:57:29 PM
Quote from: Shinzy on April 15, 2016, 06:15:11 AM
Quote from: TheLunatic889 on April 15, 2016, 05:20:54 AM
Okay no idea if this works for alpha 13 or not...

Not yet Lenny!
soon, very soon.. Mhmh yesss.. *rubs hands together*

Waits anxiously....  :o
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: NoImageAvailable on April 15, 2016, 04:02:10 PM
Quote from: Shinzy on April 15, 2016, 06:15:11 AM
Quote from: TheLunatic889 on April 15, 2016, 05:20:54 AM
Okay no idea if this works for alpha 13 or not...

Not yet Lenny!
soon, very soon.. Mhmh yesss.. *rubs hands together*

Will it have the long coats we've been promised all the way back in A8 or so?
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: hwoo on April 15, 2016, 04:09:32 PM
Quote from: NoImageAvailable on April 15, 2016, 04:02:10 PM
Quote from: Shinzy on April 15, 2016, 06:15:11 AM
Quote from: TheLunatic889 on April 15, 2016, 05:20:54 AM
Okay no idea if this works for alpha 13 or not...

Not yet Lenny!
soon, very soon.. Mhmh yesss.. *rubs hands together*

Will it have the long coats we've been promised all the way back in A8 or so?

Long coats? Like war hammer 40k commissar long coats? That would be amazing.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: hwoo on April 15, 2016, 04:12:01 PM
Long coats? Like war hammer 40k commissar long coats? That would be amazing.
Title: Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
Post by: Mufflamingo on April 15, 2016, 04:56:44 PM
Quote from: falcongrey on April 15, 2016, 03:57:29 PM
Quote from: Shinzy on April 15, 2016, 06:15:11 AM
Quote from: TheLunatic889 on April 15, 2016, 05:20:54 AM
Okay no idea if this works for alpha 13 or not...

Not yet Lenny!
soon, very soon.. Mhmh yesss.. *rubs hands together*

Waits anxiously....  :o

"VERY SOON", reloads the page every 10 seconds and check if its updated or not.  ;D ;D ;D
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Shinzy on April 19, 2016, 04:19:25 PM
Graaaape neeeews everyooone!! I've fixed the poison slime pipes updated the mod finally

(http://i.imgur.com/HeNt08n.gif)

Download link on front page (https://ludeon.com/forums/index.php?topic=5085.msg48933#msg48933)


Note: tiny winy bugs and balance things are very much possible!
I haven't had much time to play with this one yet
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Mufflamingo on April 19, 2016, 04:43:33 PM
Quote from: Shinzy on April 19, 2016, 04:19:25 PM
Graaaape neeeews everyooone!! I've fixed the poison slime pipes updated the mod finally

(http://i.imgur.com/HeNt08n.gif)

Download link on front page (https://ludeon.com/forums/index.php?topic=5085.msg48933#msg48933)


Note: tiny winy bugs and balance things are very much possible!
I haven't had much time to play with this one yet


Omg Thankssssss!!!!! I love you Shinzy! I will marry you and your mod in the marriage spot if that's possible LOL. No homo. X3
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: linkman1234963 on April 19, 2016, 04:58:40 PM
PRASE BE BAJEBOUS
Apparello is now updated.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Mufflamingo on April 19, 2016, 04:59:27 PM
My dude looks like a real governor now. Hehehehe! :3

[attachment deleted by admin - too old]
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Lumaan on April 19, 2016, 05:45:47 PM
Getting a lot of "config error" and an CCL error when running this mod.
Log file and mod list attached

[attachment deleted by admin - too old]
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Mufflamingo on April 19, 2016, 06:11:23 PM
This guy have six shoulders? HAHAHAHA XD

[attachment deleted by admin - too old]
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Shinzy on April 19, 2016, 06:21:35 PM
Quote from: Lumaan on April 19, 2016, 05:45:47 PM
Getting a lot of "config error" and an CCL error when running this mod.
Log file and mod list attached

Thanks luma, ima have to check what's up with those tomorrow

Quote from: Mufflamingo on April 19, 2016, 06:11:23 PM
This guy have six shoulders? HAHAHAHA XD
I hope you captured him, there's some work for your doctors
(I need to fix thaaat)
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: skullywag on April 19, 2016, 06:27:39 PM
I just checked the release with CCL and its fine, Lumaan have you loaded the ccl mods in the right order, CCL followed by vanilla tweaks and i it up to date?
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Lumaan on April 19, 2016, 07:57:20 PM
Quote from: skullywag on April 19, 2016, 06:27:39 PM
I just checked the release with CCL and its fine, Lumaan have you loaded the ccl mods in the right order, CCL followed by vanilla tweaks and i it up to date?
CCL is the 1st I load after "Core". "CCL User Release v0.13.0" is what I use.
Backed up my modlist I use on my save and cleaned the loadorder to only have this:
QuoteCore
Community Core Library
Community Core Library - Vanilla Tweaks
Apparello
And still getting Config errors and CCL error.
QuoteConfig error in ApparelloSchematics: ApparelloSchematics has null thingClass.
Config error in ApparelloSchematics: ApparelloSchematics has components but it's thingClass is not a ThingWithComps
Config error in ApparelloSchematics: ApparelloSchematics has null thingClass.
Config error in ApparelloSchematics: ApparelloSchematics has components but it's thingClass is not a ThingWithComps
Community Core Library :: v0.13.0
Community Core Library :: Library Core :: Validations :: Validated
   Community Core Library :: ModHelperDef :: Passed validation, requesting v0.13.0
   Community Core Library - Vanilla Tweaks :: ModHelperDef :: Passed validation, requesting v0.13.0
Community Core Library :: Advanced Research :: Validations :: Validated
Community Core Library :: Injection Controller :: Initialization :: Errors during injection
   Error injecting 'CommunityCoreLibrary.DetourInjector' :: System.NullReferenceException: Object reference not set to an instance of an object

  at CommunityCoreLibrary.DetourInjector+<>c.<Inject>b__0_0 (Verse.ThingDef def) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.DetourInjector.Inject () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.MHD_SpecialInjectors.Inject (CommunityCoreLibrary.ModHelperDef def) [0x00000] in <filename unknown>:0
My Rimworld is v.0.13.1135 rev816. Tried with/without "-nohelp"

Edit: Went as far as cleaning out the "Mods" folder to only have this and CCL mods installed, still same errors :(
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: A Friend on April 20, 2016, 03:18:11 AM
Outer layer clothes sometimes gets placed in front of heads.

[attachment deleted by admin - too old]
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Lumaan on April 20, 2016, 03:23:01 AM
After many hours looking in files and testing, I found an error in Rimsenal the passed it to this mod, fixed it and now I only have this errors *In the in game debug tool they are yellow not red.* I'm lost now. :(
QuoteConfig error in Apparello_GSkin: Apparello_GSkin has duplicate thingCategory Apparel.
Config error in Apparello_Tribalpad: Apparello_Tribalpad has duplicate thingCategory Apparel.
Config error in Apparello_Tribalshield: Apparello_Tribalshield has duplicate thingCategory Apparel.
Config error in Apparello_Skull: Apparello_Skull has duplicate thingCategory Apparel.
Config error in Apparello_Mogo: Apparello_Mogo has duplicate thingCategory Apparel.
Config error in Apparello_Syndicatetello: Apparello_Syndicatetello has duplicate thingCategory Apparel.
Config error in Apparello_Medicade: Apparello_Medicade has duplicate thingCategory Apparel.
Config error in ApparelloSchematics: ApparelloSchematics has null thingClass.
Config error in ApparelloSchematics: ApparelloSchematics has components but it's thingClass is not a ThingWithComps
Config error in Apparello_GSkin: Apparello_GSkin has duplicate thingCategory Apparel.
Config error in Apparello_Tribalpad: Apparello_Tribalpad has duplicate thingCategory Apparel.
Config error in Apparello_Tribalshield: Apparello_Tribalshield has duplicate thingCategory Apparel.
Config error in Apparello_Skull: Apparello_Skull has duplicate thingCategory Apparel.
Config error in Apparello_Mogo: Apparello_Mogo has duplicate thingCategory Apparel.
Config error in Apparello_Syndicatetello: Apparello_Syndicatetello has duplicate thingCategory Apparel.
Config error in Apparello_Medicade: Apparello_Medicade has duplicate thingCategory Apparel.
Config error in ApparelloSchematics: ApparelloSchematics has null thingClass.
Config error in ApparelloSchematics: ApparelloSchematics has components but it's thingClass is not a ThingWithComps
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Shinzy on April 20, 2016, 06:15:33 AM
Quote from: Lumaan on April 20, 2016, 03:23:01 AM
After many hours looking in files and testing, I found an error in Rimsenal the passed it to this mod, fixed it and now I only have this errors *In the in game debug tool they are yellow not red.* I'm lost now. :(
QuoteConfig error in Apparello_GSkin: Apparello_GSkin has duplicate thingCategory Apparel.
Config error in Apparello_Tribalpad: Apparello_Tribalpad has duplicate thingCategory Apparel.
Config error in Apparello_Tribalshield: Apparello_Tribalshield has duplicate thingCategory Apparel.
Config error in Apparello_Skull: Apparello_Skull has duplicate thingCategory Apparel.
Config error in Apparello_Mogo: Apparello_Mogo has duplicate thingCategory Apparel.
Config error in Apparello_Syndicatetello: Apparello_Syndicatetello has duplicate thingCategory Apparel.
Config error in Apparello_Medicade: Apparello_Medicade has duplicate thingCategory Apparel.
Config error in ApparelloSchematics: ApparelloSchematics has null thingClass.
Config error in ApparelloSchematics: ApparelloSchematics has components but it's thingClass is not a ThingWithComps
Config error in Apparello_GSkin: Apparello_GSkin has duplicate thingCategory Apparel.
Config error in Apparello_Tribalpad: Apparello_Tribalpad has duplicate thingCategory Apparel.
Config error in Apparello_Tribalshield: Apparello_Tribalshield has duplicate thingCategory Apparel.
Config error in Apparello_Skull: Apparello_Skull has duplicate thingCategory Apparel.
Config error in Apparello_Mogo: Apparello_Mogo has duplicate thingCategory Apparel.
Config error in Apparello_Syndicatetello: Apparello_Syndicatetello has duplicate thingCategory Apparel.
Config error in Apparello_Medicade: Apparello_Medicade has duplicate thingCategory Apparel.
Config error in ApparelloSchematics: ApparelloSchematics has null thingClass.
Config error in ApparelloSchematics: ApparelloSchematics has components but it's thingClass is not a ThingWithComps

You can safely ignore these for now, you should be able to play just fine
The errors shouldn't appear if you deactivate the dev mode (if they start to annoy you)
Ima try find where it tries to get the duplicate category from
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: skullywag on April 20, 2016, 07:24:36 AM
Lumaan can you check you dont have the mod loaded twice, you shouldnt be seeing those errors if you loaded the mod correctly.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Distorti0N on April 20, 2016, 07:38:14 AM
Quote from: Lumaan on April 20, 2016, 03:23:01 AM
After many hours looking in files and testing, I found an error in Rimsenal the passed it to this mod, fixed it and now I only have this errors *In the in game debug tool they are yellow not red.* I'm lost now. :(

Lumaan what exactly was the issue passed from Rimsenal? I'm having the same 'Injector' issue and looking to fix it, would be very grateful if you could give me a place to look since I also have Rimsenal installed.

Quote from: Shinzy on April 20, 2016, 06:15:33 AM
You can safely ignore these for now, you should be able to play just fine
The errors shouldn't appear if you deactivate the dev mode (if they start to annoy you)
Ima try find where it tries to get the duplicate category from

Although I'm totally fine playing with low risk/yellow error logs, I only have two where Apparello are concerned and it's niggling at me.

Config error in ApparelloSchematics: ApparelloSchematics has null thingClass.
Config error in ApparelloSchematics: ApparelloSchematics has components but it's thingClass is not a ThingWithComps

I think it might be something to do with the 'Schematics' def with the <ThingDef Name="BuildingBase" ...> that I assume you're using from Core Mod found in def 'Buildings_Art' since it seems to remove the issue when I paste that into the 'Schematics' def (But causes other, red, issues) 

I had a similar issue with another mod, where I'd remedied it by placing a parent thing into the file itself but for the life of me I can't remember the exact ins and outs of what I did.

I'm crawling out of the wood work after being around so long because I simply haven't the time to do the trial-and-error like research without asking directly anymore. Any pointers would be fantastic.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: skullywag on April 20, 2016, 07:58:07 AM
he knows about the 2 errors you posted and is fixing it.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Distorti0N on April 20, 2016, 08:13:01 AM
That's my fault, I didn't bring across that post very well.

I'm sure he's already aware of it since Lumaan had it in his log I was just trying to think of the reasoning behind it so we could come to a conclusion sooner. Pooling knowledge I guess, not that I have much to offer at this stage. Do you by any chance know what Lumaan may have done to fix the CCL injector issue he had in his logs? The link between CCL, Apparello and Rimsenal that is?
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: skullywag on April 20, 2016, 08:16:40 AM
well apparello doesnt use CCl, so its nothing to do with this mod. He states he passed the fix to the rimsenal modder, so im guessing he posted or pmed it over there. It looks to me like a malformed def of some kind......yeah here:

https://ludeon.com/forums/index.php?topic=11160.480

grab the latest looks like he fixed it
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Shinzy on April 20, 2016, 08:19:47 AM
Dissy! The schematic null class you could fix by copy pasting the thingclass>building
Somewhere under the label of the schematic building
Ill update the mod when i get back home
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Distorti0N on April 20, 2016, 08:52:54 AM
Quote from: skullywag on April 20, 2016, 08:16:40 AM
well apparello doesnt use CCl, so its nothing to do with this mod. He states he passed the fix to the rimsenal modder, so im guessing he posted or pmed it over there. It looks to me like a malformed def of some kind......yeah here:

https://ludeon.com/forums/index.php?topic=11160.480

grab the latest looks like he fixed it

Thanks Skully, thats given me good direction but as it turns out, after downloading the update I was still having the issue. So, I've reduced all loaded mods down to Core, CCL Core and Apparello and I'm still being faced with this:

Quote
Exception from asynchronous event: System.ArgumentNullException: Argument cannot be null.

Parameter name: collection

  at System.Collections.Generic.List`1[Verse.ThingDef].CheckCollection (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.ThingDef].AddRange (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ResearchProjectDef_Extensions.GetRecipesUnlocked (Verse.ResearchProjectDef researchProjectDef, System.Collections.Generic.List`1& thingDefs) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.HelpForResearch (Verse.ResearchProjectDef researchProjectDef, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.HelpForDef[ResearchProjectDef] (Verse.ResearchProjectDef def, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.ResolveDefList[ResearchProjectDef] (System.Collections.Generic.List`1 defs, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.ResolveResearch () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.ResolveImpliedDefs () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Controller.HelpSubController.Initialize () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Controller.MainMonoBehaviour.Initialize () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0 

This is after a fresh install of all 3, Core, CCL and Apparello.
I only get the issue once I've added Apparello, everything else works together peacefully.
Frustrating indeed.

Quote from: Shinzy on April 20, 2016, 08:19:47 AM
Dissy! The schematic null class you could fix by copy pasting the thingclass>building
Somewhere under the label of the schematic building
Ill update the mod when i get back home

Thank you very much Shinzy, such a simple fix and yet I'll be able to use that every single time I see the same error in another mod! Fantastic!

Gotta shoot for an hour, but will be back to try and tackle the issue! Thank's for the help so far guys.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Jakub k. on April 20, 2016, 10:31:02 AM
does it work with saves?
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Shinzy on April 20, 2016, 10:54:53 AM
Quote from: Jakub k. on April 20, 2016, 10:31:02 AM
does it work with saves?

Should do yes! (I didn't lose my vanilla save)
Still it never hurts to back up your save first
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Distorti0N on April 20, 2016, 11:49:09 AM
Ok, so I've come back, taken another look.. I appear to be the only one having this issue.
I tried another fresh install of Core, CCL Core and Apparello and still continued to get the error previously mentioned. It all seems to be around ResearchProjectDef and CCL's 'HelpBuilder'.

So I tried to see if there were any differences in Apparello's researchdef compared to others and it all seemed fine. (The only difference being <ResearchProjectDefs> as opposed to just <Defs> for the whole group of researchdefs. Also, 'ApparelloResearchQuilting' has  <Prequisites> but nothing is listed inside it. It didn't effect loadup with or without)

I moved Apparello's ResearchDef out of the game files... And the game loaded without the CCL error. (As expected, there were numerous other errors for the missing ResearchDef)

Something in the Apparello ResearchDef (Arabatschupp) isn't playing nice with CCL and I just can't put a pin in it. And I'm not sure why I'm the only one having the issue here, all the files are fresh. I even tried deleting my config file.

Edit: Need some game time, this is wearing me down, so if anybody does see this and has a solution just give me a shout. Apparello is a fine mod and CCL provides powerful tools but for some reason they don't want to be nice together.

That being said, I haven't really seen any major impact to gameplay so far. Time will tell.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Dragoon on April 20, 2016, 01:05:02 PM
100 plasteel for light power armor and it looks like the cost of the light power armor is more than the medic armor.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Lumaan on April 20, 2016, 02:09:09 PM
@Shinzy - I've attached some of the xml files where there was missing "Makeable" + other things. Hope you can use it 8)

[attachment deleted by admin - too old]
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Shinzy on April 20, 2016, 02:59:59 PM
Quote from: Lumaan on April 20, 2016, 02:09:09 PM
@Shinzy - I've attached some of the xml files where there was missing "Makeable" + other things. Hope you can use it 8)

I just updated minute ago ;D Ima look at these ones, thank you!
The CCL was whining about one of the researchable pants missing the makeable base. which I fixed just now






Quote from: Distorti0N on April 20, 2016, 11:49:09 AMEdit: Need some game time, this is wearing me down, so if anybody does see this and has a solution just give me a shout.
*screaming*

HOLLLAAAA!!

MAAARCOOOO-
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Lumaan on April 20, 2016, 03:07:00 PM
Quote from: Shinzy on April 20, 2016, 02:59:59 PM
Quote from: Lumaan on April 20, 2016, 02:09:09 PM
@Shinzy - I've attached some of the xml files where there was missing "Makeable" + other things. Hope you can use it 8)

I just updated minute ago ;D Ima look at these ones, thank you!
The CCL was whining about one of the researchable pants missing the makeable base. which I fixed just now
:)
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: simon-82 on April 20, 2016, 03:10:47 PM
oooh!
alpha clothes. For thirteen.   
nice stitching mommy  :)
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Distorti0N on April 20, 2016, 04:36:22 PM
Quote from: Shinzy on April 20, 2016, 02:59:59 PM

I just updated minute ago ;D Ima look at these ones, thank you!
The CCL was whining about one of the researchable pants missing the makeable base. which I fixed just now

Quote from: Distorti0N on April 20, 2016, 11:49:09 AMEdit: Need some game time, this is wearing me down, so if anybody does see this and has a solution just give me a shout.
*screaming*

HOLLLAAAA!!

MAAARCOOOO-


Pooloooo-

Damn Shinzy, I dare say you are fu*ing fantastic. Top stuff.

Edit: Was this the jumpsuit in Apparel_Stuffed listed under
<ThingDef ParentName="ApparelloMakeableBase"> by any chance? haha

Just made a manual change to ApparelMakeableBase since the latest DL didn't have the change in there.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Lumaan on April 20, 2016, 05:26:42 PM
@Shinzy - Don't know if you have this small problem, but the icon on the menu bar is to big. I made this change in my xml:
Schematics.xml
    <uiIconPath>Tables/CabinetMenu</uiIconPath>
    <size>(1,1)</size>
To
    <uiIconPath>Tables/CabinetMenu</uiIconPath>
    <size>(3,1)</size>
An now it's fits the menu bar as other icon  ;)
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Distorti0N on April 20, 2016, 05:32:01 PM
Quote from: Lumaan on April 20, 2016, 05:26:42 PM
@Shinzy - Don't know if you have this small problem, but the icon on the menu bar is to big. I made this change in my xml:
Schematics.xml
    <uiIconPath>Tables/CabinetMenu</uiIconPath>
    <size>(1,1)</size>
To
    <uiIconPath>Tables/CabinetMenu</uiIconPath>
    <size>(3,1)</size>
An now it's fits the menu bar as other icon  ;)

Nice heads up Lumaan, don't suppose you use the mod 'ExpandedProsthetics&OrganEngineering' do you?

Having the same issue with that as I was having with Apparello earlier today. You and Shinzy have been bang on the mark today, any thing I could look out for?
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Lumaan on April 20, 2016, 05:53:44 PM
@DistortiON - Nope don't have that one, been looking at it but that's all.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Distorti0N on April 20, 2016, 05:57:56 PM
Ok, no worries. Thank's for the input so far, the things you've put forward for Shinzy have allowed me to edit other mods that aren't working just right.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Tinkerer on April 20, 2016, 06:51:37 PM
Is this safe to use on an existing savegame?
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Shinzy on April 20, 2016, 07:01:08 PM
Quote from: Tinkerer on April 20, 2016, 06:51:37 PM
Is this safe to use on an existing savegame?

Yup! just remember to reset the allowances in your apparel storage areas as the new ones will be disabled by default when loaded into existing game (and always backup your savefile before adding any new mods!)






Quote from: Distorti0N on April 20, 2016, 05:32:01 PM
Quote from: Lumaan on April 20, 2016, 05:26:42 PM
@Shinzy - Don't know if you have this small problem, but the icon on the menu bar is to big. I made this change in my xml:
Schematics.xml
    <uiIconPath>Tables/CabinetMenu</uiIconPath>
    <size>(1,1)</size>
To
    <uiIconPath>Tables/CabinetMenu</uiIconPath>
    <size>(3,1)</size>
An now it's fits the menu bar as other icon  ;)

oh yeah I was supposed to fix that, I just made it worse, Ima go through everything tomorrow again and adjust things (crafting costs too)

And simone! that jumpsuit should be there yes =P
*Tired*
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Mufflamingo on April 20, 2016, 07:05:01 PM
Are you planning on adding the shoes just like in a12?
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Shinzy on April 20, 2016, 07:07:44 PM
Quote from: Mufflamingo on April 20, 2016, 07:05:01 PM
Are you planning on adding the shoes just like in a12?

aye I'm moving them to a separate mod to avoid that.. like how someone put it "Apparello cloth explosion" when you strip bodies. Some people don't fancy that. can you imagine? ;D
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Tinkerer on April 20, 2016, 07:40:39 PM
Thank you for your quick reply!!! :)
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: bewby on April 21, 2016, 12:12:47 AM
Running into this fun error

(https://i.gyazo.com/ab8d476aeabb6e1516df78b9e9f7f009.png)
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Shinzy on April 21, 2016, 04:40:48 AM
Quote from: bewby on April 21, 2016, 12:12:47 AM
Running into this fun error

(https://i.gyazo.com/ab8d476aeabb6e1516df78b9e9f7f009.png)
Yes that was me trying to fix a smaller issue where the cabinet was just slightly too big to fit the frame and I "Fixed" it and then forgot to check it in game cause I'm like that ;D

Please redownload the mod in like half an hour, I've got some big other (also very awkward) issue I need to address *ashamed*
If you've got any complaints you can direct them to Skullywag and Simon-82



Edit: Errything's FIXED! ..Now find me more stuff to fix, please, I dare you
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Lumaan on April 21, 2016, 09:01:25 AM
Quote from: Shinzy on April 21, 2016, 04:40:48 AM
Edit: Errything's FIXED! ..Now find me more stuff to fix, please, I dare you
I dare you  8)
In "Hats_Various.xml" the 3 items under "Mojo" is not "Makeable" but have crafting info.
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Shinzy on April 21, 2016, 11:02:57 AM
Quote from: Lumaan on April 21, 2016, 09:01:25 AM
Quote from: Shinzy on April 21, 2016, 04:40:48 AM
Edit: Errything's FIXED! ..Now find me more stuff to fix, please, I dare you
I dare you  8)
In "Hats_Various.xml" the 3 items under "Mojo" is not "Makeable" but have crafting info.
Those are intentional! They're intended for the tribals only. They would be too cheap to craft in my opinion, If I made them craftable
and if I'd bump up their cost the tribals couldn't afford to spawn with them as often as they do

Pow!
Title: Re: [A13] Apparello v2.0 The return of the apparel [19/4/2016]
Post by: Lumaan on April 21, 2016, 12:01:33 PM
Quote from: Shinzy on April 21, 2016, 11:02:57 AM
Quote from: Lumaan on April 21, 2016, 09:01:25 AM
Quote from: Shinzy on April 21, 2016, 04:40:48 AM
Edit: Errything's FIXED! ..Now find me more stuff to fix, please, I dare you
I dare you  8)
In "Hats_Various.xml" the 3 items under "Mojo" is not "Makeable" but have crafting info.
Those are intentional! They're intended for the tribals only. They would be too cheap to craft in my opinion, If I made them craftable
and if I'd bump up their cost the tribals couldn't afford to spawn with them as often as they do

Pow!
I'll just back out then  :-X and good to know, I'll change it back in my xml file  ;D
Title: Re: [A13] Apparello v2.2 The refixening [21/4/2016]
Post by: Korn.Mil on April 21, 2016, 03:36:01 PM
I have some kind of error over there
(http://www.part.lt/img/8d95bafec7fb4f1f6eff6e0f32f03dd5643.png) (http://www.part.lt/perziura/8d95bafec7fb4f1f6eff6e0f32f03dd5643.png)
Title: Re: [A13] Apparello v2.2 The refixening [21/4/2016]
Post by: Lumaan on April 21, 2016, 03:45:27 PM
@Korn.Mil - Is this with the last version?

@Shinzy - With last version I don't get the "Config error"'s anymore 8)
Title: Re: [A13] Apparello v2.2 The refixening [21/4/2016]
Post by: Korn.Mil on April 21, 2016, 04:12:41 PM
Quote from: Lumaan on April 21, 2016, 03:45:27 PM
@Korn.Mil - Is this with the last version?

@Shinzy - With last version I don't get the "Config error"'s anymore 8)

Of mod or rimworld?
Title: Re: [A13] Apparello v2.2 The refixening [21/4/2016]
Post by: Korn.Mil on April 21, 2016, 04:18:26 PM
Quote from: Lumaan on April 21, 2016, 03:45:27 PM
@Korn.Mil - Is this with the last version?

@Shinzy - With last version I don't get the "Config error"'s anymore 8)
Its ok now :) i just updated newest version
Title: Re: [A13] Apparello v2.2 The refixening [21/4/2016]
Post by: Lumaan on April 21, 2016, 05:07:57 PM
Quote from: Korn.Mil on April 21, 2016, 04:18:26 PM
Quote from: Lumaan on April 21, 2016, 03:45:27 PM
@Korn.Mil - Is this with the last version?

@Shinzy - With last version I don't get the "Config error"'s anymore 8)
Its ok now :) i just updated newest version
Good  :)
Yeah I did ask for what version of this mod you had install, more to be sure you had the latest installed. But yeah Shinzy made some change that fixed this errors  8)

@Shinzy, great work 8)
Title: Re: [A13] Apparello v2.2 The refixening [21/4/2016]
Post by: qurffe on April 22, 2016, 01:42:27 PM
So i got this resource called Plastic and i couldnt get it hauled to stockpile, so i checked its information and was told to report it to "entity known as Shinzy"....

I dont really know how i got it exactly, but it was propably from taking apart clothes using mod called Reclaim Fabric by Skullywag.
Title: Re: [A13] Apparello v2.2 The refixening [21/4/2016]
Post by: Shinzy on April 22, 2016, 02:25:59 PM
Quote from: qurffe on April 22, 2016, 01:42:27 PM
So i got this resource called Plastic and i couldnt get it hauled to stockpile, so i checked its information and was told to report it to "entity known as Shinzy"....

I dont really know how i got it exactly, but it was propably from taking apart clothes using mod called Reclaim Fabric by Skullywag.

Yeah those are for the eyewear only. They're uncraftable and the plastic itself shouldn't be able to be acquired through any vanilla means so I didn't want them to show up in the storage zones either.

Skullywag is usually to blame when something goes wrong
Thanks for letting me know! I did write that mostly for people who'd try to spawn it in for whatever reason ;D
If you can't bomb the plastic with grenades you can delete it with the dev mode "destroy" tool, just be careful not to poke any of your colonists with it =P
And try not to reclaim more goggles! ;D Sorry about that, you have my permission to bash skully

on a side note: small update
there were two hats missing (Gasmask and the Morion)
and the Caravaneer's hat recipe was totally bugged. So I fixed those




Edit: I had a chat wif skully about the plastic thing! You won't be able to use his reclamator machine thing on my goggles next time I update this mod, which I hope won't be any time soon ;D
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Kirid on April 23, 2016, 02:51:16 AM
I'm still getting a couple errors. Downloaded the most recent version twice today.

(http://i.imgur.com/9N2Pbs6.png)
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 23, 2016, 07:07:15 AM
Quote from: Kirid on April 23, 2016, 02:51:16 AM
I'm still getting a couple errors. Downloaded the most recent version twice today.

(http://i.imgur.com/9N2Pbs6.png)
This has to be some kind of a mod clash, have you got another mods that would like.. overwrite the ApparelBase def or something?
I can't think of any other reason why those specific apparel would get duplicate Apparel category
Could you show me your mod list?
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Goldenpotatoes on April 23, 2016, 07:58:12 AM
Any chance of making the designer table capable of being uninstalled and moved around? Being able to move the schematic cabinet but not the designer table is a bit annoying when expanding.
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 23, 2016, 08:39:48 AM
Quote from: Goldenpotatoes on April 23, 2016, 07:58:12 AM
Any chance of making the designer table capable of being uninstalled and moved around? Being able to move the schematic cabinet but not the designer table is a bit annoying when expanding.
Oo ima put that in my to do list
Also I know how you feel! I felt same frustration with the vanilla research benches
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Tinkerer on April 23, 2016, 10:03:03 AM
Just wanted to say I <3 this mod and your thread titles always make me lol
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Kirid on April 23, 2016, 03:29:09 PM
Quote from: Shinzy on April 23, 2016, 07:07:15 AM
This has to be some kind of a mod clash, have you got another mods that would like.. overwrite the ApparelBase def or something?
I can't think of any other reason why those specific apparel would get duplicate Apparel category
Could you show me your mod list?
The errors have disappeared! I couldn't imagine what might be causing them.
Disabled everything and enabled one by one.  Apparello alone worked fine. Tried moving it around in the load order, errors still gone.
I was using Auto Equip in my last save and created several new equipment setups(in-game). Would that do anything?

Mod Order just in case. Its cramped but stable I promise.
- denotes mods I thought might conflict in some way
Core
Community Core Library
Community Core Library - Vanilla Tweaks
EdBModOrder
kNumbers-0.4.1-A13
RW_MedicalInfo-0.13.0.1
RW_FollowMe-0.13.0.1
RW_AreaUnlocker-0.13.0.1
AllowTool
HaulPriorityLiteNoUnforbid
Mad Skills
-Apparello
-RTFTJ
AutoEquip
Rimsenal_hair
AdditionalLighting1.5
LDAreaRugs
DefenceShield1.4
ED-MoreVanillaTurrets
DermalRegenerator1.5
BetterCoolers1.1
BetterVents1.1
CampfireParty
ComponentOverhaul
Daylight Sensors v1.00
Embrasures1.3
ExpandedProsthetics&amp;OrganEngineering
ExtendedMedicine-ExtendedMedicine1.2
ExtendedStorage1.4
Extra Floors v1.14
Fences
GrowGrass
Landmines
M&amp;Co. MMS
Medical Training
-MedievalShields1.6
Mini NPD
ModularSolarsNoBar1.11.1
More Furniture
MuffaloOverhaul
PackMuffalo
-PersonalShieldMKII1.3
PowerSwitch
Recycle
Rimfire 1.9
RimPharma v2.14
Quarry v1.10
RT Fusebox
SmallWalls_Full1.9
TilledSoil
Soda Brewing v1.50
TargetPractise
-M&amp;Co. MiningHelmet
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 23, 2016, 05:04:27 PM
Quote from: Kirid on April 23, 2016, 03:29:09 PM
The errors have disappeared! I couldn't imagine what might be causing them.
Disabled everything and enabled one by one.  Apparello alone worked fine. Tried moving it around in the load order, errors still gone.

Oh good! thanks for letting me know! ;D


Quote from: Tinkerer on April 23, 2016, 10:03:03 AM
Just wanted to say I <3 this mod and your thread titles always make me lol
Thanks tinky!
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: caekdaemon on April 24, 2016, 03:05:03 AM
I think I've got a problem with the mod :o Is there a list of all the new items, and where they're craftable from? I'm looking at the tailor's workshop and there's only a dozen or so items, and, weirdly enough, pants aren't on the list either.
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 24, 2016, 07:14:55 AM
Quote from: caekdaemon on April 24, 2016, 03:05:03 AM
I think I've got a problem with the mod :o Is there a list of all the new items, and where they're craftable from? I'm looking at the tailor's workshop and there's only a dozen or so items, and, weirdly enough, pants aren't on the list either.

They should all be in the normal tailoring benches

(http://i.imgur.com/MJzaKjA.png)

by default you'd only see the vanilla pants and scrap pants
and after the 'apparel design and patterning' research the rest *should* appear

but if you're not seeing any pants at all, there's something really mystical going on with the base defs
I'm getting the impression they have their own will about if they want to work or not
I may have to make my own, with blac- yeah
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Killaim on April 24, 2016, 08:21:59 AM
weird intermitten flashing over intire map regularly and a error about hauling and smelting

after i updated to this version this happened all the time, went back to what i was using and it stopped.

using newer version does work in allready existing game right ? or would that be the cause?
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 24, 2016, 08:46:09 AM
Quote from: Killaim on April 24, 2016, 08:21:59 AM
weird intermitten flashing over intire map regularly and a error about hauling and smelting

after i updated to this version this happened all the time, went back to what i was using and it stopped.

using newer version does work in allready existing game right ? or would that be the cause?
Could you show the error and post the output_log thingie, too (you can find it in RimWorld 1135Win_Data folder, where you installed the game)

It could well be somekind of clash with other mod about something I've changed in mine or then it's some kind of mod order issue or some other dark magik

I can't really tell without seeing the error or preferably the log after the error has happened ;D
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: caekdaemon on April 24, 2016, 10:41:41 AM
Quote from: Shinzy on April 24, 2016, 07:14:55 AM
Quote from: caekdaemon on April 24, 2016, 03:05:03 AM
I think I've got a problem with the mod :o Is there a list of all the new items, and where they're craftable from? I'm looking at the tailor's workshop and there's only a dozen or so items, and, weirdly enough, pants aren't on the list either.

They should all be in the normal tailoring benches

by default you'd only see the vanilla pants and scrap pants
and after the 'apparel design and patterning' research the rest *should* appear

but if you're not seeing any pants at all, there's something really mystical going on with the base defs
I'm getting the impression they have their own will about if they want to work or not
I may have to make my own, with blac- yeah
Oh man, this is really weird then :o I haven't got any pants on the list at all, and some of the items on that list, like the tunic, aren't there either.

This is my mod order:

1. Core.
2. Additional Joy Objects 3.0.
3. Daylight Sensors.
4. Powerless v1.52.
5. RimPharma V.2.11.
6. Soda Brewing v1.50.
7. EdB Prepare Carefully.
8. Bulk Meals.
9. Hospitality 1.11a.
10. Expanded Prosthetics and Organ Engineering v1.62.
11. RT Fuse.
12. More Furniture.
13. Aparello 2.

I've tried downloading and reinstalling the mod, and that outright removed everything that was on the list, but kept buildings like the tinkering bench and all that working fine...and pants still aren't on the build list!  :-[

EDIT : Checked the debug log, something about a duplicate category? Sounds like a mod clash on my end, but I don't think any mod of mine actually adds clothes other than Apparello :o

EDITx2: Changed the mod order to put Apparello first, and now I've got everything! :D Even pants!
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 24, 2016, 11:12:26 AM
Quote from: caekdaemon on April 24, 2016, 10:41:41 AMEDITx2: Changed the mod order to put Apparello first, and now I've got everything! :D Even pants!

Thanks for letting me know!
I need to do some testing about and see if I can get the mod to be not so fiddly about in what order it's loaded
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Lennbolt7 on April 24, 2016, 12:49:11 PM
Hey, whatever happened to the gloves, socks, etc? I can't find them anymore.
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 24, 2016, 01:01:58 PM
Quote from: Lennbolt7 on April 24, 2016, 12:49:11 PM
Hey, whatever happened to the gloves, socks, etc? I can't find them anymore.
I'm making them into an optional mod, so people can pick and choose
They added lot of waste management in the game and some people don't really enjoy that ;D

They'll be coming soon enough! I just wanna make sure there's no as many hidden surprises in it :-[

(http://i.imgur.com/83Wokyf.png)
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: falcongrey on April 24, 2016, 08:42:17 PM
Quote from: Shinzy on April 24, 2016, 01:01:58 PM
Quote from: Lennbolt7 on April 24, 2016, 12:49:11 PM
Hey, whatever happened to the gloves, socks, etc? I can't find them anymore.
I'm making them into an optional mod, so people can pick and choose
They added lot of waste management in the game and some people don't really enjoy that ;D

They'll be coming soon enough! I just wanna make sure there's no as many hidden surprises in it :-[

(http://i.imgur.com/83Wokyf.png)

Great to hear! I was about to make the same 'hey where is...' statement but was ninja'd!  ::)

Looking forward to the Apparello optional mods!  (I personally liked them all in there)
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Justas love on April 25, 2016, 02:32:01 PM
Quote from: caekdaemon on April 24, 2016, 10:41:41 AM
Quote from: Shinzy on April 24, 2016, 07:14:55 AM
Quote from: caekdaemon on April 24, 2016, 03:05:03 AM
EDITx2: Changed the mod order to put Apparello first, and now I've got everything! :D Even pants!

You should always put EPOE last
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Jordan Huitema on April 26, 2016, 12:17:07 AM
Could you make eye wear craftable? because i love the ski masks and also it is frustrating having a Kevlar helmet but nothing to go over the face except stuff you loot from the dead

great mod tho i adore everything you have done here it makes rimworld so much more fun to play
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 26, 2016, 03:13:30 AM
Quote from: JordanHuitema on April 26, 2016, 12:17:07 AM
Could you make eye wear craftable? because i love the ski masks and also it is frustrating having a Kevlar helmet but nothing to go over the face except stuff you loot from the dead

great mod tho i adore everything you have done here it makes rimworld so much more fun to play

Nooo! Looting your fallen enemies is the only true way!
Your kevlar helmet pawn has to prove its worth in battle and fight for the added facial protection. Rip those glasses out of their still warm bodies
Riiip the poor sod into tiny chunks and feed them to your cat! *frothing rant about making apparel out of human skin*




Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Jordan Huitema on April 26, 2016, 09:25:02 AM
Quote from: Shinzy on April 26, 2016, 03:13:30 AM
Nooo! Looting your fallen enemies is the only true way!
Your kevlar helmet pawn has to prove its worth in battle and fight for the added facial protection. Rip those glasses out of their still warm bodies
Riiip the poor sod into tiny chunks and feed them to your cat! *frothing rant about making apparel out of human skin*
Ill do it myself then but thanks.
Cant wait for prepare carefully to come out so i can harvest organs and limbs of passers by and then chop them up and make chairs and cloths out of there skins without my colonists wanting to kill themselves for doing my bidding. C:<
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 26, 2016, 10:00:43 AM
Quote from: JordanHuitema on April 26, 2016, 09:25:02 AM
Quote from: Shinzy on April 26, 2016, 03:13:30 AM
Nooo! Looting your fallen enemies is the only true way!
Your kevlar helmet pawn has to prove its worth in battle and fight for the added facial protection. Rip those glasses out of their still warm bodies
Riiip the poor sod into tiny chunks and feed them to your cat! *frothing rant about making apparel out of human skin*
ill do it myself then but thanks.
cant wait for prepare carefully to come out so i can harvest organs and limbs of passers by and then chop them up and make chairs and cloths out of there skins without my colonists wanting to kill themselves for doing my bidding

It's just that I'm using my own custom resources for the glasses which I should then make craftable aswell, or make away with entirely. And probably make the glasses unindestructable again
None of which I want to do as I do love having the corpses having something more "unique" but not too important to loot
I'm vain like that ;D
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Zombra on April 29, 2016, 02:36:06 PM
At a glance, this looks like a great mod - I'm definitely interested in my colonists being able to wear pants.

The description is a little, er, bare bones though.  I'd kind of like to know what I'm getting into before I add this to my current saved game.  A more, er, descriptive mod description would be appreciated.

Failing that, let me just blurt out some of my concerns.

Will I have to make room somewhere for 12 new benches?

Did you explode the tailoring "Bill" list to 200 entries to wade through, instead of the 8 or so in vanilla?

Will I need to increase my storage/dumping space by 10x to accommodate all the new item types?

I saw what looks like some kind of cabinet in a screenshot.  Finally, a storage option for similar items?  (I can stack 75 pounds of silver on one spot, but not two t-shirts?)

Most importantly, will pirates, tribals and raiders suddenly go crazy with fashion?  Will I see guys who used to wear dirty boarskin onesies show up in hot pink rhinestone ball gowns?  Or do factions retain the same thematic "feel" as in vanilla?

Thanks in advance for your thoughts - looking forward to trying this.  :)
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 29, 2016, 03:11:11 PM
Quote from: Zombra on April 29, 2016, 02:36:06 PM
At a glance, this looks like a great mod - I'm definitely interested in my colonists being able to wear pants.

The description is a little, er, bare bones though.  I'd kind of like to know what I'm getting into before I add this to my current saved game.  A more, er, descriptive mod description would be appreciated.

Failing that, let me just blurt out some of my concerns.

Will I have to make room somewhere for 12 new benches?

Did you explode the tailoring "Bill" list to 200 entries to wade through, instead of the 8 or so in vanilla?

Will I need to increase my storage/dumping space by 10x to accommodate all the new item types?

I saw what looks like some kind of cabinet in a screenshot.  Finally, a storage option for similar items?  (I can stack 75 pounds of silver on one spot, but not two t-shirts?)

Most importantly, will pirates, tribals and raiders suddenly go crazy with fashion?  Will I see guys who used to wear dirty boarskin onesies show up in hot pink rhinestone ball gowns?  Or do factions retain the same thematic "feel" as in vanilla?

Thanks in advance for your thoughts - looking forward to trying this.  :)

The tailor bench will be having around 50 new recipes in it (if you do all the relevant research)
even without you'll be looking at maybe 16 extra recipes

There's 5 new researches
and 1 new workbench, 1 "research" bench and a facility to go with it
you can easily fit them all in basic 4x4 room

aand the factions won't be *too crazy* I've only allowed them to wear things that made some sense to me

(http://i.imgur.com/JXs6hlf.jpg)


Edit: Oh and the storage ares would need some expanding for clothes
Also if it's just the pants you want! =P Check the attachment, I made them into mod of it's own
(I read the pants thread where you mentioned you prefer playing Vanilla, so ::) )

[attachment deleted by admin - too old]
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Zombra on April 29, 2016, 03:56:21 PM
Wow!  Thanks for splitting those pants off just for me :D

Looks like you've done wonderful work limiting stuff appropriately to factions.  Overall the mod looks great.

I think I'll try just the pants first and see how I feel about going full on later ;)
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: kosh401 on April 29, 2016, 04:51:04 PM
Love this mod :D 

Question: Is there a way to deconstruct the new clothing? I like to set my stations to dismantle clothing that's under 50% and less than normal quality, but workers don't seem to do that with these new items. Do I need to get further along with research/tables before they will be included in the bills such as 'deconstruct hats' etc.?

Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 29, 2016, 05:29:24 PM
Quote from: kosh401 on April 29, 2016, 04:51:04 PM
Love this mod :D 

Question: Is there a way to deconstruct the new clothing? I like to set my stations to dismantle clothing that's under 50% and less than normal quality, but workers don't seem to do that with these new items. Do I need to get further along with research/tables before they will be included in the bills such as 'deconstruct hats' etc.?
You can burn them, I don't know how the dismantling mods work with this
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Grogfeld on April 29, 2016, 05:33:09 PM
Quote from: Shinzy on April 29, 2016, 05:29:24 PM
Quote from: kosh401 on April 29, 2016, 04:51:04 PM
Love this mod :D 

Question: Is there a way to deconstruct the new clothing? I like to set my stations to dismantle clothing that's under 50% and less than normal quality, but workers don't seem to do that with these new items. Do I need to get further along with research/tables before they will be included in the bills such as 'deconstruct hats' etc.?
You can burn them, I don't know how the dismantling mods work with this

Use Recycle mod to get heavenly material - plastic :P
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 29, 2016, 05:34:22 PM
Quote from: Grogfeld on April 29, 2016, 05:33:09 PM
Quote from: Shinzy on April 29, 2016, 05:29:24 PM
Quote from: kosh401 on April 29, 2016, 04:51:04 PM
Love this mod :D 

Question: Is there a way to deconstruct the new clothing? I like to set my stations to dismantle clothing that's under 50% and less than normal quality, but workers don't seem to do that with these new items. Do I need to get further along with research/tables before they will be included in the bills such as 'deconstruct hats' etc.?
You can burn them, I don't know how the dismantling mods work with this

Use Recycle mod to get heavenly material - plastic :P
;D
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Malachi_Draven on April 29, 2016, 11:50:41 PM
I have the proper research finished but my tailoring tables are still only showing the vanilla recipes. Are there any mods that you know of which might be conflicting?

Edit: Nevermind. I did what somebody else did - put Apparello high up on my mod order - and all the recipes are there now :)
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: falcongrey on April 30, 2016, 03:43:27 PM
Have an interesting bug I believe with a Cobra Skin Tribal Mask. While all the other Tribal Masks I've come across can be taken to the stock pile, this one (even with EVERYTHING accepted at the stockpile) says there isn't any place to haul it off to so is stuck outside.

EDIT: Oh, and the above 'VisiblePants' mod you posted above... is that already in Apparello or a new separate add on to it?

[attachment deleted by admin - too old]
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Goldenpotatoes on April 30, 2016, 06:12:44 PM
I'm sorry, I just need to know:
(http://i.imgur.com/pBFouL1.png)

What ever happened to THIS?
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Shinzy on April 30, 2016, 06:21:57 PM
Quote from: falcongrey on April 30, 2016, 03:43:27 PM
Have an interesting bug I believe with a Cobra Skin Tribal Mask. While all the other Tribal Masks I've come across can be taken to the stock pile, this one (even with EVERYTHING accepted at the stockpile) says there isn't any place to haul it off to so is stuck outside.

EDIT: Oh, and the above 'VisiblePants' mod you posted above... is that already in Apparello or a new separate add on to it?

Oh good spot! there's actually two kinds of masks, The other one's somewhat rare, compared to the other tribal hats.
I had just forgotten the storage category from that one :-[ (ima upload the fixed version tomorrow, it's way too late here atm)
The visible pants are already in Apparello, just copy pasted it off there for zombra, since he's still enjoying the vanilla ;D


Quote from: Goldenpotatoes on April 30, 2016, 06:12:44 PM
I'm sorry, I just need to know:
http://i.imgur.com/pBFouL1.png

What ever happened to THIS?

Taters! there was some unfixable texture clipping issues with them
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: pktongrimworld on April 30, 2016, 06:38:13 PM
any idea why this happens when I load the mod?
*only happens with the latest version.



[attachment deleted by admin - too old]
Title: Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
Post by: Goldenpotatoes on April 30, 2016, 06:56:14 PM
Quote from: Shinzy on April 30, 2016, 06:21:57 PM
Quote from: Goldenpotatoes on April 30, 2016, 06:12:44 PM
I'm sorry, I just need to know:
http://i.imgur.com/pBFouL1.png

What ever happened to THIS?

Taters! there was some unfixable texture clipping issues with them

I mean, it couldn't of been that bad, right? I really just want non-bald colonists.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Shinzy on May 01, 2016, 06:53:34 AM
Quick update!

You can now rearrange your furniture.. The Apparello ones anyway!


Changelog
Apparello v2.0.4
1.5.2016
------------------

Changes - All Apparello workbenches are now movable. (Blame Goldenpotatoes for this)
- Everything has their own BaseDefs now, so things may (or may not) work bit more reliably
- Some of the rare items should be slightly more rare

Fixed - Tribal mask with no category (Thankoo Falcongray)
- The mythical "Plastic" shouldn't be obtainable anymore. Atleast not through Skullywag's resource cheat machine. 
- Caravaneer's hat specific colour, now



pktongrimworld, try the new version, if it still happens could you gimmie the
output_log.txt, which can be found in RimWorld1135Win_Data folder (should find it right under your mods folder)

And taters, it was that bad, trust me
..but then I do have mild case of perfectionism with some things (Thank god that doesn't extend to fixing bugs)
Anyway you don't want your colonists get shot in the head do you?! Wear helmets, Pppffft!
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Killaim on May 01, 2016, 07:12:24 AM
what drawing tools do you use to make the art ?

was thinking id try making a idea monster i have
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Grogfeld on May 01, 2016, 07:14:30 AM
Oh, You sneaky one, while I've been loading game you had to update. But I'm watching I always do.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Shinzy on May 01, 2016, 09:21:04 AM
Quote from: Killaim on May 01, 2016, 07:12:24 AM
what drawing tools do you use to make the art ?

was thinking id try making a idea monster i have

Photoshop, but the program doesn't matter as much as how comfortable you're using it. Tools themselves I only practically use Brush, Dodge/burn tool (occasionally), and colour picker. ...OH and eraser
if it's monsters you're after I could point you to annie
https://ludeon.com/forums/index.php?topic=17087.msg185150#msg185150
Ask if he could give you some pointers and recommandations on which programs to use


Grogfeld! one day. One day I'll slip past your watchful gaze and there'll be an update and you'll be woefully unaware of it's existence. Oh yes.

Ohhh yes indeed.

*wobbles metal sheet for lightning sounds and turns the malice knob to 11*
Mwee hii hii hii!
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Nanao-kun on May 01, 2016, 01:26:24 PM
I'm not sure if it's some conflict or some oversight, but like the sunglasses and stuff, the Standard Issue Overalls has no health and is indestructible. I haven't tried 2.0.4 yet though.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Shinzy on May 01, 2016, 03:59:46 PM
Quote from: Nanao-kun on May 01, 2016, 01:26:24 PM
I'm not sure if it's some conflict or some oversight, but like the sunglasses and stuff, the Standard Issue Overalls has no health and is indestructible. I haven't tried 2.0.4 yet though.

Yes, I figured this to be the best option as they're uncraftable and mildly rare. I might change things a bit in future (i.e. Next alpha) depending on the feedback
but at the moment I prefer things this way
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: pktongrimworld on May 01, 2016, 11:25:21 PM
fixed now. no error msgs.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Helixien on May 06, 2016, 04:32:06 AM
The mod seems to break the mending table. My dear colonists just stand around doing nothing as soon as they want to mend an apparello item.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Commander Blackwatch on May 06, 2016, 05:56:08 AM
Impressive Mod amazing please keep make new clothes

Texture = Great
Material need to make a clothes = Great
All Type of clothes = Amazing all i need is here Perfect

Rate
100/100

PS: Best mod Keep a Great Work
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Shinzy on May 06, 2016, 07:10:25 AM
Quote from: iWilliBlecha on May 06, 2016, 04:32:06 AM
The mod seems to break the mending table. My dear colonists just stand around doing nothing as soon as they want to mend an apparello item.

Where can I find this mending thing? I would like to have a looksee
(also so that I can go blame the other person, Like Robert told me to)



and thank you blackie!
Best mod
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Mufflamingo on May 06, 2016, 08:21:48 AM
I use the mending table and apparello mod nothing is wrong. I can repair clothes and arms back to 100%.  It works fine.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Mufflamingo on May 06, 2016, 08:24:49 AM
Quote from: Shinzy on May 06, 2016, 07:10:25 AM
Quote from: iWilliBlecha on May 06, 2016, 04:32:06 AM
The mod seems to break the mending table. My dear colonists just stand around doing nothing as soon as they want to mend an apparello item.

Where can I find this mending thing? I would like to have a looksee
(also so that I can go blame the other person, Like Robert told me to)



and thank you blackie!
Best mod

https://ludeon.com/forums/index.php?topic=19594.0
^This is the mod he is talking about.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Shinzy on May 06, 2016, 08:48:00 AM
Thankoo muffly

Aight, Willy! try see if everything is up to date and maybe fiddle with the mod order a bit
I tried the mending mod and it seems to be working fine (Also it feel very cheaty, oh my!)
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Helixien on May 06, 2016, 02:42:43 PM
Quote from: Shinzy on May 06, 2016, 08:48:00 AM
Thankoo muffly

Aight, Willy! try see if everything is up to date and maybe fiddle with the mod order a bit
I tried the mending mod and it seems to be working fine (Also it feel very cheaty, oh my!)

Yeah, I did that already. I also tried all the different a13 versions (since a lot of people made their own updates) and it is always the problem with your mod. High caliber, Rimfire, etc work all fine, but as soon as an apparello item is going to be mend, it bugs out. Tried to move it around already, nothing seems to fix it. I use the version where you need repair kits so it isnt too cheaty.

Btw, is there any chance we get some nice suits in a further update? I would love to have a colony that dresses like an old school mafia. :D

Quote from: Mufflamingo on May 06, 2016, 08:21:48 AM
I use the mending table and apparello mod nothing is wrong. I can repair clothes and arms back to 100%.  It works fine.

Can you post your load order? Maybe I can get it to work somehow :/
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Mufflamingo on May 06, 2016, 02:50:09 PM
Quote from: iWilliBlecha on May 06, 2016, 02:42:43 PM
Quote from: Shinzy on May 06, 2016, 08:48:00 AM
Thankoo muffly

Aight, Willy! try see if everything is up to date and maybe fiddle with the mod order a bit
I tried the mending mod and it seems to be working fine (Also it feel very cheaty, oh my!)

Yeah, I did that already. I also tried all the different a13 versions (since a lot of people made their own updates) and it is always the problem with your mod. High caliber, Rimfire, etc work all fine, but as soon as an apparello item is going to be mend, it bugs out. Tried to move it around already, nothing seems to fix it. I use the version where you need repair kits so it isnt too cheaty.

Btw, is there any chance we get some nice suits in a further update? I would love to have a colony that dresses like an old school mafia. :D

Quote from: Mufflamingo on May 06, 2016, 08:21:48 AM
I use the mending table and apparello mod nothing is wrong. I can repair clothes and arms back to 100%.  It works fine.

Can you post your load order? Maybe I can get it to work somehow :/

These are the mods that I use, I can't really help you if we are using different mods, but here's my mod order:

Core
Community Core Library
Community Core Library - Vanilla Tweaks
CombatRealism-1.6.3
EdBModOrder
EdBPrepareCarefully
Apparello
More Furniture
BetterCoolers-BetterCoolers1.1
BetterVents-BetterVents1.1
RW_Manager-0.13.0.3
Embrasures-Embrasures1.4
Rimfire 2.0 for CombatRealism-1.6.0
Rimsenal
Rimsenal_hair
Rimsenal_Storyteller
Vegetable Garden v3.6a
Mending
ExpandedProsthetics&OrganEngineering
More Factions Spawn
RTFTJ
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Helixien on May 06, 2016, 05:27:57 PM
While I do have more than you, I also have mending at the bottom and so I see no reason why it shouldnt work for me :/ Thanks you anyway!
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Nanao-kun on May 06, 2016, 05:57:59 PM
I prefer the other mending mod, that requires you to make repair packs to repair clothes and stuff with.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Hatura on May 07, 2016, 02:22:53 AM
Would it be possible to add a mirror to Mediafire? For some reason Mediafire doesn't want to download anything.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Mufflamingo on May 07, 2016, 06:24:28 AM
Quote from: Nanao-kun on May 06, 2016, 05:57:59 PM
I prefer the other mending mod, that requires you to make repair packs to repair clothes and stuff with.

What other mending mod? Can you give me the link, because the one I have is so OP. XD
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Shinzy on May 07, 2016, 07:17:54 AM
Quote from: Hatura on May 07, 2016, 02:22:53 AM
Would it be possible to add a mirror to Mediafire? For some reason Mediafire doesn't want to download anything.
Well I hope dropbox works for you
http://bit.ly/1SW0Wyn
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Hatura on May 07, 2016, 01:19:54 PM
Oh my. Thanks for doing this<3 I've been trying to download this for like 3 days.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Justas love on June 05, 2016, 05:16:32 AM
Can you please make a wiki or a list with all of the items with their pictures, cause i'm really lost to what i want to craft at the bench
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Shinzy on June 05, 2016, 08:05:06 AM
Quote from: Justas love on June 05, 2016, 05:16:32 AM
Can you please make a wiki or a list with all of the items with their pictures, cause i'm really lost to what i want to craft at the bench

I've tried to few times, it's just too much of a bother for me, sorry ;D
I'm barely able to keep my mods up to date at the moment

but do check the Apparello sets category in the storage areas
I've categorised them by their stat boosts so you should get a good inkling on what each apparel is good for through there
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Goldenpotatoes on July 17, 2016, 04:45:20 PM
I will sit here impatiently with unrealistic expectations of updates because all the mods I enjoy playing with in the game should be updated within the first day of the game's update.
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Shinzy on July 17, 2016, 04:56:32 PM
Quote from: Goldenpotatoes on July 17, 2016, 04:45:20 PM
I will sit here impatiently with unrealistic expectations of updates because all the mods I enjoy playing with in the game should be updated within the first day of the game's update.

Well since it says right there you're a super tester!
http://www.mediafire.com/download/qi5e1r62r58h7r7/Apparello.zip
there might be something shady with some of the craftables
Title: Re: [A13] Apparello v2.0.4 Put the 'rearrange' to Apparello 2 Rearranged [1/5/2016]
Post by: Goldenpotatoes on July 17, 2016, 05:00:54 PM
Quote from: Shinzy on July 17, 2016, 04:56:32 PM
Quote from: Goldenpotatoes on July 17, 2016, 04:45:20 PM
I will sit here impatiently with unrealistic expectations of updates because all the mods I enjoy playing with in the game should be updated within the first day of the game's update.

Well since it says right there you're a super tester!
http://www.mediafire.com/download/qi5e1r62r58h7r7/Apparello.zip
there might be something shady with some of the craftables

Oh wow, I didn't think that'd actually work. Time to test.
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 20, 2016, 06:04:52 PM
I've done the deed everyone

Is up to date
woop!

no big changes unless you want to play out the tribal scenario (they can craft tribalwear *nods* a-mazing!)
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: kaptain_kavern on July 20, 2016, 06:12:58 PM
Yeah \o/

Glad you came back for that man.

I miss the cloth diversity.

Thx a lot
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 20, 2016, 06:32:36 PM
Quote from: kaptain_kavern on July 20, 2016, 06:12:58 PM
Yeah \o/

Glad you came back for that man.

I miss the cloth diversity.

Thx a lot

Oh I've never even left ...I'm just.. lazy
It's on steam workshop too now! for anyone interested to get it there
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: 123nick on July 20, 2016, 10:03:58 PM
this is compatible with existing colonys, right?
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 21, 2016, 08:46:16 AM
Quote from: 123nick on July 20, 2016, 10:03:58 PM
this is compatible with existing colonys, right?

Uhu! Still always advisable to back up your save before adding any mods
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: 123nick on July 22, 2016, 12:23:53 AM
ok, thanks for replying shinzy :) also, is it just me or is all the buffs clothes used too give gone? like, i have a medic wearing medic armor and a medic helmet pictured here:
(http://i.imgur.com/60Eed2g.png) 

and the armor gives no bonuses too medicine:

(http://i.imgur.com/DThUGaY.png)

also, i didnt find any of the usual melee and ranged weapons, like the smg that was apart of a helmet,  and the spatula.

edit: maybe the armor and helmet does have an effect, but its not shown on the item info display?

(http://i.imgur.com/PvmzIhD.png)

edit #2: after the person wearing the medical gear died, the offset was now shown:

(http://i.imgur.com/MVeIruS.png)


Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 22, 2016, 06:34:27 AM
That is a bug in vanilla, it only shows the base stats of the items when worn
you have to drop the item on the ground to see the "true" effects of it
but they still affect the colonist

Also the gun I've removed entirely in last alpha, I didn't like it =P
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: 123nick on July 22, 2016, 07:28:43 AM
Quote from: Shinzy on July 22, 2016, 06:34:27 AM
That is a bug in vanilla, it only shows the base stats of the items when worn
you have to drop the item on the ground to see the "true" effects of it
but they still affect the colonist

Also the gun I've removed entirely in last alpha, I didn't like it =P

ahh ok, but what about the other melee weapons? there were like , a spatula, and i think a surgical knife, with the spatula increasing cooking skill and the surgical scalpel or knife increasing healing quality?
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 22, 2016, 07:42:41 AM
Quote from: 123nick on July 22, 2016, 07:28:43 AM
Quote from: Shinzy on July 22, 2016, 06:34:27 AM
That is a bug in vanilla, it only shows the base stats of the items when worn
you have to drop the item on the ground to see the "true" effects of it
but they still affect the colonist

Also the gun I've removed entirely in last alpha, I didn't like it =P

ahh ok, but what about the other melee weapons? there were like , a spatula, and i think a surgical knife, with the spatula increasing cooking skill and the surgical scalpel or knife increasing healing quality?

That's another mod ;D
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: 123nick on July 22, 2016, 09:54:28 PM
Quote from: Shinzy on July 22, 2016, 07:42:41 AM
Quote from: 123nick on July 22, 2016, 07:28:43 AM
Quote from: Shinzy on July 22, 2016, 06:34:27 AM
That is a bug in vanilla, it only shows the base stats of the items when worn
you have to drop the item on the ground to see the "true" effects of it
but they still affect the colonist

Also the gun I've removed entirely in last alpha, I didn't like it =P

ahh ok, but what about the other melee weapons? there were like , a spatula, and i think a surgical knife, with the spatula increasing cooking skill and the surgical scalpel or knife increasing healing quality?

That's another mod ;D

ahh, it was thingimajigs right? i only found out after looking at the old minami tech tree for Alpha 7. well, will it be updated?
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 23, 2016, 05:26:10 AM
Quote from: 123nick on July 22, 2016, 09:54:28 PM
Quote from: Shinzy on July 22, 2016, 07:42:41 AM
Quote from: 123nick on July 22, 2016, 07:28:43 AM
Quote from: Shinzy on July 22, 2016, 06:34:27 AM
That is a bug in vanilla, it only shows the base stats of the items when worn
you have to drop the item on the ground to see the "true" effects of it
but they still affect the colonist

Also the gun I've removed entirely in last alpha, I didn't like it =P

ahh ok, but what about the other melee weapons? there were like , a spatula, and i think a surgical knife, with the spatula increasing cooking skill and the surgical scalpel or knife increasing healing quality?

That's another mod ;D

ahh, it was thingimajigs right? i only found out after looking at the old minami tech tree for Alpha 7. well, will it be updated?

I don't think I will, Updating things is such a drag. Especially with stuff I didn't end up using myself
I mean I might eventually but it's more likely that I don't (I already sort of retired the mod, too ;D)
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: 123nick on July 23, 2016, 06:18:10 AM
thats alright, maybe you can allow someone else too update it?
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: justinpatrick1011 on July 25, 2016, 07:37:46 AM
Anyone has links to the version 2.0.4? I'm still remaining on Alpha 13 for mod compatibilities. ;)
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: 123nick on July 25, 2016, 08:53:25 AM
hey shinzy, should some research projects require the Pattern designer as the reserch bench needed too research them? because none of the new researches require it, atleast, none that i found.

edit: nvm im just blind :P
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 25, 2016, 11:40:48 AM
Quote from: justinpatrick1011 on July 25, 2016, 07:37:46 AM
Anyone has links to the version 2.0.4? I'm still remaining on Alpha 13 for mod compatibilities. ;)

http://www.mediafire.com/download/9w88sqv1cr1bc61/Apparello2.0.5.zip
that's the latest version for a13!
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: justinpatrick1011 on July 25, 2016, 10:54:30 PM
Quote from: Shinzy on July 25, 2016, 11:40:48 AM
Quote from: justinpatrick1011 on July 25, 2016, 07:37:46 AM
Anyone has links to the version 2.0.4? I'm still remaining on Alpha 13 for mod compatibilities. ;)

http://www.mediafire.com/download/9w88sqv1cr1bc61/Apparello2.0.5.zip
that's the latest version for a13!

Thanks mate, greatly appreciated!  ;D
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: newcadence on July 25, 2016, 11:45:46 PM
Is there a guide?
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 26, 2016, 07:05:19 AM
Quote from: newcadence on July 25, 2016, 11:45:46 PM
Is there a guide?

No I'm sorry, I'm really bad at making those and keeping them up to date

the basic gist of it is to build the pattern designer and research the new researches
- Quilting, this gives you some basic early leather armor

- Apparel design and patterning, this unlocks most of the basic apparello apparel to be crafted in the tailoring bench

- Safety standards, this unlocks the job focused apparel that boost the work stats

- Apparel augmentation, this lets you craft all the rootin tootin gun shootin combat items and other advanced apparel

- Prototype apparel, this one's for kinda unique stuffs that you can't get until you find  the schematic bundle from one of the traders (exotic space trader usually)

- Tribal adornment, this one's just for crafting the tribal garments
only made them craftable cause of the new tribal scenario =P they'll get this tech for free


As for the apparel stats.. you'll kinda have to learn them on the go :-[
I've tried to keep them somewhat "sensible" like gunbelt would help with shooting and so

But mostly you're on your own *ahem*
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Oragepoilu on July 26, 2016, 01:13:43 PM
Some indication like this could really fit well into the first post, IMO.
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: damnfan on July 26, 2016, 06:50:39 PM
How does this mod interact with Infused?
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Sarelth on July 27, 2016, 01:26:09 AM
It has been doing well with Infused for me. No problems that I can recall.
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 27, 2016, 05:37:03 AM
I haven't actually ever tried Infused yet
There were lot of screenies by players with Apparello on in that thread
And I trust Sarelth with my life! Good strong name like that.. doesn't sound villanous at all!

Edit: Yup this mod is officially best buddies with infusion! Suck it skully's armour repair mod!
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Oragepoilu on July 27, 2016, 06:20:04 AM
When I try to craft a "Tribal shield", "Tribal shoulderpads", "modest tribal Mask", "gaudy tribal Mask", "tribal headdress" the craft time it set to 1.
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 27, 2016, 06:59:45 AM
Quote from: Oragepoilu on July 27, 2016, 06:20:04 AM
When I try to craft a "Tribal shield", "Tribal shoulderpads", "modest tribal Mask", "gaudy tribal Mask", "tribal headdress" the craft time it set to 1.
Oh nice spot, I seem to have forgotten all the worktimes on those ;D I'll have to fix it later today
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Oragepoilu on July 27, 2016, 07:51:25 AM
"Patch pants" do not have a crafting time either.

Btw, how the "reclaim fabric" works ? I don't get anything back, but I don't reclaim decent cloth (>50%).

Sub question : is it worth it to reclaim wasted clothes (<50%) ?

Else I will just either stockpile them in a corner or burn them, whatever is faster. Reclaiming for 50 work time and get nothing is just a waste.


Edit : My bad, I was mistaken; reclaim fabric come from another mod of skullywags, thus explaining the incompatibility.
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: OverlordZeni on July 27, 2016, 11:45:27 AM
Hey Shinzy, I love your mod!  So nice and fiddly, so much variety, but I also have one problem with your mod.

I'm a silly person that loves all these silly 80s and animu hair mods and I really like identifying my colonists at a glance via their silly hair.  Soooo!

I 'made' a mod consisting of just deleting <wornGraphicPath> off of a few XML files (http://"https://ludeon.com/forums/index.php?topic=15753.0") and went ahead and made one for Apparello2 too:

(https://i.imgur.com/yAdtCe5.png)
Behold the majestic twintails.

Sooo, I was wondering if it was okay for me to publish this?  I literally just took your hat def files and deleted a few lines, but I know there are other idiots like me out there that love the hat stats and clothing your mod offers but would forsake the badassness of putting everyone in Peaked Caps in order to keep their colonists from losing their fabulous locks.

A 'no' is 110% okay seeing as how I didn't write a single line of anything ever through out this process.

After this I plan to study up on modding Rimworld and apply my super amateur programming skills as best I can to try to make a per-colonist 'hat visibility toggle' thing, or maybe a mod to keep people from going bald as soon as they put on sunglasses, but this first step will appease me for now.  Though I'll be modding my copy of the mod to re-enable the rendering of Peaked Caps. :<

It's at this point in writing this dumb post that I thought to go and check the first post for a license, and of course it's right there at the bottom.  But seeing as how I didn't write a single line of code and the fact that I'm committing a heinous crime by hiding all your neat new hat graphics just to satisfy my sillyness, I still feel compelled to ask permission. >:
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on July 27, 2016, 01:35:12 PM
Quote from: OverlordZeni on July 27, 2016, 11:45:27 AM
-Shnip shnap-

Oh I don't see why not, just remove all the worn graphics too from the textures (If you didn't already! might reduce the size quite a bit!)
that would be basically everything except the Display folder in the hats folder
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Mufflamingo on August 02, 2016, 11:37:45 AM
Why no shoes. .
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on August 02, 2016, 12:21:32 PM
Quote from: Mufflamingo on August 02, 2016, 11:37:45 AM
Why no shoes. .

Shh! I'm busy hopping between mods pretending trying to update bits and bobs from each, Currently I'm updating them norbals!
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Mufflamingo on August 03, 2016, 06:47:59 AM
:x
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Dragoon on August 03, 2016, 07:30:03 AM
When you're done pretending updating the other mods. Will you consider adding some environmental protection to a few things. The enviro-headgear for example seems like it should protect against radiation.
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on August 03, 2016, 07:54:44 AM
Quote from: Dragoon on August 03, 2016, 07:30:03 AM
When you're done pretending updating the other mods. Will you consider adding some environmental protection to a few things. The enviro-headgear for example seems like it should protect against radiation.

I don't think having just a helmet would be enough to protect from radiation =P
Anyway! I would need some help with something like that since it's just a bit outside my set of skills to do
and I really dislike having anything in my mod that I don't know how to update myself ;D
maybe if something like CCL would add additional protection values to armor *hinthint*
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: CJoker3221 on August 12, 2016, 02:35:51 AM
Been playing this mod with reclaim apparel..and I've been getting Titanium and Plastic and I have no way to get rid of them..any ways to solve this?
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on August 12, 2016, 06:21:06 AM
Quote from: CJoker3221 on August 12, 2016, 02:35:51 AM
Been playing this mod with reclaim apparel..and I've been getting Titanium and Plastic and I have no way to get rid of them..any ways to solve this?
For now you can only enable the dev mode in options and find the 'destroy' command, it will remove everything within that tile (except the floor) so make sure you don't accidentally kill your pawns with it =P
and then make sure to disable the Eyewear from the reclaim fabric bill

I will try to have this fixed for the next update, whenever that may be
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: CJoker3221 on August 13, 2016, 01:04:18 AM
Quote from: Shinzy on August 12, 2016, 06:21:06 AM
Quote from: CJoker3221 on August 12, 2016, 02:35:51 AM
Been playing this mod with reclaim apparel..and I've been getting Titanium and Plastic and I have no way to get rid of them..any ways to solve this?
For now you can only enable the dev mode in options and find the 'destroy' command, it will remove everything within that tile (except the floor) so make sure you don't accidentally kill your pawns with it =P
and then make sure to disable the Eyewear from the reclaim fabric bill

I will try to have this fixed for the next update, whenever that may be
Okay! Thanks for the reply :D
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: SpaceDorf on August 17, 2016, 10:51:33 AM
Hiho Shinzy,

I promised feedback in the thread of your upcoming competition :)

Good News :
I very much love the look of the clothes you create and the color it brings to the rim.
I try this mod every other colony and are on my way to do so for my current colony right now ..

Bad News:
My personal Problem with Apparello is, that it feels too much for me.
The same way the Clutter Mod or the WayTooManyGuns Mod ( Rimfire ) feel to me.
I perceive it as too much of the same but different stuff.
It Changes the Look of the game, which is good, but adds a lot of micromanaging and decission making to the game that has no gameplay value ( for me. )
(yes I admit, I am a goddamn Munchkin and born MinMaxxer - Sloth Dusters ftw. )
Also some recipies and entrys in the storage appeared more than once, which added to the problem at the time.
Which I am not comfortable to say that this would be apparellos fault, because I am not up to date with the versions and
I collect mods like shiny baubles :)


Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on August 17, 2016, 11:36:57 AM
Quote from: SpaceDorf on August 17, 2016, 10:51:33 AM
Hiho Shinzy,

I promised feedback in the thread of your upcoming competition :)

Good News :
I very much love the look of the clothes you create and the color it brings to the rim.
I try this mod every other colony and are on my way to do so for my current colony right now ..

Bad News:
My personal Problem with Apparello is, that it feels too much for me.
The same way the Clutter Mod or the WayTooManyGuns Mod ( Rimfire ) feel to me.
I perceive it as too much of the same but different stuff.
It Changes the Look of the game, which is good, but adds a lot of micromanaging and decission making to the game that has no gameplay value ( for me. )
(yes I admit, I am a goddamn Munchkin and born MinMaxxer - Sloth Dusters ftw. )
Also some recipies and entrys in the storage appeared more than once, which added to the problem at the time.
Which I am not comfortable to say that this would be apparellos fault, because I am not up to date with the versions and
I collect mods like shiny baubles :)

Thank you! the storage is a monstrosity which I intend to make better next alpha when I start to utilize the CCL (it has some really cool features, like ability to create new ready custom outfits for the outfits tab) and I could def move some of the more fluff stuff into separate Addon like mod for those who do enjoy the wastemanagement ;D while keeping the "core" mod more lighter experience.
I've already moved few bits out of this in the past but clearly not enough =P

I really really really do appreciate any criticism, cause I'm not much a designer
I just like to draw n' add more things so I totally understand if the mod feels a bit unwieldy (oops :-[) I hadn't even though about it too too much before today, Thanks to spoony and nack's mod


Edit: Anyone eeelse? don't be shyyy, critisisiscim I need it for the next alpha! (no holding back, either!) I'm not gon ban you or anything
Adds SpaceDorf in to the to be banned list
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: SpaceDorf on August 17, 2016, 11:59:06 AM
Quote from: Shinzy on August 17, 2016, 11:36:57 AM

Edit: Anyone eeelse? don't be shyyy, critisisiscim I need it for the next alpha! (no holding back, either!) I'm not gon ban you or anything
Adds SpaceDorf in to the to be banned list

Phew. That was a close one.
Thanks for the quick answer.
If my savegame does not blow up after my latest mod update and collection run, consider apparello added :)

starting Rimworld slowly turns into more work than starting skyrim

Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: kaptain_kavern on August 17, 2016, 12:12:01 PM
Nearly related : can it be possible to have searchbox "a la" StorageSearch in the Outfits panel/windows. You know when create custom outfits?

Edit: This one
(https://i.imgur.com/kNRPAci.jpg)
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: SpaceDorf on August 17, 2016, 03:14:50 PM
Conclusion of my criticism.

First some appologies from me. It seems the main problem I had with your mod is none of your fault.
As mentioned above I have near OCD-Level MinMaxing Issues. And Since most of your apparels give some sort of Bonus
it pissed me of that I could not check out those bonuses in the Info Screen of the Tailor Bench but had to actually produce one to check out what the cloth item does.

Well after discovering just a few minutes ago, that there are perfectly written and complete descriptions of your apparels hidden behind the help tab ( instructions are for losers ) I feel a bit silly.
So the testing continues.

Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: JT on August 17, 2016, 03:57:15 PM
Honestly, I've been playing with and without Apparello since A12 (when I joined), and I can't see myself running without it these days.  At one point in A12 I removed it from the mod order because it really did clutter things up.  That's mostly because I was sick of common spacer civs running around in grotesque combinations of high-tech gear instead of simpler clothing (it's pretty weird seeing a "housemate" land with an officer's cap, power armour, synthread constructor's trousers, etc.).

However... when I did, prior to the Long Dark when I went without playing Rimworld for seven months or so (booyah! Traveller reference!), I eventually felt like I was missing a lot of the cooler clothing articles.  There's just something satisfying about being able to fine-tune your pawns' appearances, even if they usually wind up wearing ridiculous getups unless running Outfitter. =)

I absolutely love the added complexity added by the majority of the clothes, and the variegated outfits don't bug me as much as they used to.  I'm all for separating it out, as long as you keep the download very prominent and easy to find, because I'll be using it. ;-)

I do have two legitimate gripes about it!

1) Seemingly innocuous articles like skirts are buried wayyyy up there in the tech tree.  The medieval ladies need some love.  And not that kind of love, although Chaucer apparently said they were all for that kind of love too.  (Since our species still exists today, I assume that he was correct.)

2) The capitalisation can be wonky... it'd be nice if a pass was done on the clothing labels (pun not intended) to convert them all to lowercase.

Also, a bug!

Certain mod-added clothing falls into the clothing category, but doesn't have any cost in materials.  When the tailoring bench is used to reclaim these items, a pop-up error is produced.

This is most easily reproduced by trying to salvage Feral masks from Rimsenal Ferals.

[edit]I decided to put up rather than shut up, and found another error:

"Ritual vestments of the ancient, now extinct tribe - Chéw Õn Tuna Sãmmich - El Mógo for short. The El Mógoan Muffalo Prophets' prophecied of a day when three meteors, bearing sleeping gods would descent from the skies. Common belief was that the gods would build a lift to the spirit realms.  These vestments were created in the intent of binding the soul of slain gods to the wearer and thus gaining passage on the lift."

That description is encoded in Windows 1252, even though the file is encoded in UTF-8.  That means it appears garbled.  For the life of me I was trying to figure out what "El M go" meant, until I decided to experiment with switching the file encoding in EditPad Pro (my favourite text editor, well above Notepad++).

Here's how it appears in UTF-8:
"Ritual vestments of the ancient, now extinct tribe - Ch退w Հn Tuna S mmich - El M go for short. The El M goan Muffalo Prophets' prophecied of a day when three meteors, bearing sleeping gods would descent from the skies. Common belief was that the gods would build a lift to the spirit realms. These vestments were created in the intent of binding the soul of slain gods to the wearer and thus gaining passage on the lift."

Although that description is almost too cute for its own good and could probably be replaced with:
"These vestments were created in the intent of binding the soul of slain gods to the wearer and thus gaining passage to the spirit realms."

;-)
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on August 17, 2016, 05:08:43 PM
Thanks JT! I will definitely go through the descriptions again before I update this for the next alpha
among with some other refinements that seem to be in order! =P
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Kaaven on August 19, 2016, 10:45:47 PM
Quote from: Shinzy on August 17, 2016, 11:36:57 AMEdit: Anyone eeelse? don't be shyyy, critisisiscim I need it for the next alpha! (no holding back, either!) I'm not gon ban you or anything

Just to hop in on the wagon:
As many people mentioned - the variety which your mod brings, once tasted, makes the vanilla game clothing completely bland and boring in comparison. So great work on that! ;)

That being said, just like others, I do find the cluttering it brings a bit annoying. Unlike SpaceDorf however, I am definitively not a MidMaxer, and usually play for and enjoy the most the RP aspect of the game. And I would love to gear up my colonists according to their job or character, even if the gear was not the "optimal" one. But the sheer amount of the items, as well as the usually completely random way I obtain them (loot from the raids) means it kinda gets too work-intensive to spend time figuring it out.

I feel that a proper sorting of items, based on the body slot they occupy (something like kaptain_kavern showed on the screenshot above) would really go a long way to help speed up the browsing of the apparel. Similarly, standardization in the naming could help a bit.
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on August 20, 2016, 05:02:27 AM
Quote from: Kaaven on August 19, 2016, 10:45:47 PM
Quote from: Shinzy on August 17, 2016, 11:36:57 AMEdit: Anyone eeelse? don't be shyyy, critisisiscim I need it for the next alpha! (no holding back, either!) I'm not gon ban you or anything

Just to hop in on the wagon:
As many people mentioned - the variety which your mod brings, once tasted, makes the vanilla game clothing completely bland and boring in comparison. So great work on that! ;)

That being said, just like others, I do find the cluttering it brings a bit annoying. Unlike SpaceDorf however, I am definitively not a MidMaxer, and usually play for and enjoy the most the RP aspect of the game. And I would love to gear up my colonists according to their job or character, even if the gear was not the "optimal" one. But the sheer amount of the items, as well as the usually completely random way I obtain them (loot from the raids) means it kinda gets too work-intensive to spend time figuring it out.

I feel that a proper sorting of items, based on the body slot they occupy (something like kaptain_kavern showed on the screenshot above) would really go a long way to help speed up the browsing of the apparel. Similarly, standardization in the naming could help a bit.
Ooooh you're gonna like the Communit core library outfit thing, then, Kaa! It lets me make some preset outfit things (I'm not huge fan of fiddling about in the storage settings and stuff either), I'll make a preset for each job atleast but I don't really know any of the details yet so =P
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: skywyze on September 02, 2016, 11:51:26 AM
Any chance for an A15 version yet?
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on September 02, 2016, 02:51:56 PM
Quote from: skywyze on September 02, 2016, 11:51:26 AM
Any chance for an A15 version yet?

Ima share you with a secret here sky :p but shh! don't tell anyone!
this version works with a15 because nothing apparel/crafting related code was changed
But for an official kind of a15 release I'm gonna need CCL to update cause I want to make use of some of the features it has
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Deimos Rast on September 03, 2016, 04:25:54 AM
so the next version will require ccl? welp, it is what it is. :-X
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on September 03, 2016, 06:14:38 AM
Quote from: Deimos Rast on September 03, 2016, 04:25:54 AM
so the next version will require ccl? welp, it is what it is. :-X
Ooo you say that like ccl's a bad thing :p
While I normally prefer to be entirely self reliant with my mod
This one allows so much convenient things for me to do that bug me immensely and couldn't really do anything about before

*pat* This a good thing Demmy, cheer up
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Deimos Rast on September 04, 2016, 01:42:41 PM
I like CCL, I use CCL, I support CCl. But what I'm against is a fully 100% just parts pack adding in a dependency that only a tiny fraction of its content ever makes use of. However, come update time, the mod is held hostage by that dependency. If it were your own custom plugin that you could just pop off and recompile whenever, well so much the better, but this is CCL, and as we're seeing now, it's a different beast.
I know it might not sound like it, but I really do think the world of the CCL people, and I meant the opening line. I just have a chip on my shoulder (spanning multiple games) about plugins. They enable you to do a lot of really cool things, but...well, I said my piece.
Do what you will, but know the first thing I'll probably do with Apparello 3.0 is strip it of dependencies.  ;D
Cheers.
p.s. I can't for the life of me figure out how you did the custom categories. I copied everything line for line and I just get errors. Is there more to it than just the Cats! file?
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on September 04, 2016, 05:32:08 PM
Quote from: Deimos Rast on September 04, 2016, 01:42:41 PM
-Snip snap-

Well since you put it that way :p
I should probably wait using CCL until the game has been officially released and the content updates won't be monthly
I'm sure few quality of life improvements can wait ;D

anyway! I'm still polishing up other bits and aspects of the mod that I've found out needing some more love based on feedback and my own very short playthrough with it

Oh and could you please pm me about the category thing and show the errors and stuff, so I can better tell what you missed
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Deimos Rast on September 04, 2016, 10:18:13 PM
wait, you're not going to go tell me to pound salt and you actually read what I wrote? That...doesn't usually happen. I'll admit I'm a bit of a mad dog barking in the wind and you're free to do what you want, but I spend a lot of time picking over old mods, so it's a trend I see time and again.
Yeah, I'll PM you the errors when I'm at the right computer in a few.
Cheers.
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Matusiak on September 07, 2016, 05:13:13 AM
Please Shinzy give us your clothes  ;) ;)
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Shinzy on September 07, 2016, 06:45:07 AM
Quote from: Matusiak on September 07, 2016, 05:13:13 AM
Please Shinzy give us your clothes  ;) ;)

Noooo pleeease they're the only ones I have and I'm still wearing them

I am polishing this thing for proper a15 version but I have so many irons in the fire that ugh

This version does work on a15 though, it might give a complaint about being wrong version but beyond that, there's not much that changed in the code between 14 to 15
Title: Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
Post by: Trigon on September 19, 2016, 05:03:46 PM
Well that's good news. I'll have to test it out then.
Title: Re: [A14/15] Apparello v2.0.6 It works, I swear! [21/7/2016]
Post by: Thundercraft on December 01, 2016, 02:22:32 AM
I do like adding more variety to apparel just for the sake of adding variety. But... is there a list somewhere of the apparel with augmentation? I'd appreciate it if I could see a list of which items give a stat boost and what gets boosted.
Title: Re: [A14/15] Apparello v2.0.6 It works, I swear! [21/7/2016]
Post by: Shinzy on December 01, 2016, 06:07:22 PM
Quote from: Thundercraft on December 01, 2016, 02:22:32 AM
I do like adding more variety to apparel just for the sake of adding variety. But... is there a list somewhere of the apparel with augmentation? I'd appreciate it if I could see a list of which items give a stat boost and what gets boosted.

it's so much woooork Thundercraaaft!
But seriously it's been on my to do list forever. Sadly modding hasn't been the top priority on that liiiiist, but I'm tryna do such a list for when I hafta update the thing for a16 (cause I'll likely have to go through all the stats one by one anyhow by then)

For clothing mod with way more clarity I can recommend FashionRimsta!
or or then you'll have to memorize everything in elephantine memory for now like I've done! :-[
Title: Re: [A14/15] Apparello v2.0.6 It works, I swear! [21/7/2016]
Post by: joaonunes on December 01, 2016, 06:38:04 PM
Quote from: Shinzy on December 01, 2016, 06:07:22 PM
*snip*

For clothing mod with way more clarity I can recommend FashionRimsta!
or or then you'll have to memorize everything in elephantine memory for now like I've done! :-[

I love your mod, but FashionRimsta actually looks cool, more variety is always nice, kinda bored of watching half my colonists with the same or very similar jackets :P
Most items are kinda logical in what type of buff they give, it's the "generic" ones that can cause some confusion, but should be fairly easy to understand what they do.

Thanks for the suggestion!
Title: Re: [A14/15] Apparello v2.0.6 It works, I swear! [21/7/2016]
Post by: Thundercraft on December 02, 2016, 09:36:11 AM
Q1: Why don't you link the Steam version (http://steamcommunity.com/sharedfiles/filedetails/?id=728381322) in your OP? That would make it much easier to find...

Q2: Is there a difference between the version in the Mediafire download in your OP and the Steam version?

I'm asking Q2 because Mediafire says the file was uploaded on "2016-07-20" and Steam says it was updated "Sep 11". Also, the Steam description mentions this:
QuoteChangelog 24th July
- Renamed OSHA standards research to 'Safety standards'
- Added new player faction (Community) for use in scenario editor
- Medic's bandana doesn't inherit the ugly cloth colour when crafted anymore

In contrast, the OP for this thread only says this:
Quote from: Shinzy on July 30, 2014, 08:19:27 AMChangelog
Apparello v2.0.6
21.7.2016
------------------
Changes - Tribal outfits can be crafted with it's own research and the tribal scenario starts with said tech
??? I'm confused.
Title: Re: [A14/15] Apparello v2.0.6 It works, I swear! [21/7/2016]
Post by: Shinzy on December 02, 2016, 10:31:06 AM
ohhh dang! that was such a minor update I must've forgotten about it
Apparello A15 (http://www.mediafire.com/file/xddu45b46e503c0/Apparello.zip)
That's the steam version one, I'll add it to the op aswell

Good job spotting that Thund :p
Title: Re: [A14/15] Apparello v2.0.6 It works, I swear! [21/7/2016]
Post by: Thundercraft on December 18, 2016, 05:00:16 AM
Quote from: Shinzy on December 01, 2016, 06:07:22 PM
Quote from: Thundercraft on December 01, 2016, 02:22:32 AM
...is there a list somewhere of the apparel with augmentation?

it's so much woooork Thundercraaaft!
But seriously it's been on my to do list forever.

As someone who did compile a list, I can attest that you are correct: It's so much woooork! ;D
I lost count of the hours (days?) I spent on this... but at least it's done.

I started by examining the mod files and compiling a sort of database with Notepad. Then I typed it all up in a neat spreadsheet. Next, I asked someone to create a page on the wiki for Apparello. And then (after finally finding an email addy the wiki would accept) I edited it. Check it out:
http://rimworldwiki.com/wiki/Apparello_(mod) (http://rimworldwiki.com/wiki/Apparello_(mod))

I used this tab2wiki (http://tools.wmflabs.org/magnustools/tab2wiki.php) online tool to convert my spreadsheet data into a MediaWiki table. Though, I had to tweak it with formatting techniques to make it look ideal.

Mainly, I wanted to do it this way so I could create a huge table with sortable columns. You can click on each column's header to sort the entire table by whatever category you like. Want to sort Apparello's clothes by TribalTrader or OutlanderTrader tags, to see which items should be available from certain traders? You can do that! Want to sort the table by the "Rachel Set" category to see which items belong to the group that buffs shooting? You can do that, too!

Attached below are my text and spreadsheet files:

[attachment deleted by admin due to age]
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Shinzy on December 19, 2016, 06:51:44 AM
Holy molasses man! :o
I don't..
I.. *sniff*
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Heroinómano34 on December 19, 2016, 08:53:57 AM
to much things for one single table.

why not add craft for all things?.

actually i use 6 tables ) for tailoring works
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: joaonunes on December 19, 2016, 09:29:33 AM
Good work on the table. I only have one suggestion:
You should compress the table so it isn't that wide and becomes easier to see which bonuses the items give. Maybe separate them by category (medicine bonuses, crafting, shooting, etc...) or just put all the bonuses in one column, even though that might now exactly be what would be best...
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Love on December 19, 2016, 09:40:23 AM
Any plans on supporting the A16 beta? I really can't go back to A15, A16 is just so amazing.
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Shinzy on December 19, 2016, 10:43:52 AM
Quote from: Love on December 19, 2016, 09:40:23 AM
Any plans on supporting the A16 beta? I really can't go back to A15, A16 is just so amazing.
A16 is amazing! But no I don't think I will have this up for the unstable branch
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Thundercraft on December 19, 2016, 07:05:32 PM
Quote from: joaonunes on December 19, 2016, 09:29:33 AM
You should compress the table so it isn't that wide and becomes easier to see which bonuses the items give.

The reason that the table is so wide is because there are about seventy-five columns! And that's because there's a lot of data. Just to do the clothing layers any justice requires a lot of space. But that's because RimWorld's Clothing Layers (http://rimworldwiki.com/wiki/Clothing_Layers) system is so complicated.

I made the table with that in mind. But it's rather difficult when RimWorld's .XML tags have huge names like "FixBrokenDownBuildingFailChance", "ButcheryMechanoidEfficiency" and "GlobalLearningFactor". Ordinarily, those would make very wide categories. But I made efficient use of horizontal space with abbreviations and using multiple lines, like this:
Fix Butcher Learn
Build Mech Factor
Fail% Effici.


Also, it's not uncommon for an item to have three Tags, such as: Military, Outlander, Spacer. Some, like the Trader's Coat, have four. And some have multiple thingCategories. The Trader's Paddy hat has four, but I cheated by squeezing it into three columns.

Anyway, I had to choose between optimizing the wiki table for readability and making it sortable by nearly every potential category. I chose the latter.

Quote from: joaonunes on December 19, 2016, 09:29:33 AM
Maybe separate them by category (medicine bonuses, crafting, shooting, etc...)

I did not separate by categories. But, most categories were grouped by similarities. For instance, all the butcher skills are next to each other, just as all the medical skills, cooking skills, and, yes, all the combat skills are together. Shooting accuracy is between Aiming delay and Melee Hit Chance. And right next to those are Personal Shield Recharge Rate and Personal Shield Energy Max, since they are related to combat.

Perhaps my layout is not ideal. But I'm just one person who spent far too many late-night hours on it. And I might be willing to tweak it - if I can find a good WYSIWYG editor for MediaWiki tables. As it is, I'd have to edit my spreadsheet file, export it all over again, and make a lot of manual edits to the MediaWiki code to make it look the same.

Quote from: joaonunes on December 19, 2016, 09:29:33 AM...or just put all the bonuses in one column, even though that might now exactly be what would be best...

I considered doing that. But, again, I wanted a table that I could sort by each category. That would be impossible if I lumped all the bonuses together in one column. Besides, if you include armor buffs, some apparel have 9 or more buffs/debuffs. Can you imagine how much space it would take to fit all of that in a single column?

From what you're saying, I suspect that my Apparello - Stats.txt (https://ludeon.com/forums/index.php?action=dlattach;topic=5085.0;attach=17401) text file may be similar to what you're looking for. It's a simple text file with all of the stats immediately under the apparel name. Just press [CTRL]+[F] to search for a keyword, like "Tribal shoulderpads", and you can see everything about it with a glance.

Alternatively, you could sort the table by Main Category, 2nd Category, and 3rd Category. The "A.panties" is for all leggings, "A.hats" is for hats, "Medical set" is for medicine, "Handling Set" is for animal handling/training, "Rachel Set" is for shooting, "Wombat Set" is for general combat, "Construct Set" for construction, etc, etc.

P.S.: I just made a slight tweak of the spreadsheets in my earlier post. Mostly, I fixed a few typos I had missed.
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: joaonunes on December 19, 2016, 09:22:21 PM
Quote from: Thundercraft on December 19, 2016, 07:05:32 PM
The reason that the table is so wide is because there are about seventy-five columns!

*Snip*

Anyway, I had to choose between optimizing the wiki table for readability and making it sortable by nearly every potential category. I chose the latter.

Yes, I am quite aware of that, and I made the suggestion to group the stats by category for readability which would unfortunaly remove the ordering system to see which has the best stats

Quote from: joaonunes on December 19, 2016, 09:29:33 AM...or just put all the bonuses in one column, even though that might not exactly be what would be best...

Typo there...
But yeah, it would be bad to put everything into a single column and I acknowledged it right when I gave the suggestion. The Apparello - Stats.txt (https://ludeon.com/forums/index.php?action=dlattach;topic=5085.0;attach=17401) file is good, although situational. It's not bad as it is (the table), but it feels a bit overextended due to facts you stated above. The items could be separated by item type (cant remember if they are already...), for example one table for hats, one for pants, etc... Just that would be fine, it is more of an ease of use issue... Imagine someone is trying to see which pants give the highest insulation. The top score will probably go to some random jacket, forcing the user to look for the trousers closest to the top. Just a suggestion :D
Title: Re: [A13] Apparello v2.2 The refixening [21/4/2016]
Post by: faltonico on December 20, 2016, 04:10:00 AM
Quote from: Shinzy on April 22, 2016, 02:25:59 PM
Quote from: qurffe on April 22, 2016, 01:42:27 PM
So i got this resource called Plastic and i couldnt get it hauled to stockpile, so i checked its information and was told to report it to "entity known as Shinzy"....

I dont really know how i got it exactly, but it was propably from taking apart clothes using mod called Reclaim Fabric by Skullywag.

Yeah those are for the eyewear only. They're uncraftable and the plastic itself shouldn't be able to be acquired through any vanilla means so I didn't want them to show up in the storage zones either.

Skullywag is usually to blame when something goes wrong
Thanks for letting me know! I did write that mostly for people who'd try to spawn it in for whatever reason ;D
If you can't bomb the plastic with grenades you can delete it with the dev mode "destroy" tool, just be careful not to poke any of your colonists with it =P
And try not to reclaim more goggles! ;D Sorry about that, you have my permission to bash skully

on a side note: small update
there were two hats missing (Gasmask and the Morion)
and the Caravaneer's hat recipe was totally bugged. So I fixed those




Edit: I had a chat wif skully about the plastic thing! You won't be able to use his reclamator machine thing on my goggles next time I update this mod, which I hope won't be any time soon ;D
I just find out that the Talior's Loom table from Vegetable Garden can also decompose some apparels to plastic and titanium too.
Please make this more visible in the front page... i freaked out when i saw this error spamming the console xD

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Exception ticking Building_RTQuantumStockpile7202072: System.NullReferenceException: Object reference not set to an instance of an object
  at RT_QuantumStorage.Utilities.IsChunk (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.ReceiveThing (Verse.Thing thingToReceive) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.ProcessCell (IntVec3 cell) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.QuantumStockpileTick (Int32 tickAmount) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0


Can you please make them so i can haul them somewhere instead of using dev mode to delete them?, pretty please??
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Beathrus on December 21, 2016, 03:31:27 AM
Its been to long! But I am back! ʕ•ᴥ•ʔ And need neat-o Clothing from Shinzy! Did we ever get hats of big tree eaters?
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Zombra on December 22, 2016, 05:33:45 AM
I loved the tiny standalone Shinzy made that allowed pants to appear visually (without adding all the other stuff) ... anyone know how to make that work in A16?
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: shadowblasta on December 25, 2016, 12:59:10 AM
I was just curious if this mod is still alive. I really loved it and want it for A 16
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Umbrador on December 25, 2016, 01:49:02 AM
I made an update for A16 for my own use, it works as i can see. There were only few red strings in dev console, wasn't hard to fix them. I can share if only Shinzy doesn't mind.
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: razorts on December 25, 2016, 02:46:53 AM
Quote from: Umbrador on December 25, 2016, 01:49:02 AM
I made an update for A16 for my own use, it works as i can see. There were only few red strings in dev console, wasn't hard to fix them. I can share if only Shinzy doesn't mind.
Share it please, we can ask forgiveness together later :)
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Shinzy on December 25, 2016, 09:28:50 AM
Quote from: Umbrador on December 25, 2016, 01:49:02 AM
I made an update for A16 for my own use, it works as i can see. There were only few red strings in dev console, wasn't hard to fix them. I can share if only Shinzy doesn't mind.

This is fine! I'm doing some slightly bigger changes for the a16 update anyway
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Umbrador on December 25, 2016, 09:47:08 AM
Then here it is
https://www.dropbox.com/s/00xpwh0d5f11r24/ApparelloA16.rar?dl=0 (https://www.dropbox.com/s/00xpwh0d5f11r24/ApparelloA16.rar?dl=0)

Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Thundercraft on December 26, 2016, 05:11:25 AM
Quote from: joaonunes on December 19, 2016, 09:22:21 PM
...The items could be separated by item type (cant remember if they are already...), for example one table for hats, one for pants, etc... Just that would be fine, it is more of an ease of use issue... Imagine someone is trying to see which pants give the highest insulation. The top score will probably go to some random jacket, forcing the user to look for the trousers closest to the top. Just a suggestion :D

I really did not want to edit even more lines of MediaWiki code by hand. And I worry about trying to maintain several separate tables when Apparello gets an update that changes stats and/or adds new stuff. However, I do see your point.

Anyway, I've now added separate tables for leggings, armor, miscellaneous, eyewear, and headgear:
http://rimworldwiki.com/wiki/Apparello_(mod) (http://rimworldwiki.com/wiki/Apparello_(mod))

Note, however, that I kept my original huge table so we can still sort all apparel by categories or columns. If you want to see the new tables, then you'll need to scroll down more than halfway.

BTW: I used the term "armor" rather loosely: It includes power armor and any non-headgear with high Armor: blunt and/or Armor: sharp, including the shield. And "miscellaneous" includes any non-headgear that doesn't fit the other categories. I sort-of wanted to split headgear further, but I couldn't find a good way to do that. So I settled for just splitting off the eyewear.

Attached below is the spreadsheet that I split into said categories, for those who may want it.

[attachment deleted by admin due to age]
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Cpt. DuctTape on December 26, 2016, 07:59:54 AM
Quote from: Umbrador on December 25, 2016, 09:47:08 AM
Then here it is
https://www.dropbox.com/s/00xpwh0d5f11r24/ApparelloA16.rar?dl=0 (https://www.dropbox.com/s/00xpwh0d5f11r24/ApparelloA16.rar?dl=0)

Thank you very much for this! I've been using this mod for quite a while, and A16 felt empty without it :)
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Umbrador on December 26, 2016, 09:13:50 AM
Quote from: Cpt. DuctTape on December 26, 2016, 07:59:54 AM
Thank you very much for this! I've been using this mod for quite a while, and A16 felt empty without it :)

Better say thanks to Shinzy. Editing few strings cannot be compared to making it from scratch. I can't imagine Rimworld without his outfits too. It must be ingame.
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Cpt. DuctTape on December 27, 2016, 05:48:59 PM
Quote from: Umbrador on December 26, 2016, 09:13:50 AM
Quote from: Cpt. DuctTape on December 26, 2016, 07:59:54 AM
Thank you very much for this! I've been using this mod for quite a while, and A16 felt empty without it :)

Better say thanks to Shinzy. Editing few strings cannot be compared to making it from scratch. I can't imagine Rimworld without his outfits too. It must be ingame.

You are absolutely right! Thank you Shinzy, for making this awesome mod! :D
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Shinzy on December 28, 2016, 08:55:57 PM
Quote from: Cpt. DuctTape on December 27, 2016, 05:48:59 PM
Quote from: Umbrador on December 26, 2016, 09:13:50 AM
Quote from: Cpt. DuctTape on December 26, 2016, 07:59:54 AM
Thank you very much for this! I've been using this mod for quite a while, and A16 felt empty without it :)

Better say thanks to Shinzy. Editing few strings cannot be compared to making it from scratch. I can't imagine Rimworld without his outfits too. It must be ingame.

You are absolutely right! Thank you Shinzy, for making this awesome mod! :D

Yer welcome captain!
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Beathrus on December 29, 2016, 12:36:54 AM
Quote from: Shinzy on December 28, 2016, 08:55:57 PM
Quote from: Cpt. DuctTape on December 27, 2016, 05:48:59 PM
Quote from: Umbrador on December 26, 2016, 09:13:50 AM
Quote from: Cpt. DuctTape on December 26, 2016, 07:59:54 AM
Thank you very much for this! I've been using this mod for quite a while, and A16 felt empty without it :)

Better say thanks to Shinzy. Editing few strings cannot be compared to making it from scratch. I can't imagine Rimworld without his outfits too. It must be ingame.

You are absolutely right! Thank you Shinzy, for making this awesome mod! :D

Yer welcome captain!

Shinzy I love all your mods. Just want to say, after my 5th bug infestation (Now on 7th), I really wish they had more use than nasty meat and Jelly.
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Thundercraft on December 31, 2016, 09:40:48 AM
Quote from: Shinzy on July 30, 2014, 08:19:27 AM...
- Prototype apparel , Unlocks few curious items for crafting. Just a bit flavour for the end game mostly.

Shinzy, are you certain that these prototype items are actually obtainable in-game? No matter how hard I try, I've been unable to either craft these or buy them from an orbital trader:
In a game I started to test and develop mods, with dev mode on, I have the Electric tailoring bench, Machining table, Tinkering bench, Pattern designer, Schematic cabinet, Hi-tech research bench, and Multi-analyzer. And I used the dev mode's [Finish all research] button. And I've checked and rechecked the Machining table, Tinkering bench, and Electric tailoring bench to craft these prototype items... But the only one I can find is the Prototype nerve-enhancer.

I've even tried this in conjunction with the Tech Advancing (http://steamcommunity.com/sharedfiles/filedetails/?id=735268789) mod to advance my colony's tech level beyond Industrial. But nothing changed. :'(

I've also used dev mode's [Replace all trade ships] button to repeatedly change the trade ships, looking for these mythical prototype armors. I literally skimmed through over a hundred trade ships (many of them combat suppliers) looking for these items. I can find Power armor, Power armor helmet, and Light power armor. But the only "prototype" item I could find is, again, the Prototype nerve-enhancer.

Looking at Apparel_RareTheHippogryff.xml, where these items are defined, I see that they lack <costList> tags. They also use the "ApparelloRareBase" abstract (defined in Apparel_Stuffless_And_Bases.xml), which also lacks <costList> tags. To me, this suggests that they are not craftable because they've not been defined as such.

For that matter, I suspect that there are a few other items which are not actually obtainable. I wasn't looking for it, but I don't recall seeing the Medic's powered armor, either. And, again, it is missing <costList> tags and uses the "ApparelloRareBase" abstract.

Edit:
While I'm at it, I also noticed that the Prototype scyther frame, Prototype hive armor, and Prototype Steamhull all have a <MarketValue> of 1000. For one thing, I doubt all three of these would have the same market value. For another, 1000 seems absurdly cheap. (The Medic's powered armor is even cheaper at 850.) You may want to compare your power armor apparel with vanilla Power armor and use that as a reference point or base:

    <statBases>
      <WorkToMake>170000</WorkToMake>
      <MaxHitPoints>400</MaxHitPoints>
      <MarketValue>4500</MarketValue>
      <Mass>15</Mass>
      <ArmorRating_Blunt>0.35</ArmorRating_Blunt>
      <ArmorRating_Sharp>0.65</ArmorRating_Sharp>
      <ArmorRating_Heat>0.30</ArmorRating_Heat>
      <Insulation_Cold>-45</Insulation_Cold>
    </statBases>
    <equippedStatOffsets>
      <MoveSpeed>-0.10</MoveSpeed>
      <WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
    </equippedStatOffsets>
    <costList>
      <Component>18</Component>
      <Plasteel>135</Plasteel>
    </costList>


(Reminder: All of your apparel lacks <Mass> tags. But that's perfectly understandable since this is new to A16 and you haven't released an official A16 update yet.)
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Shinzy on December 31, 2016, 11:36:18 AM
Quote from: Thundercraft on December 31, 2016, 09:40:48 AM
Quote from: Shinzy on July 30, 2014, 08:19:27 AM...
- Prototype apparel , Unlocks few curious items for crafting. Just a bit flavour for the end game mostly.

Shinzy, are you certain that these prototype items are actually obtainable in-game? No matter how hard I try, I've been unable to either craft these or buy them from an orbital trader:

-snip snap-

Oh this is intended! there's quite a bit of "unique" items, indestructable and so that only way to get is through luck (I want them to feel special)
the low price is so that enemies can afford to buy them
these items should not be available through traders either
and now with the deadman debuff I feel like it works even better imo :p

But I'll be totes macgotes revising all the craftables again cause of the debuff thing
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Hayhorse on January 04, 2017, 05:39:00 PM
So are you working on updating the mod to A16 or is it already compatable?
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Beathrus on January 04, 2017, 06:03:26 PM
Quote from: Hayhorse on January 04, 2017, 05:39:00 PM
So are you working on updating the mod to A16 or is it already compatable?

The Shinzy is working on it. If you read back a bit, someone made a solid substitute version for now until Shinzy is ready.
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Thundercraft on January 12, 2017, 05:13:49 AM
The "substitute version" you mention has a tiny flaw:

In Tinkerer.XML, the Tinkering bench and the Pattern designer both still have <WorkToMake> tags.

Thing is, as of A16, <WorkToMake> tags no longer work properly for buildings (and only buildings). This does not generate an error. However, not fixing this means that the building will not require any work to build. (You just rename the <WorkToMake> tags to <WorkToBuild> tags to fix.) Just an FYI...
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: noble116 on March 03, 2017, 11:42:22 AM
Just want to say thanks for the great mod, used it back in the earlier alphas and loved it, however there is something that seems to be missing currently, and that is boots and gloves, is it planned to add them back in with the official 16 update? My poor colonists keep loosing fingers and toes
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Trigon on March 03, 2017, 05:16:12 PM
Doesn't that just mean building is instant? IIRC that was the case with most mods where such an update occurred.
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Khaosius789 on March 22, 2017, 06:50:41 AM
So, in the mean time, how do I get the version Umbra uploaded to work? It says it has the incorrect version in console, but none of the items show up in game.
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Shinzy on March 22, 2017, 10:52:47 AM
Quote from: Khaosius789 on March 22, 2017, 06:50:41 AM
So, in the mean time, how do I get the version Umbra uploaded to work? It says it has the incorrect version in console, but none of the items show up in game.
From the previous page (64)
Quote from: Umbrador on December 25, 2016, 09:47:08 AM
Then here it is
https://www.dropbox.com/s/00xpwh0d5f11r24/ApparelloA16.rar?dl=0 (https://www.dropbox.com/s/00xpwh0d5f11r24/ApparelloA16.rar?dl=0)

if that is the one you tried then I cannot say what's wrong as it runs without error
but based on what you say the console shows it seems you've accidentally grabbed the wrong copy
Title: Re: [A15] Apparello v2.0.6 It works, I swear! [02/12/2016]
Post by: Khaosius789 on March 22, 2017, 11:44:28 AM
Haha, I was silly and failed to extract the actual mod out from the folder. Works fine. Looking forward to your official update Shinzy! Your mod is like, indispensable to my Rimworld experience.
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Shinzy on March 24, 2017, 05:11:09 PM
I did it!

quick patchwork job for a16, it has none of the stuff I've been working on very hard all this time
just the previous version brought to this alpha

http://www.mediafire.com/file/txx7iqagd2b39wp/Apparello.zip

Also I recommend using Lazzie's Research tab with this: https://ludeon.com/forums/index.php?topic=31083.msg318278#msg318278
Cause I didn't even bother fiddling with the new research coordinate things, so they're dotted all over the tab in vanilla
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Tgr on March 28, 2017, 04:41:30 AM
Is there any way to make it so that urban trousers disable any other pants?

It makes sense for, say, overalls from FashionRimsta to allow another layer of pants under, but pawns are constantly spawning wearing urban trousers over their pants, and it's kind of weird.
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Tgr on March 28, 2017, 04:44:22 AM
In fact, as the level of points for raids and visitors increases, I believe that almost *every* pawn that does not spawn with some form of clothing that can't be worn with urban trousers spawns with urban trousers. It's easily like 70% of group is wearing them for some reason.

Maybe switch them to the pants layer and add the suspenders from these pants to the middle layer attached to a belt??
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Shinzy on March 28, 2017, 06:49:44 AM
Quote from: TREH on March 28, 2017, 04:44:22 AM
In fact, as the level of points for raids and visitors increases, I believe that almost *every* pawn that does not spawn with some form of clothing that can't be worn with urban trousers spawns with urban trousers. It's easily like 70% of group is wearing them for some reason.

Maybe switch them to the pants layer and add the suspenders from these pants to the middle layer attached to a belt??

Oh, thanks! I originally had them on both layers, I'm not too sure why I changed them to middle only anymore ;D if you want to instantly change that grab the xml file in the attachments (need to be logged in to download it) and drop it in with the mod's files at
Rimworld/Mods/Apparello/Defs/ThingDefs and replace the old file with it

It'll change the suspender pants to use both middle and OnSkin layers

if you're using steam I recommend grabbing the version from the forums and use it locally instead of the workshop version cause I believe might try to auto-update any changes you make on it?
I'm not too familiar with how mods work through workshop, but I don't trust them one bit! *grumble*

[attachment deleted by admin due to age]
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Tgr on March 28, 2017, 04:51:27 PM
Wow awesome, TY!
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: skullywag on March 29, 2017, 04:10:49 AM
Only shinzy could wear trousers wrong......
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Shinzy on March 29, 2017, 07:46:42 AM
Quote from: skullywag on March 29, 2017, 04:10:49 AM
Only shinzy could wear trousers wrong......
But only Wallace wears the wrong trousers!
*high five*
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Mythos on April 22, 2017, 05:28:45 PM
Hey there,

when I'm crafting a Medic's bandana I'm getting following two exceptions upon completion. The unfinished bandana is then lost, also not getting a finished one.

MakeThing error: Tried to make UnfinishedApparel from HerbalMedicine which is not a stuff. Assigning default.
Verse.Log:Error(String)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
Verse.AI.<MakeUnfinishedThingIfNeeded>c__AnonStorey416:<>m__66D()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey460:<>m__6C9()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


JobDriver threw exception in initAction. Pawn=Bob, Job=DoBill A=Thing_ElectricTailoringBench194632 B=Thing_UnfinishedApparel880855 C=(99, 0, 214), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe.CalculateDominantIngredient (Verse.AI.Job job, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey418.<>m__674 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey417:<>m__66F()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


How can I fix this problem?

Regards,
Mythos
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Shinzy on April 22, 2017, 06:48:23 PM
Quote from: Mythos on April 22, 2017, 05:28:45 PM
Hey there,

when I'm crafting a Medic's bandana I'm getting following two exceptions upon completion. The unfinished bandana is then lost, also not getting a finished one.

How can I fix this problem?

Regards,
Mythos

Ooh! thank you
I didn't think this was still a thing that could happen
In all likelyhood you could make another medic's bandana and it would be fine
It seems really rarely, it tries to pick the herbal medicine as the stuff it's made of and bug out

So you don't *really* have to do anything to fix it

But to be 100% sure it won't happen again, you can "fix" it by going to your rimworld mod folder/Apparello/Defs/ThingDefs and open the file 'Hats_various.xml' (notepad works for this) and use the search tool (Ctrl+F) and search for "Nurse" and spot the bit about CostList underneath it and remove the line "<HerbalMedicine>5</HerbalMedicine>"

If you're using Steam you can find the mod files in this path
(http://i.imgur.com/HeaJbrL.png)

but I believe steam might try to autoupdate any changes you've made to it
so you might want to drag the mod folder (72838...) in this directory
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
This makes the mod as local so it won't autoupdate or anything, you'll just have to enable it ingame again and disable the steam one, the local mods are clearly marked with their own icon!

Edit: Honestly if you're using steam I kinda recommend doing this with all the mods you've subscribed to to prevent your game breaking due to mod getting updated or removed
(here's some more info on that https://ludeon.com/forums/index.php?topic=29440.msg297381#msg297381)


But anyway! I'll have that properly fixed in the next alpha
thanks again for reporting ;D
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: faltonico on April 22, 2017, 07:52:40 PM
Hey Shinzy thank you for the mod! It has helped reduce the nonsense from medical care introduced in A16.
I was wondering if it was intended that raiders spawned so often with scrubs.

On another matter, i made spacemarines pants the same layer as normal pants... for... you know, *ajem* mobile tanks.
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Mythos on April 23, 2017, 05:44:32 AM
Thanks for the fast reply! I'll leave it as it is for now, maybe I get one done. :P

This sounds like it's a core bug, should I post it on the bug tracker? (if possible)
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Shinzy on April 23, 2017, 07:25:02 AM
Quote from: Mythos on April 23, 2017, 05:44:32 AM
Thanks for the fast reply! I'll leave it as it is for now, maybe I get one done. :P

This sounds like it's a core bug, should I post it on the bug tracker? (if possible)
well in theory it should work as intended, it tried to assign a default stuff for it instead of the faulty one but for some reason couldn't (you said it got erased entirely)
So it's more like I'm just abusing the system rather than it being a bug ;D


also you're welcome Faltonicooo! *highfive*
though Scrubs sound like FashionRIMsta apparel :p
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: faltonico on April 23, 2017, 08:37:39 AM
Quote from: Shinzy on April 23, 2017, 07:25:02 AM
also you're welcome Faltonicooo! *highfive*
though Scrubs sound like FashionRIMsta apparel :p
Thanks for the reply!
I'm so sorry, i didn't even consider it could be from fashionrimsta xD
It is so great both mods work together so seamlessly.
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Ledaren on May 04, 2017, 06:53:16 AM
Hello. How can I fix bald head when wearing glasses? The pawn have custom hair
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Goldenpotatoes on May 04, 2017, 08:22:39 AM
Quote from: Ledaren on May 04, 2017, 06:53:16 AM
Hello. How can I fix bald head when wearing glasses? The pawn have custom hair

It's an issue with the vanilla game, as hats and hair share the same layer. Some mods like Simple Beard Framework (https://ludeon.com/forums/index.php?topic=29704.0) and Facial Stuff (https://steamcommunity.com/sharedfiles/filedetails/?id=818322128&searchtext=) attempt to address the issue.
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Shinzy on May 04, 2017, 08:24:24 AM
I was just going to reply but Goldie was faster :p thanks tato!
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Holothurin on May 11, 2017, 05:35:59 AM
I'm probably doing something wrong but I can't figure out what. I finally got my hands on some schematics, placed the cabinet near the tinkering bench but ffs the research topic 'Prototype Apparel' stays greyed out telling me I don't have the cabinet. Am I missing something here?

Also the alpha mammal headgear seems to be a pretty rare item as well. Not craftable and so far I only got one from a cryo space soldier. Is that intended? Oh... i'm referring to the peaked cap, of course :)
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Shinzy on May 11, 2017, 06:26:35 AM
Quote from: Holothurin on May 11, 2017, 05:35:59 AM
I'm probably doing something wrong but I can't figure out what. I finally got my hands on some schematics, placed the cabinet near the tinkering bench but ffs the research topic 'Prototype Apparel' stays greyed out telling me I don't have the cabinet. Am I missing something here?

Also the alpha mammal headgear seems to be a pretty rare item as well. Not craftable and so far I only got one from a cryo space soldier. Is that intended? Oh... i'm referring to the peaked cap, of course :)

Alpha mammal of the battlefields hat is atm uncraftable (I'm atm concidering to either make it craftable or indestructable without the deadmans buff) but it being kinda rare is totesmagotes intended, cause it's too cool :p

And as for the cabinet! you need to link it with the tiny pattern designer bench to do the research!
(that'll change in A17 aswell since theres been some changes in vanilla that lets me use the vanilla research bench without overwriting it)
Also being able to link it with the tinkering bench is just to give it small crafting speed boost just to give it some extra use after the research is done!
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Holothurin on May 11, 2017, 03:11:48 PM
Ouh... the pattern designer. Okay, that's actually the only piece of furniture I didnt try to link to so far. Thanks :D
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: pktongrimworld on May 28, 2017, 10:17:46 PM
This works in A17 right?....
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: pktongrimworld on May 28, 2017, 10:19:10 PM
nvm.... /buried in red
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Shinzy on May 29, 2017, 06:14:10 AM
Quote from: pktongrimworld on May 28, 2017, 10:19:10 PM
nvm.... /buried in red

well technically it kinda worksish But you don't want to play this until I've updated it :p
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: deathstar on May 29, 2017, 07:30:43 AM
Quote from: Shinzy on May 29, 2017, 06:14:10 AM
Quote from: pktongrimworld on May 28, 2017, 10:19:10 PM
nvm.... /buried in red

well technically it kinda worksish But you don't want to play this until I've updated it :p

Looking forward to the update! Apparello is my favourite apparel-mod.
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: pktongrimworld on May 29, 2017, 02:07:01 PM
:P

*waits for update*
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: memphis on June 06, 2017, 09:16:48 PM
Still waiting :(
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: kaptain_kavern on June 06, 2017, 11:35:45 PM
Oh be assured that Shinzy is working on it!

Kaptain is waving his club

We keep him ... motivated ...  you know? ...
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Shinzy on June 07, 2017, 06:28:06 AM
I'd be already done but *someone* mauled me with a CLUB



(I'm really close you guys)
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: AKillerCoconut on June 07, 2017, 12:56:25 PM
We all know it will be worth the wait Shinzy   8)
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Shinzy on June 07, 2017, 01:34:10 PM
Quote from: AKillerCoconut on June 07, 2017, 12:56:25 PM
We all know it will be worth the wait Shinzy   8)

Just need a bit more patching and testing to do, I'll have it out before weekend at the very least
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: Wooz on June 09, 2017, 11:48:21 AM
Just waiting for this mod to be updated, then I can finally try out the new version. This is just one of those mods that I can't do without, gotta love those trenchcoats lol.
Title: Re: [A16] Apparello v2.0.6 Lazy patchwerk edition!! [24/03/2017]
Post by: mrofa on June 09, 2017, 11:55:15 AM
Quote from: Shinzy on June 07, 2017, 01:34:10 PM
Quote from: AKillerCoconut on June 07, 2017, 12:56:25 PM
We all know it will be worth the wait Shinzy   8)

Just need a bit more patching and testing to do, I'll have it out before weekend at the very least

Go go shinzter, ram speed ahead!
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: Shinzy on June 09, 2017, 12:58:24 PM
(http://i.imgur.com/SO5dj1J.gif)

Greeeeaaat neeews everyooone! I've fixed the poison slime pipes updated the thing for A17!

Apparello v2.1.0
9.06.2017
------------------

Changes - Polished various hat textures a bit
- Quilting no longer needs to be researched, unless Tribal starting scenario is used.
- Gasmasks now provide toxic protection since it was a possible thing to do since alpha 14 which I didn't even notice.
- Repurposed Bandit's hat and scarf and Vandal's cap and scarf. They're now just scarves.

Fixed - Lot of descriptions to my best abilities, Lot of them should be more descriptive now and with better grammar (hopefully)
- Completely random capitalization of labels

Removed - Pattern Designer
- Plastic
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: faltonico on June 09, 2017, 01:12:45 PM
Yay! (moe centipede xD)
Thanks for the update!
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: kaptain_kavern on June 09, 2017, 01:33:55 PM
Hurray !
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: cuproPanda on June 09, 2017, 01:35:05 PM
Nice! I was waiting for this!
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: IHateRegistering on June 09, 2017, 02:35:56 PM
Thanks for the update. I feel bad for asking this, but have you considered a headgear frame patch?

Please don't hit me
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: pktongrimworld on June 09, 2017, 02:38:39 PM
that picture... so awsome. XD
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: Dragoon on June 09, 2017, 02:55:42 PM
The file name is ApparelloA17? Damnit Shinzy  :'(  I thought we talked about this. You can't name the file like this cause if you update then with new stuff we will have to either have the game telling us were missing files or we manually have to rename it back to what it was.
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: Shinzy on June 09, 2017, 03:12:44 PM
Quote from: Dragoon on June 09, 2017, 02:55:42 PM
The file name is ApparelloA17? Damnit Shinzy  :'(  I thought we talked about this. You can't name the file like this cause if you update then with new stuff we will have to either have the game telling us were missing files or we manually have to rename it back to what it was.

But you shouldn't have any other ApparelloA17 in any of your A17 mod folders to begin with!
Title: Re: [A17] Apparello v2.1.1 Fun with toxic hazards! [12/06/2017]
Post by: Shinzy on June 11, 2017, 08:37:49 PM
Just a quick update with a fix :p
I fumbled up the toxic resistance so that it would make pawns weaker against it :-[
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: Thundercraft on June 14, 2017, 11:48:26 PM
A17 update? Coolness!  8)

Quote from: Dragoon on June 09, 2017, 02:55:42 PMThe file name is ApparelloA17? Damnit Shinzy  :'(  I thought we talked about this. You can't name the file like this cause if you update then with new stuff we will have to either have the game telling us were missing files or we manually have to rename it back to what it was.
Quote from: Shinzy on June 09, 2017, 03:12:44 PMBut you shouldn't have any other ApparelloA17 in any of your A17 mod folders to begin with!

I believe Dragoon is correct. If you append the folder name with a version number, then when the game updates down the road and you release a new version with a new folder name (e.g., "ApparelloA18"), players that install the new version will probably just unzip in their /mods/ folder. That will create a new, separate folder and the game will see two versions of the mod.

Even if they delete the old "ApparelloA17" folder, this will likely confuse the game and generate error messages.

Regardless, I consider that a poor modding practice. Keeping the folder name consistent between mod versions is less likely to cause problems. You can have the .zip archive named "Apparello_A17.zip" or whatever, without issue. But I think it's better to rename the .zip to do that, instead of renaming the folder.
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: Shinzy on June 15, 2017, 06:20:47 AM
But each alpha has their own directory with empty mod folder
and if you replace the old mod folder with the new one any old files that are no longer in the new version (i.e. merged/separated/renamed xml files etc) would stay in said folder, then causing problems that way with outdated/duplicate defs

or am I missing something? :-[

Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: witchyspoon on June 15, 2017, 08:22:05 AM
shinzy is correct. if you just unzip in /mod and overwrite you could end up with leftover files (that have been deleted from the newer version) and those for sure would cause problems. this way you have the new version of the mod in a seperate folder and can just delete the old one. I dont see how deleting the old would cause problems. It will get deactivated in the modlist ingame anyway bc of incorrect targetversion.
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: kaptain_kavern on June 15, 2017, 10:33:54 AM
Oh yes it happened that way ^^ Scratched my head a lot with errors like that when mods "evolve"

A good practise, modding/gaming or not, is to erase/uninstall old versions before setting up new ones
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: Dragoon on June 16, 2017, 04:19:05 PM
Quote from: Shinzy on June 15, 2017, 06:20:47 AM
But each alpha has their own directory with empty mod folder
and if you replace the old mod folder with the new one any old files that are no longer in the new version (i.e. merged/separated/renamed xml files etc) would stay in said folder, then causing problems that way with outdated/duplicate defs

or am I missing something? :-[

ActuallyI was refering to updating for instance jtools and older versions of rimsonel. When they update the mod folder itself has a new name even if it's a small update, which casues errors unless you rename the folder to fit in with the mod enabled.

Quote from: kaptain_kavern on June 15, 2017, 10:33:54 AM
Oh yes it happened that way ^^ Scratched my head a lot with errors like that when mods "evolve"

A good practise, modding/gaming or not, is to erase/uninstall old versions before setting up new ones

I don't think anyone here was referring to just dropping the files in the old folder and overwriting the files, but rather to what was said above when in order for the game to throw no errors you have to delete everything in the folder, but not the folder itself then drop the stuff into it. Other wise you get errors, about a mod missing which in turn causes problems.
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: witchyspoon on June 16, 2017, 04:29:36 PM
but the game doesnt care what the folder is named! it only cares about whats it called in the About.xml
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: SuedKAT on June 20, 2017, 11:00:03 AM
Firstly, thanks for a superb mod, it's one of those mods I can't really play without :)

Secondly, today this started:
(https://s3.postimg.org/5jgwbhnwz/Untitled.png)

So I navigated to the workshop content folder for Rimworld, sorted by date and disabled all the mods that had updated recently, it still happened after that. I decided to trash my current "mod pack" and rebuild it a little bit at a time. So I enabled a few mods, tested so everything worked and repeated, when I got to Apparelo this error appeared. I've tried quite a bit now, but I can't seem to get rid of it, an ideas before I start the slow painful process of testing it against every single mod I have to see if I that way can find which one I'm guessing it's conflicting with?

Regards
SuedKAT
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: Shinzy on June 20, 2017, 07:42:59 PM
Quote from: SuedKAT on June 20, 2017, 11:00:03 AM
I've tried quite a bit now, but I can't seem to get rid of it, an ideas before I start the slow painful process of testing it against every single mod I have to see if I that way can find which one I'm guessing it's conflicting with?

Regards
SuedKAT

I'm sorry, I really don't have huge clues out of that error, something research coordinate related seems to fail repeatedly (something to do with the location where the research "cards" in the research tabs are placed).

I guess that could shorten the list of mods to only those that add their own research projects :p or that are otherwise research related
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: faltonico on June 20, 2017, 09:12:00 PM
@SuedKAT
I had that error in A16 and i never payed attention to it... it seemed harmless to me ¿is it really? o.O
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: hoaxdream on June 21, 2017, 12:20:46 AM
i have error when i enable medieval times mod, is it conflict?

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Edit: Nvm i reinstall and working fine now
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: Shinzy on June 21, 2017, 10:42:23 AM
Quote from: hoaxdream on June 21, 2017, 12:20:46 AM
Edit: Nvm i reinstall and working fine now

the error was from the patching, both of our mods changes the vanilla pants texture
if you'd put my mod after the medieval times in load order it should have fixed it :p (just for future if you see it happen again!) I'm glad you got it fixed ;D
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: SuedKAT on June 21, 2017, 10:17:31 PM
Quote from: Shinzy on June 20, 2017, 07:42:59 PM
Quote from: SuedKAT on June 20, 2017, 11:00:03 AM
I've tried quite a bit now, but I can't seem to get rid of it, an ideas before I start the slow painful process of testing it against every single mod I have to see if I that way can find which one I'm guessing it's conflicting with?

Regards
SuedKAT

I'm sorry, I really don't have huge clues out of that error, something research coordinate related seems to fail repeatedly (something to do with the location where the research "cards" in the research tabs are placed).

I guess that could shorten the list of mods to only those that add their own research projects :p or that are otherwise research related

I tried it out and as faltonico mentioned it seems harmless, everything seems to work ok apart from one thing. I have all the research benches and the thingy what ever it's called connected to the high tech one, still every time I pick something for research that requires both I get a warning that I don't have all the requirements built/connected, still works though and my pawns research it anyhow.
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: Jaxelar on June 24, 2017, 07:02:08 AM
Hey there, I can't for the life of me figure out how to make the prototype armors because none of the traders I've seen in the last year (game time) have had any schematics and I'm really confused. Anyone have an explanation?
Title: Re: [A17] Apparello v2.1.0 Def On Schedule Edition!! [9/06/2017]
Post by: Shinzy on June 24, 2017, 07:11:31 AM
Quote from: Jaxelar on June 24, 2017, 07:02:08 AM
Hey there, I can't for the life of me figure out how to make the prototype armors because none of the traders I've seen in the last year (game time) have had any schematics and I'm really confused. Anyone have an explanation?
They are fully luck based I'm afraid



Edit: Small update! some minor stat changes etc
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: hoaxdream on June 29, 2017, 09:27:17 AM
hi, what do you think is the cause of this error

MakeThing error: Apparello_Vandal is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
RimWorld.IncidentWorker_ResourcePodCrash:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on June 29, 2017, 09:35:25 AM
Quote from: hoaxdream on June 29, 2017, 09:27:17 AM
hi, what do you think is the cause of this error

MakeThing error: Apparello_Vandal is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
RimWorld.IncidentWorker_ResourcePodCrash:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

you've somehow managed to use a material to make the scarf that isn't count as a real material (maybe a modded fabric or something?)
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: hoaxdream on June 29, 2017, 10:59:06 AM
Quote from: Shinzy on June 29, 2017, 09:35:25 AM
Quote from: hoaxdream on June 29, 2017, 09:27:17 AM
hi, what do you think is the cause of this error

MakeThing error: Apparello_Vandal is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
RimWorld.IncidentWorker_ResourcePodCrash:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

you've somehow managed to use a material to make the scarf that isn't count as a real material (maybe a modded fabric or something?)

i didn't craft any scarf, but a scarf drop on my base through cargo pods.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: hoaxdream on June 29, 2017, 11:01:41 AM
i remember that this error pop up when i sold all the scarf.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: hoaxdream on June 29, 2017, 11:42:54 AM
another error from cloth bandit scarf cargo pods just now

MakeThing error: Apparello_Bandit is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
RimWorld.IncidentWorker_ResourcePodCrash:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on June 29, 2017, 08:27:25 PM
I haven't been able to recreate the issue. Something makes it try to spawn with non stuffy stuff as material when it drops etc. It's bit strange it's only affecting the scarf though, but it has to be some kind of mod clash or something (or then there's some corrupt mod files or something)
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: hoaxdream on June 30, 2017, 12:00:27 AM
Quote from: Shinzy on June 29, 2017, 08:27:25 PM
I haven't been able to recreate the issue. Something makes it try to spawn with non stuffy stuff as material when it drops etc. It's bit strange it's only affecting the scarf though, but it has to be some kind of mod clash or something (or then there's some corrupt mod files or something)

ok ill disable my mods 1 by 1 to see which is conflict and report back, thank you
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: JustALittleCrazyTalk on July 02, 2017, 03:51:27 PM
The bulk of the items when combined with Combat Extended is set so high that its impossible to pick up meat in order to train animals while also carrying a gun. This isn't a problem with vanilla clothing. NM, this does happen without apparello.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: mrofa on July 03, 2017, 04:01:25 AM
Quote from: hoaxdream on June 29, 2017, 11:42:54 AM
another error from cloth bandit scarf cargo pods just now

MakeThing error: Apparello_Bandit is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
RimWorld.IncidentWorker_ResourcePodCrash:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Its kinda a vanilia bug and kinda shinzter laziness.
Shinzy add a <tradeability>Sellable</tradeability> to scarf, it will fix the problem.

Problem occurs in drop pod code.
d.category == ThingCategory.Item && d.tradeability == Tradeability.Stockable && d.equipmentType == EquipmentType.None && d.BaseMarketValue >= 1f && d.BaseMarketValue < 40f && !d.HasComp(typeof(CompHatcher
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: NoImageAvailable on July 03, 2017, 06:42:25 AM
Quote from: mrofa on July 03, 2017, 04:01:25 AM
Its kinda a vanilia bug and kinda shinzter laziness.
Shinzy add a <tradeability>Sellable</tradeability> to scarf, it will fix the problem.

Problem occurs in drop pod code.
d.category == ThingCategory.Item && d.tradeability == Tradeability.Stockable && d.equipmentType == EquipmentType.None && d.BaseMarketValue >= 1f && d.BaseMarketValue < 40f && !d.HasComp(typeof(CompHatcher

That would also prevent traders from stocking it though, which might not be wanted. Alternatively could increase base market value to 40 or higher.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: mrofa on July 03, 2017, 07:03:33 AM
Sellable is from vanilia apparel, works for dem should work for shinzyh
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: NoImageAvailable on July 03, 2017, 07:51:56 AM
Quote from: mrofa on July 03, 2017, 07:03:33 AM
Sellable is from vanilia apparel, works for dem should work for shinzyh

Sellable means you can sell it to traders but they'll never generate it in their stock. The only vanilla apparel that uses it is tribal wear.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Der Failer on July 09, 2017, 03:28:46 PM
Hey Shinzy is it intended that some clothing can't get the "big D"?
Not that I'm complaining, just wondering. :)


Also love the "new" GIF for this version. But what did that cute centipede do to those guys, to deserve such an attack?!

[attachment deleted by admin due to age]
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on July 10, 2017, 05:17:52 AM
Quote from: Der Failer on July 09, 2017, 03:28:46 PM
Hey Shinzy is it intended that some clothing can't get the "big D"?
Not that I'm complaining, just wondering. :)


Also love the "new" GIF for this version. But what did that cute centipede do to those guys, to deserve such an attack?!

Yes! mostly the "rare" apparel that can't be crafted yourself
youuu mechanoid sympathizer!
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: faltonico on July 10, 2017, 06:21:40 AM
Hi there Shinzy!
I never got around to ask you, In A16 I often saw eyewear with negative HP (something like -0.68%) very, very often. Why was that? What does it means? Does it still happen in the current version?
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on July 10, 2017, 11:06:34 AM
Quote from: faltonico on July 10, 2017, 06:21:40 AM
Hi there Shinzy!
I never got around to ask you, In A16 I often saw eyewear with negative HP (something like -0.68%) very, very often. Why was that? What does it means? Does it still happen in the current version?
how do you mean? like the item's own health? they shouldn't have any. Only change I've done for a17 is make the deadman's debuff not affect the eyewear
could you snap a screenie for me if you see it happen again please? (I've never seen anything like that!)
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: faltonico on July 10, 2017, 12:47:53 PM
This is A16 though. Like i said i never got around to ask you.
(https://www.mediafire.com/convkey/a17e/65cdm3jc0cq8and4g.jpg) (http://www.mediafire.com/view/65cdm3jc0cq8and/menos.jpg)

[attachment deleted by admin due to age]
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Der Failer on July 10, 2017, 03:08:14 PM
Just noticed in my A17 play the same negativ HP on my "Soft shuttlepilot's Visor". My first guess would be that the "+5 Max hit points" from the "Soft" modifier is messing with things...
No proper test, just a guess...


Quote from: Shinzy on July 10, 2017, 05:17:52 AM
youuu mechanoid sympathizer!
mechanoids have feelings to you know!
...
...
Wait what?! They don't!
And they want to kill us all?!?!?!
But but but... they are so cute...
*walks away confused and mumbling to himself*


[attachment deleted by admin due to age]
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: faltonico on July 10, 2017, 04:23:43 PM
Quote from: Der Failer on July 10, 2017, 03:08:14 PM
Just noticed in my A17 play the same negativ HP on my "Soft shuttlepilot's Visor". My first guess would be that the "+5 Max hit points" from the "Soft" modifier is messing with things...
No proper test, just a guess...

Never thought of it, you are probably right!
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Thundercraft on July 16, 2017, 05:09:47 PM
Shinzy,

I have a suggestion: How about a new type of Powered Armor that exists only to increase human carry_capacity, to allow colonists to carry more than 35 kg as part of a caravan (such as to trade with a faction or attack a raider's base)? I'm thinking of calling it "Carry Exo-Frame".

My inspiration came from Mercer's Backpacks (http://steamcommunity.com/sharedfiles/filedetails/?id=975292421). It's an interesting concept, but it seemed totally unrealistic and very OP to me. Vanilla only allows colonists to carry 35 kg (about 77 lbs), including the weight of their weapon and all their gear. Statistics say that the average human weighs 136.7 pounds (worldwide, for both men and women, including those who are skinny or obese). And 77 lbs is over half their weight. Carrying that much for several miles, each way, would damage knees and, likely, give them a spinal injury. The idea of carrying more, without hydraulic or motorized assistance to lessen the load, would be insane. Having them wear a "backpack" would only add weight, not allow them to carry more.

Having an exo-frame for more carrying capacity, however, is totally believable and realistic. Indeed, the U.S. military has been developing this technology for some time and already has prototypes. (Read the Wikipedia article on Powered exoskeleton (http://hhttps://en.wikipedia.org/wiki/Powered_exoskeleton) or Google it for details.) And this approach could be game-balanced, as long as it required unlocking research and needed a certain amount of work and resources to build.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: NoImageAvailable on July 16, 2017, 05:56:13 PM
Quote from: Thundercraft on July 16, 2017, 05:09:47 PM
Shinzy,

I have a suggestion: How about a new type of Powered Armor that exists only to increase human carry_capacity, to allow colonists to carry more than 35 kg as part of a caravan (such as to trade with a faction or attack a raider's base)? I'm thinking of calling it "Carry Exo-Frame".

This is impossible to do without DLL-modding as carry weight is not a stat. On a side note it looks like that mod you linked is using CE assets without so much as a word of credit, classy.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: faltonico on July 16, 2017, 06:24:12 PM
Quote from: NoImageAvailable on July 16, 2017, 05:56:13 PM
Quote from: Thundercraft on July 16, 2017, 05:09:47 PM
Shinzy,

I have a suggestion: How about a new type of Powered Armor that exists only to increase human carry_capacity, to allow colonists to carry more than 35 kg as part of a caravan (such as to trade with a faction or attack a raider's base)? I'm thinking of calling it "Carry Exo-Frame".

This is impossible to do without DLL-modding as carry weight is not a stat. On a side note it looks like that mod you linked is using CE assets without so much as a word of credit, classy.
If you increase the size of the stacks, the carry capacity can be increased with bionics, and bionics are fully xml aren't they? Obviously you will need the dll to increase the stack size but there is already a mod for that xD
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Thundercraft on July 16, 2017, 06:49:27 PM
Quote from: NoImageAvailable on July 16, 2017, 05:56:13 PMThis is impossible to do without DLL-modding as carry weight is not a stat.

I believe you are mistaken. Here is the <equippedStatOffsets> code that Mercer's Backpacks used for the small and large backpacks, respectively:

<equippedStatOffsets>
  <MoveSpeed>-0.15</MoveSpeed>
  <CarryingCapacity>75</CarryingCapacity>
    </equippedStatOffsets>

<equippedStatOffsets>
  <MoveSpeed>-0.35</MoveSpeed>
  <CarryingCapacity>150</CarryingCapacity>
    </equippedStatOffsets>


This doubles and triples the default 35 kg carry capacity, respectively.

Granted, the comments do mention that players may not be able to use the full increased carry capacity if a colonist is limited by stack size. So, faltonico is correct in that a stack increase mod (like Increased Stack or Stack XXL) may be needed to take full advantage of this. But, there are plenty of heavy items in the game that would exceed 35 kg without reaching a stack limit. And, judging by the number of subscribers to stack mods, nearly a hundred thousand players use them. (Probably closer to 200 k, I'd guess.)
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: NoImageAvailable on July 16, 2017, 07:17:58 PM
CarryingCapacity affects how many items a pawn can carry while hauling, it is completely unrelated to the 35kg limit for caravans. So if you offset it by 75 instead of hauling one stack of 75 steel you can haul two.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: NalaAddict on July 21, 2017, 05:41:48 PM
This...is ... exactly..what..I just hit google up for.  I was 'so' tired of the drab apparel.  Saw someone mention this in an old thread elsewhere...found it...and..saw pink clothes too, and that's all I needed to see.  My colony is called the Pink Prophets...and they look like they came out of a 50s black and white tv show :p   This will be the first 'mod' that I actually use.  I wasn't going to use mods yet, as it's a first playthrough ...but this one will be the exception.  Thanx
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Mufflamingo on July 21, 2017, 11:35:37 PM
Quote from: NalaAddict on July 21, 2017, 05:41:48 PM
This...is ... exactly..what..I just hit google up for.  I was 'so' tired of the drab apparel.  Saw someone mention this in an old thread elsewhere...found it...and..saw pink clothes too, and that's all I needed to see.  My colony is called the Pink Prophets...and they look like they came out of a 50s black and white tv show :p   This will be the first 'mod' that I actually use.  I wasn't going to use mods yet, as it's a first playthrough ...but this one will be the exception.  Thanx

But this mod doesn't guarantee pink apparels. It just adds apparel. The color still comes from the materials used. ;D

But I recommend using this mod and change dresser mod so you can customize the colors of your clothes. :)
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on July 22, 2017, 12:35:27 PM
Just a link to the change dresser mod Muffy mentioned! ;D
https://ludeon.com/forums/index.php?topic=30973.msg316896#msg316896
It's even more vanilla friendly than my mod if you wish to have your first playthrough as untarnished (by mods) as possible!
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: ThiiSoul on July 24, 2017, 04:01:40 PM
How i can uses agains "Urban Trouser" with "Jumpsuit" or "Overalls" ?

Im alpha 16 and befores this is possible.. BUT in alpha 17 with this mod.. this don't is more possible.. I like so much this visual for my colones..

Before I can create Biologists.. Medics.. Soldiers.. Workers.. Enginner.. more easy with "combinations" of colours (i use Area Rugs too).. Identifying and separating them by let's say "uniforms" or "clothes"..
Ex: My biologists uses Jumpsuit Green with Urban Trouser Teal.. And my Medics uses.. Overalls Red with an Urban Trouser White.. understand?

But, in the versions of this mod for alpha 17 the Urban Trousers dont can be used more with Overalls or Jumpsuit.. ;-;
How i can solve this? is bugs? please help-me ;-; :'(
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on July 24, 2017, 07:42:44 PM
Quote from: ThiiSoul on July 24, 2017, 04:01:40 PM
How i can uses agains "Urban Trouser" with "Jumpsuit" or "Overalls" ?

Im alpha 16 and befores this is possible.. BUT in alpha 17 with this mod.. this don't is more possible.. I like so much this visual for my colones..

Before I can create Biologists.. Medics.. Soldiers.. Workers.. Enginner.. more easy with "combinations" of colours (i use Area Rugs too).. Identifying and separating them by let's say "uniforms" or "clothes"..
Ex: My biologists uses Jumpsuit Green with Urban Trouser Teal.. And my Medics uses.. Overalls Red with an Urban Trouser White.. understand?

But, in the versions of this mod for alpha 17 the Urban Trousers dont can be used more with Overalls or Jumpsuit.. ;-;
How i can solve this? is bugs? please help-me ;-; :'(

I'm sorry the urban trousers (and stablehand trouser) textures, when worn with certain things started flickering like crazy in Alpha 17. I had to make them unwearable with other pants, which incidentally also caused them be unwearable with the jumpsuits/Overalls

but I've attached two files for you in this post
you'll need to replace files of same name in the mod folder with these
you can find them in Rimworld/Mods/ApparelloA17/Defs/ThingDefs

these files will make the jumpsuit and overalls have no protection for legs, which then will allow you to wear the Urban trousers with them :D

(P.s. You'll need to be logged in to see the attachments to download them)

[attachment deleted by admin due to age]
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: faltonico on July 24, 2017, 08:08:14 PM
Quote from: Shinzy on July 22, 2017, 12:35:27 PM
..."if you wish to have your first playthrough as untarnished (by mods) as possible!"
Funny you say that... The whole game is a mod.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on July 25, 2017, 08:45:21 AM
Quote from: faltonico on July 24, 2017, 08:08:14 PM
Quote from: Shinzy on July 22, 2017, 12:35:27 PM
..."if you wish to have your first playthrough as untarnished (by mods) as possible!"
Funny you say that... The whole game is a mod.

Nooooooo, that's like saying "the entire book is a synopsis"!
(oh gosh, sorry.. that was way too poetic for me, I don't know what struck me)
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: faltonico on July 25, 2017, 11:32:30 PM
Quote from: Shinzy on July 25, 2017, 08:45:21 AM
Quote from: faltonico on July 24, 2017, 08:08:14 PM
Quote from: Shinzy on July 22, 2017, 12:35:27 PM
..."if you wish to have your first playthrough as untarnished (by mods) as possible!"
Funny you say that... The whole game is a mod.

Nooooooo, that's like saying "the entire book is a synopsis"!
(oh gosh, sorry.. that was way too poetic for me, I don't know what struck me)
Well kinda.... It is called "Core" ;p
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Frank2368 on July 26, 2017, 10:10:49 PM
Found a minor oversight/imbalance. For the Infiltrator's Headgear, why the heck is it fabric? If you craft this out of Hyperweave, it's literally quite a ways better than Power Armor Helmet even in terms of protection, which doesn't make much sense.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on July 27, 2017, 08:50:39 AM
Quote from: Frank2368 on July 26, 2017, 10:10:49 PM
Found a minor oversight/imbalance. For the Infiltrator's Headgear, why the heck is it fabric? If you craft this out of Hyperweave, it's literally quite a ways better than Power Armor Helmet even in terms of protection, which doesn't make much sense.
Ooh, that is an oversight! thank you
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Dragoon on July 28, 2017, 10:05:47 AM
Isn't the point of Hyperwave to be better than any metals? COnsidering it's rarer and more costly than plasteel. I would not say it's an imbalance, considering the cost and rarity of the material. Unless you using mods to get Hyperwave easy, there is no reason to nerf it.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Chicken Plucker on July 28, 2017, 11:24:15 AM
Hello, thanks for this classic Rimworld mod, posting for the thanks and to let the author know that the mod organization with coding is immaculate, trying to figure out how to make categories for my own outfit mods so this is an absolute blessing. Thanks
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on July 28, 2017, 03:38:23 PM
Quote from: ChickEnforcer on July 28, 2017, 11:24:15 AM
Hello, thanks for this classic Rimworld mod, posting for the thanks and to let the author know that the mod organization with coding is immaculate, trying to figure out how to make categories for my own outfit mods so this is an absolute blessing. Thanks

The Author wishes to let you know that you are welcome and hopefully will keep your own stuff really organized and neat aswell! Toodle pip!
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Chicken Plucker on July 28, 2017, 03:54:42 PM
Quote from: Shinzy on July 28, 2017, 03:38:23 PM
Quote from: ChickEnforcer on July 28, 2017, 11:24:15 AM
Hello, thanks for this classic Rimworld mod, posting for the thanks and to let the author know that the mod organization with coding is immaculate, trying to figure out how to make categories for my own outfit mods so this is an absolute blessing. Thanks

The Author wishes to let you know that you are welcome and hopefully will keep your own stuff really organized and neat aswell! Toodle pip!

Hello, sorry I didn't refer to you by name, last time I did that, skullywag wasn't the combat extended author

Shinzy, I am super new to modding outfits and you are a good example, I was wondering if you could explain to me how the category thingdef works? I've been trying to use your apparello as base but I just can't get it to show up in game!

I would appreciate your guidance and would give every credit where its due

Edit: Forgot the magic word: pretty please with chicken on top
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Frank2368 on July 28, 2017, 06:10:19 PM
Quote from: Dragoon on July 28, 2017, 10:05:47 AM
Isn't the point of Hyperwave to be better than any metals? COnsidering it's rarer and more costly than plasteel. I would not say it's an imbalance, considering the cost and rarity of the material. Unless you using mods to get Hyperwave easy, there is no reason to nerf it.

It has literally 3 times the protection of a power helmet and weighs much less. The cloth version has similar protection values to a plasteel power helmet. It definitely is not intended. The crafting recipe requires less research than power armor too.

Hyperweave is supposed to be strong FABRIC, not hard armor material. These have extreme high tensile strength to weight ratio like real life Kevlar/Spectra/Dyneema, but is fundamentally soft and not fit for use as heavy armor, which should be made with hard metals. The problem with fabrics like Kevlar as high protection armor is that while it's adequate for stopping low caliber handgun bullets, that's only because they lack the energy to punch through. Against higher energy ammunition like rifle cartridges, the simple fact that fabrics are soft means that while the bullet might not penetrate the actual Kevlar (or Hyperweave in Rimworld terms,) it will simply pull the fabric along and penetrate the person behind it anyway with the fabric in front of it since there's no weighted object actually stopping it from doing so.

Imagine taking a screwdriver, and put a piece of Kevlar on top of a watermelon. If you stab down really hard, you might not penetrate the Kevlar, but that doesn't matter because the Kevlar is too soft to stop your screwdriver pulling the Kevlar along and piercing the watermelon anyway. If it was a stiff object like a steel plate, you wouldn't be able to do that, even though technically steel's strength to weight ratio is significantly lower.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: SpaceDorf on July 29, 2017, 11:09:21 AM
Quote from: Shinzy on July 28, 2017, 03:38:23 PM
Quote from: ChickEnforcer on July 28, 2017, 11:24:15 AM
Hello, thanks for this classic Rimworld mod, posting for the thanks and to let the author know that the mod organization with coding is immaculate, trying to figure out how to make categories for my own outfit mods so this is an absolute blessing. Thanks
The Author wishes to let you know that you are welcome and hopefully will keep your own stuff really organized and neat aswell! Toodle pip!

you added categories for your items ?
for realz ?

I think I will let the author know, that I may be willing to try this mod again.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on July 29, 2017, 01:16:46 PM
Quote from: ChickenForcer on July 28, 2017, 03:54:42 PM
Quote from: Shinzy on July 28, 2017, 03:38:23 PM
Quote from: ChickEnforcer on July 28, 2017, 11:24:15 AM
Hello, thanks for this classic Rimworld mod, posting for the thanks and to let the author know that the mod organization with coding is immaculate, trying to figure out how to make categories for my own outfit mods so this is an absolute blessing. Thanks

The Author wishes to let you know that you are welcome and hopefully will keep your own stuff really organized and neat aswell! Toodle pip!

Hello, sorry I didn't refer to you by name, last time I did that, skullywag wasn't the combat extended author

Shinzy, I am super new to modding outfits and you are a good example, I was wondering if you could explain to me how the category thingdef works? I've been trying to use your apparello as base but I just can't get it to show up in game!

I would appreciate your guidance and would give every credit where its due

Edit: Forgot the magic word: pretty please with chicken on top

Could you make a new topic about this in the Help section (and feel free to PM me so I don't miss it!)
Also please explain in the post what you've done so far and if there's any errors showing up in the log etc
and show your xml files!
I can at the very least promise to take a look at what you've done and see if I can spot where you've gone wrong :p
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Chicken Plucker on July 29, 2017, 02:00:21 PM
Quote from: Shinzy on July 29, 2017, 01:16:46 PM
Quote from: ChickenForcer on July 28, 2017, 03:54:42 PM
Quote from: Shinzy on July 28, 2017, 03:38:23 PM
Quote from: ChickEnforcer on July 28, 2017, 11:24:15 AM
Hello, thanks for this classic Rimworld mod, posting for the thanks and to let the author know that the mod organization with coding is immaculate, trying to figure out how to make categories for my own outfit mods so this is an absolute blessing. Thanks

The Author wishes to let you know that you are welcome and hopefully will keep your own stuff really organized and neat aswell! Toodle pip!

Hello, sorry I didn't refer to you by name, last time I did that, skullywag wasn't the combat extended author

Shinzy, I am super new to modding outfits and you are a good example, I was wondering if you could explain to me how the category thingdef works? I've been trying to use your apparello as base but I just can't get it to show up in game!

I would appreciate your guidance and would give every credit where its due

Edit: Forgot the magic word: pretty please with chicken on top

Could you make a new topic about this in the Help section (and feel free to PM me so I don't miss it!)
Also please explain in the post what you've done so far and if there's any errors showing up in the log etc
and show your xml files!
I can at the very least promise to take a look at what you've done and see if I can spot where you've gone wrong :p

Uh oh, you will see the heaping mess that is my organization skills, I will have to tidy everything up even by a bit and then make the post, thanks!

Edit: I will use your apparello codes as a base and tear down my old stuff, I hope you don't mind, it's just so tidy
Will credit for everything, super thanks
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: kaptain_kavern on July 29, 2017, 02:12:35 PM
I can clearly see you've never worked with him already! You know? ... Artists...
He is at least as messy as I am (and that is something, although I haven't the excuse of being an artist :p)

But pun aside yeah it's way more clear than some previous iterations ;-)

Great job on the mod's code, shinzy-gami


Oh and I just released my last mod. So I'm ready to work on the factionZ project again BTW, Yahr captain!.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Chicken Plucker on July 29, 2017, 05:52:47 PM
Quote from: SpaceDorf on July 29, 2017, 11:09:21 AM
you added categories for your items ?
for realz ?

I think I will let the author know, that I may be willing to try this mod again.

Hello Spacey, not yet, I have finished it and got it to work for the SAS Mod, but not for the rest just yet. I will release them all in one go

Quote from: kaptain_kavern on July 29, 2017, 02:12:35 PM
I can clearly see you've never worked with him already! You know? ... Artists...
He is at least as messy as I am (and that is something, although I haven't the excuse of being an artist :p)

But pun aside yeah it's way more clear than some previous iterations ;-)

Great job on the mod's code, shinzy-gami


Oh and I just released my last mod. So I'm ready to work on the factionZ project again BTW, Yahr captain!.

Haha, I learned so much just from looking at Shinzy's coding, no more looking around one notepad file for everything. I love how the little effort in labelling things really help in the long run when it comes to updating, saves hours of hassle for everything else

Clearly you've put a lot of thought and love in this project, bravo!

I got the outfit categories to work after using your code as base and doing some tinkering, thanks very much, will give all the credit where it's due
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: SpaceDorf on July 29, 2017, 07:03:28 PM
Quote from: ChickenForcer on July 29, 2017, 05:52:47 PM
Quote from: SpaceDorf on July 29, 2017, 11:09:21 AM
you added categories for your items ?
for realz ?

I think I will let the author know, that I may be willing to try this mod again.

Hello Spacey, not yet, I have finished it and got it to work for the SAS Mod, but not for the rest just yet. I will release them all in one go


I meant Shinzy :)
To whom I also complained about this
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Llamas1115 on August 01, 2017, 10:02:58 PM
Can this mod be removed from an in-progress game? I'm fine with losing all the Apparello gear my colonists have, but I don't want a broken save.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on August 02, 2017, 09:24:56 AM
Quote from: Llamas1115 on August 01, 2017, 10:02:58 PM
Can this mod be removed from an in-progress game? I'm fine with losing all the Apparello gear my colonists have, but I don't want a broken save.

it can but only if you remove (destroy, burn, erase with dev tools) EVERY piece of apparel and workbenches added by this mod first
this includes clothing in graves and cryptopods aswell

I recommend backing up your save file first and keeping the mod around so you can easily re-enable it incase you miss any clothing

And if you want, could you tell me why you're wanting to remove the mod?
It could be nice feedback for me!



Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: neobikes on August 18, 2017, 08:57:44 AM
Infinite money:
WEAR Tophat +Trade price multipler
Buy all stuff that do not have SELL PRICE MULTIPLER (ex. raw materials)
UNWEAR Tophat
Sell all stuff that do not have SELL PRICE MULTIPLER (ex. raw materials)
= Free Cash
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Ctrl Z on September 15, 2017, 02:08:58 PM
Shinzy, how do you make certain apparel only available to a specific gender? Thanks.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on September 16, 2017, 12:59:32 PM
Quote from: Ctrl Z on September 15, 2017, 02:08:58 PM
Shinzy, how do you make certain apparel only available to a specific gender? Thanks.

You'll need to create some kind of custom code for that
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: PapaRockett on September 27, 2017, 07:53:13 AM
I'd just like some insight on whether the apparel from this mod is actually viable as a replacement for combat gear such as simple/power armor helmets. For example I know that the infiltrator headgear seems suitable for a sniper, but what about the others? I;d love to give each pawn their own style but I'm afraid it will make them vulnerable in combat.
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on September 28, 2017, 12:09:07 PM
Quote from: PapaRockett on September 27, 2017, 07:53:13 AM
I'd just like some insight on whether the apparel from this mod is actually viable as a replacement for combat gear such as simple/power armor helmets. For example I know that the infiltrator headgear seems suitable for a sniper, but what about the others? I;d love to give each pawn their own style but I'm afraid it will make them vulnerable in combat.

You'll just have to not get shot in the head really :p I'd use the sturdiest piece of armor you can find if you're getting your guys right in the thick of it
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Beathrus on October 23, 2017, 11:52:56 AM
So.. I have a code I shouldn't when I load debug.

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on October 30, 2017, 05:15:58 AM
Quote from: Beathrus on October 23, 2017, 11:52:56 AM
So.. I have a code I shouldn't when I load debug.

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Thank you, I'll note this down for when I'll update for a18
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: kaptain_kavern on October 30, 2017, 10:26:47 AM
Hey, Shinzy I'm back. If you want to finish those Norbals and Pirates mod some day  8)
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Beathrus on October 31, 2017, 01:09:05 AM
Quote from: Shinzy on October 30, 2017, 05:15:58 AM
Quote from: Beathrus on October 23, 2017, 11:52:56 AM
So.. I have a code I shouldn't when I load debug.

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Thank you, I'll note this down for when I'll update for a18

No problem! ^.^
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Zookes on November 23, 2017, 11:15:22 PM
Oh, how I love the oodles of clothes that fly from this mod onto the fashion apocalypse that is every colony I've ever run! Good fun, good fun. But a slow B18 update isn't an instant-gratification B18 update, so I've done one for myself and for the giggles! Mega link ahead:

https://mega.nz/#!VaZHgbiC!hbYv8y6n-K6Bz2PhXHVQyvGhkf1jhqTym4b6xocpNSg





(psst...  you're the giggles)
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shinzy on November 28, 2017, 12:24:49 PM
Quote from: Zookes on November 23, 2017, 11:15:22 PM
-snip-
(psst...  you're the giggles)

Oopsie, My own instant gratification monkey has been keeping me busy with non rimworld related things :P
*clears throat*

uhhmm Great news everyone! I've fixed the poison slimepipes! I definitely did NOT forget to upload the mod here aswell! It's been up on steam for a week now :-[

please do note that there's a bug in the game currently that breaks wearing multiple hats from working.
It will likely be fixed in future betas

Grab it here! (https://ludeon.com/forums/index.php?topic=5085.msg48933#msg48933)

Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: kaptain_kavern on November 28, 2017, 12:46:02 PM
Nice to see you back :-D
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Shinzy on November 28, 2017, 12:56:49 PM
Quote from: kaptain_kavern on November 28, 2017, 12:46:02 PM
Nice to see you back :-D
I wouldn't go *that* far! :P
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Lex Silvas on November 28, 2017, 02:46:04 PM
Man That's good!!!
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: LAWolves on November 28, 2017, 02:50:50 PM
@Shinzy LMAO for the title  ;D
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Zookes on November 28, 2017, 03:41:54 PM
Yessss thank you thank so much!
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: Shotgunfrenzy on November 28, 2017, 04:45:16 PM
Quote from: Shinzy on November 28, 2017, 12:24:49 PM
Quote from: Zookes on November 23, 2017, 11:15:22 PM
-snip-
(psst...  you're the giggles)

Oopsie, My own instant gratification monkey has been keeping me busy with non rimworld related things :P
*clears throat*

uhhmm Great news everyone! I've fixed the poison slimepipes! I definitely did NOT forget to upload the mod here aswell! It's been up on steam for a week now :-[

please do note that there's a bug in the game currently that breaks wearing multiple hats from working.
It will likely be fixed in future betas

Grab it here! (https://ludeon.com/forums/index.php?topic=5085.msg48933#msg48933)

It will be great to find out how its possible to find a work around for that bug, same thing has stopped my faceplate mod from functioning correctly, driving me insane
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: semicollider on December 01, 2017, 02:44:00 PM
A big thank you to the author for updating and uploading the B18 update to the forums! Awesome mod, that integrates really well with the game's setting. Thanks again for making your mod widely and diversely available!
Title: Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
Post by: CS_Hague on December 03, 2017, 11:45:04 AM
Quote from: Shotgunfrenzy on November 28, 2017, 04:45:16 PM
Quote from: Shinzy on November 28, 2017, 12:24:49 PM
Quote from: Zookes on November 23, 2017, 11:15:22 PM
-snip-
(psst...  you're the giggles)

Oopsie, My own instant gratification monkey has been keeping me busy with non rimworld related things :P
*clears throat*

uhhmm Great news everyone! I've fixed the poison slimepipes! I definitely did NOT forget to upload the mod here aswell! It's been up on steam for a week now :-[

please do note that there's a bug in the game currently that breaks wearing multiple hats from working.
It will likely be fixed in future betas

Grab it here! (https://ludeon.com/forums/index.php?topic=5085.msg48933#msg48933)

It will be great to find out how its possible to find a work around for that bug, same thing has stopped my faceplate mod from functioning correctly, driving me insane

You might be able to work around the limit on headgear with application of JecsTools slotted items. If facial apparel could be slotted into other helmets. You might need to write a new renderer so the object shows up but if a bandana or goggles could be attached to a helmet in a slot, it could pass its coverage and armor on to the helmet as a work around.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: braddensbane on December 15, 2017, 03:30:41 PM
Hi! I'm a big fan of apparello, and I was wondering if you're still working on the Aparello Gloves and Booties mod, as I love that kind of immersion and extra difficulty.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Shinzy on December 16, 2017, 05:17:07 PM
Quote from: braddensbane on December 15, 2017, 03:30:41 PM
Hi! I'm a big fan of apparello, and I was wondering if you're still working on the Aparello Gloves and Booties mod, as I love that kind of immersion and extra difficulty.

Ohh yes! I have tons of the graphics ready, I just need to do all the xml, I'm hoping to get it all done before christmas
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: kaptain_kavern on December 16, 2017, 06:59:11 PM
Man if you need any help, I'm sure I can code half as good as you draw :p  8)


Plus, we have some factions to finish :p
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: RimReborn on December 19, 2017, 10:16:44 AM
 
:) :) :) :) :) :) :) :) :) :) :) :) :)
Is it compatible with saves (before installed the mod)?
PS:(Im not english, so, sorry the bad grammar)
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Canute on December 19, 2017, 10:27:33 AM
Beside that all existing stockpiles don't allow the new appareal, yes.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Unonker on December 21, 2017, 12:57:52 AM
I have some glasses and a hat, I do not know which one to choose. Somebody can give me a patch please  ;D
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Ruisuki on February 14, 2018, 05:06:43 AM
This adds so much! First time I wish there was a modular version of a clothing mod
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Thangunis on March 21, 2018, 10:42:00 AM
Is there a spreadsheet or a something so I can easily decide upon my outfits for each class?
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: wedekit on March 22, 2018, 03:35:36 AM
Quote from: Thangunis on March 21, 2018, 10:42:00 AM
Is there a spreadsheet or a something so I can easily decide upon my outfits for each class?

http://rimworldwiki.com/wiki/Apparello_(mod)

I constantly refer to the above page to decide on what to have everyone wear. ;) Also, looks like it was last updated on 2/26/2018, which may indicate that it's current.

I wish there was a spreadsheet that compiles on the popular mods that adds apparel... There exists that kind of spreadsheet for weapons:

https://docs.google.com/spreadsheets/d/1MWL1Jr2wUfRPK0gkfYjMf9MLxjbKtWVyM4IBE5avw3o/edit?usp=sharing
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Thangunis on March 22, 2018, 04:43:01 AM

http://rimworldwiki.com/wiki/Apparello_(mod)

Awesome. Do you know if you can somehow download those spreadsheets (for excel)?
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Thangunis on March 26, 2018, 07:42:05 AM
Hmmm either I have a mod conflict or I can't craft science googles...
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Shinzy on March 26, 2018, 08:53:12 AM
none of the eyewear are craftable Thangunis. They're also indestructible and ignore the deadman debuff so your colonists can happily use any they find!
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Canute on March 26, 2018, 09:36:41 AM
And i suggest to use the HelpTab mod, with that mod you can search the game for recipes about an item.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Vanerick on March 29, 2018, 08:56:44 PM
I'm a lurker but i want to contribute a little. So spreadsheet here, with frozen panes.

[attachment deleted due to age]
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Call me Arty on April 09, 2018, 03:45:18 PM
I've got nothing to really contribute or add, I just wanted to leave a comment so I get updates on this page, and say that I love the mod! I was getting sick of people wearing one of two shirts.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: GrimTrigger on May 12, 2018, 09:53:36 PM
Just wondering, why are there leggings for certain items, but no corresponding shirt, jacket or armor?  For example... the Enviro leggings and headgear, but no body article of clothing.  Would be nice to have an enviro suit etc etc.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Call me Arty on May 12, 2018, 11:48:21 PM
Quote from: GrimTrigger on May 12, 2018, 09:53:36 PM
Just wondering, why are there leggings for certain items, but no corresponding shirt, jacket or armor?  For example... the Enviro leggings and headgear, but no body article of clothing.  Would be nice to have an enviro suit etc etc.

Huh. Kinda like the idea of that. If I'm recalling things correctly, there aren't things like a chef's jacket or scrubs, either.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Shinzy on May 13, 2018, 05:02:06 AM
Quote from: Call me Arty on May 12, 2018, 11:48:21 PM
Quote from: GrimTrigger on May 12, 2018, 09:53:36 PM
Just wondering, why are there leggings for certain items, but no corresponding shirt, jacket or armor?  For example... the Enviro leggings and headgear, but no body article of clothing.  Would be nice to have an enviro suit etc etc.

Huh. Kinda like the idea of that. If I'm recalling things correctly, there aren't things like a chef's jacket or scrubs, either.


Now that you guyses mention it! I do want to make an enviro chestwear for sure

for doctors and chefs I only gave aprons, cause I use FashionRimsta which has proper gear for em already ;D
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Canute on May 13, 2018, 05:09:06 AM
Send out a merge request, to merge both mod's into one ! :-)
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Call me Arty on May 13, 2018, 02:55:41 PM
Quote from: Shinzy on May 13, 2018, 05:02:06 AM
Now that you guyses mention it! I do want to make an enviro chestwear for sure

for doctors and chefs I only gave aprons, cause I use FashionRimsta which has proper gear for em already ;D

Huh. I've avoided using Fashionrimsta because I didn't want multiple sets of chef hats, overalls, cargo shorts, or gas masks, even though it's got a fair amount of neat things.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: DizzyCrash on June 20, 2018, 03:34:19 PM
Yo? Mind telling me why i am getting a error log for apprello even when its the only thing i have installed? For version B18 incase anyone is going to suggest i have the wrong version. It seems to function just fine but i dont like this error log i am getting for no reason.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Call me Arty on June 20, 2018, 04:50:24 PM
Quote from: DizzyCrash on June 20, 2018, 03:34:19 PM
Yo? Mind telling me why i am getting a error log for apprello even when its the only thing i have installed? For version B18 incase anyone is going to suggest i have the wrong version. It seems to function just fine but i dont like this error log i am getting for no reason.

If you have dev mode on, it'll happen for no reason, super annoying. Turn off dev mode and you should be fine.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: DizzyCrash on June 20, 2018, 05:33:07 PM
Dev mode is off...

This is my error log...

RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Could not resolve cross-reference to RimWorld.ConceptDef named Jecrell_Wax
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForDictionary`2:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to RimWorld.ConceptDef named Jecrell_TypewriterTable
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForDictionary`2:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to RimWorld.ConceptDef named CE_SuppressionReaction
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForDictionary`2:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to RimWorld.ConceptDef named CE_Hunkering
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForDictionary`2:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to RimWorld.ConceptDef named CE_WornBulk

I have ONLY apparello installed nothing else, and i still get this... no dev mod or anything of the sort.
Thats not the whole error log, just alot of repeating the same sort of stuff over and over... its beyond the maxium character limit of this website
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: DizzyCrash on June 20, 2018, 06:06:28 PM
Is apprello just broken? If it cant run when its the only one installed? I am using all the right versions iv checked and double checked and even tripple checked.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Shinzy on June 20, 2018, 06:33:35 PM
Quote from: DizzyCrash on June 20, 2018, 06:06:28 PM
Is apprello just broken? If it cant run when its the only one installed? I am using all the right versions iv checked and double checked and even tripple checked.

The errors you posted seem to all refer to Jecrell's mod and the Combat Extended
it feels like some part of the game still thinks there should be other mods installed
is this an old save you're trying to load or entirely new game?

you could try deleting the config files
This thread shows you where to find them!
https://ludeon.com/forums/index.php?topic=4805.0
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: DizzyCrash on June 20, 2018, 07:00:55 PM
Quote from: Shinzy on June 20, 2018, 06:33:35 PM
Quote from: DizzyCrash on June 20, 2018, 06:06:28 PM
Is apprello just broken? If it cant run when its the only one installed? I am using all the right versions iv checked and double checked and even tripple checked.

The errors you posted seem to all refer to Jecrell's mod and the Combat Extended
it feels like some part of the game still thinks there should be other mods installed
is this an old save you're trying to load or entirely new game?

you could try deleting the config files
This thread shows you where to find them!
https://ludeon.com/forums/index.php?topic=4805.0

I am not loading an old file this pops up the second i boot it up.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: DizzyCrash on June 20, 2018, 07:24:31 PM
Just a update it does the exact same thing on my brothers account when he tries to install apprello 2, so its not just me.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Canute on June 21, 2018, 02:44:55 AM
Quote from: DizzyCrash on June 20, 2018, 07:00:55 PM
Quote from: Shinzy on June 20, 2018, 06:33:35 PM
Quote from: DizzyCrash on June 20, 2018, 06:06:28 PM
Is apprello just broken? If it cant run when its the only one installed? I am using all the right versions iv checked and double checked and even tripple checked.

The errors you posted seem to all refer to Jecrell's mod and the Combat Extended
it feels like some part of the game still thinks there should be other mods installed
is this an old save you're trying to load or entirely new game?

you could try deleting the config files
This thread shows you where to find them!
https://ludeon.com/forums/index.php?topic=4805.0

I am not loading an old file this pops up the second i boot it up.
Doesn't matter, you should delete the whole config folder (or at last anything inside beside the modconfig.xml)
Once this is empty and you reenable apparello and these error still appear it is apparello's fault.

Happen at my side serveral times with other mod's too.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Dash423 on June 24, 2018, 11:39:41 AM
Hi! Love this mod. I'm getting this in the debug log (doesn't pop up or anything, but I've noticed it a few times upon loading as I'm testing things). Using Prepare Carefully I got a colonist with Apparello items, then as a test I had her start with every item of clothing (both from Apparello and vanilla). Essentially, for every item of clothing (as far as I can tell), it says "is referenced (xml node name: apparel) but is not deep-saved. This will cause errors during loading."

I have several other mods, not sure if it's an issue with order (as far as clothing - I also have Change Dresser and Facial Stuff). But otherwise the clothing all seems to work fine, no issues. No crashing or anything.

Here's the log (the error came up for several other Humans as well as apparel + Apparello items, but I cut it down, as it's over 20k characters for the post lol. errors are all the same)

Object with load ID Thing_Human808 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.
Verse.Log:Warning(String)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear()
Verse.ScribeSaver:FinalizeSaving()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Object with load ID Thing_Apparello_TribalPants525 is referenced (xml node name: apparel) but is not deep-saved. This will cause errors during loading.
Verse.Log:Warning(String)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear()
Verse.ScribeSaver:FinalizeSaving()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Object with load ID Thing_Apparello_Armorpants529 is referenced (xml node name: apparel) but is not deep-saved. This will cause errors during loading.
Verse.Log:Warning(String)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear()
Verse.ScribeSaver:FinalizeSaving()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Object with load ID Thing_Apparello_Sheet530 is referenced (xml node name: apparel) but is not deep-saved. This will cause errors during loading.
Verse.Log:Warning(String)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear()
Verse.ScribeSaver:FinalizeSaving()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Object with load ID Thing_Apparel_TribalHeaddress534 is referenced (xml node name: apparel) but is not deep-saved. This will cause errors during loading.
Verse.Log:Warning(String)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear()
Verse.ScribeSaver:FinalizeSaving()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Object with load ID Thing_Apparello_Footy11984 is referenced (xml node name: apparel) but is not deep-saved. This will cause errors during loading.
Verse.Log:Warning(String)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear()
Verse.ScribeSaver:FinalizeSaving()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


messing with my load order in the meantime.

EDIT! messed with my load order, thought I had fixed it, but nope, still happens...
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Shinzy on June 25, 2018, 07:14:40 AM
If there's no popups you can largely ignore them ;D
This could very well be some kind of fun interaction between one or two mods
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Dash423 on June 25, 2018, 09:58:17 AM
I figured it was something ignorable, I'm just one of those ~ocd check the log~ people. x_x Thanks for the response!
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: GrimTrigger on June 30, 2018, 12:10:49 PM
Quote from: Shinzy on May 13, 2018, 05:02:06 AM
Quote from: Call me Arty on May 12, 2018, 11:48:21 PM
Quote from: GrimTrigger on May 12, 2018, 09:53:36 PM
Just wondering, why are there leggings for certain items, but no corresponding shirt, jacket or armor?  For example... the Enviro leggings and headgear, but no body article of clothing.  Would be nice to have an enviro suit etc etc.

Huh. Kinda like the idea of that. If I'm recalling things correctly, there aren't things like a chef's jacket or scrubs, either.


Now that you guyses mention it! I do want to make an enviro chestwear for sure

for doctors and chefs I only gave aprons, cause I use FashionRimsta which has proper gear for em already ;D

Nice.  So does that mean a full enviro-suit is incoming??  Would be cool to play on a fallout map and be immune to its affects.  Maybe various types of enviro-suits?  A standard one that you would not want to fight in, purely to protect you from the radiation, a Nano enviro suit that maybe increases the temperature range you can handle in addition to the radiation, and then a combat enviro suit that is essentially power armor with the two previous attributes.

Just some ideas ;)
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: malistaticy on July 10, 2018, 05:20:01 PM
great mod, really solves rimworlds lack of clothing variety, worth the extra couple seconds of loading on startup/on raids

if i may request a potentially controversial feature, could we perhaps see an optional mod setting for clothing to be chosen by gender (for raiders/traders)?
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Renektsai on July 29, 2018, 02:00:13 AM
Which production building lets you craft the gas mask? I see in when I go to spawn items in using debug mode, but I can't find where it's crafted from.
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Shinzy on July 29, 2018, 08:05:11 AM
Quote from: Renektsai on July 29, 2018, 02:00:13 AM
Which production building lets you craft the gas mask? I see in when I go to spawn items in using debug mode, but I can't find where it's crafted from.

looking at the files it seems like I've just forgotten to link that one to any workbench entirely :-[
gotta have that fixed for 1.0
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Mufflamingo on July 29, 2018, 08:20:07 AM
Quote from: Renektsai on July 29, 2018, 02:00:13 AM
Which production building lets you craft the gas mask? I see in when I go to spawn items in using debug mode, but I can't find where it's crafted from.

Download the HelpTab mod. It makes things so much easiweeeeeeer
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: matheryn on September 02, 2018, 09:12:54 PM
is this going to be in b19 or wait till 1.0?
Title: Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
Post by: Shinzy on September 05, 2018, 07:05:36 AM
Quote from: matheryn on September 02, 2018, 09:12:54 PM
is this going to be in b19 or wait till 1.0?

I'll try to have b19 version up later this week
Title: I've only done it!
Post by: Shinzy on September 09, 2018, 07:01:58 AM
I did it!

http://www.mediafire.com/file/f9y2h9j70c6889z/Apparello.zip/file
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: zmadz on September 09, 2018, 09:39:12 AM
Congrats on the B19 release hip hip hooray \o/
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: temple_wing on September 09, 2018, 09:46:49 AM
Cold isolation has reversed effect.
Tunic has cold -8 and hot -2 right? Now it's cold +8 and hot +2.
I don't know whether it's my problem or mod bug.
Title: Re: I've only done it!
Post by: utotuto on September 09, 2018, 10:25:11 AM
Quote from: Shinzy on September 09, 2018, 07:01:58 AM
QuoteTranslation data for language English has 12 errors. Generate translation report for more info.
report https://pastebin.com/jBpdbJmv
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: Shinzy on September 10, 2018, 03:21:57 AM
Quote from: temple_wing on September 09, 2018, 09:46:49 AM
Cold isolation has reversed effect.
Tunic has cold -8 and hot -2 right? Now it's cold +8 and hot +2.
I don't know whether it's my problem or mod bug.

All of the insulation related things should be fixed, please redownload the mod ;D




Quote from: utotuto on September 09, 2018, 10:25:11 AM
QuoteTranslation data for language English has 12 errors. Generate translation report for more info.
report https://pastebin.com/jBpdbJmv

Thank you! the translation files are all a little bit out of date but I didn't want to remove them entirely just yet. The errors themselves are all harmless, so I didn't do anything about them yet as I just wanted to push the mod out asap :P

I'ma polish the turd best I can during the coming weeks ;D
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: temple_wing on September 10, 2018, 06:16:14 AM
Mediafire recently start to use google API, chinese gov has banned google API, that makes Mediafire in turn banned by chinese gov.
Would you please provide other download?
Btw, Dropbox is also banned by chinese gov.
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: Shinzy on September 10, 2018, 08:26:43 AM
Quote from: temple_wing on September 10, 2018, 06:16:14 AM
Mediafire recently start to use google API, chinese gov has banned google API, that makes Mediafire in turn banned by chinese gov.
Would you please provide other download?
Btw, Dropbox is also banned by chinese gov.
Uuf, that's not cool

I hosted it on github here
https://github.com/ShinzieminziePeekABoo/GitHubApparello.git

Hopefully that works for you! ;D
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: utotuto on September 11, 2018, 05:59:18 PM
Quote from: Shinzy on September 10, 2018, 08:26:43 AM
Since i don't really understand how "fork" on github works, i'll post here. I fix these annoying yellow messages.
They are typo and whitespace related.
QuoteApparello_Trypophobiaa >> Apparello_Trypophobia
Quotemob. </Apparello_Trypophobia.description> >> mob.</Apparello_Trypophobia.description>

[attachment deleted due to age]
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: Shinzy on September 11, 2018, 11:29:56 PM
Quote from: utotuto on September 11, 2018, 05:59:18 PM
Quote from: Shinzy on September 10, 2018, 08:26:43 AM
Since i don't really understand how "fork" on github works, i'll post here. I fix these annoying yellow messages.
They are typo and whitespace related.
QuoteApparello_Trypophobiaa >> Apparello_Trypophobia
Quotemob. </Apparello_Trypophobia.description> >> mob.</Apparello_Trypophobia.description>
Oh thank you Utotuto!
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: Giraffe on October 16, 2018, 01:35:16 PM
Just so you know the mediafire link for the latest version is flagged as a virus by mcafee web advisor for some reason
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: GrimTrigger on October 17, 2018, 06:45:05 PM
Quote from: Shinzy on September 11, 2018, 11:29:56 PM
Quote from: utotuto on September 11, 2018, 05:59:18 PM
Quote from: Shinzy on September 10, 2018, 08:26:43 AM
Since i don't really understand how "fork" on github works, i'll post here. I fix these annoying yellow messages.
They are typo and whitespace related.
QuoteApparello_Trypophobiaa >> Apparello_Trypophobia
Quotemob. </Apparello_Trypophobia.description> >> mob.</Apparello_Trypophobia.description>
Oh thank you Utotuto!

So did you ever create those other items we discussed some time ago?
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: Shinzy on October 19, 2018, 10:27:17 AM
Quote from: GrimTrigger on October 17, 2018, 06:45:05 PM
So did you ever create those other items we discussed some time ago?

As of yet, nope! There's so many things I *want* to do versus all the stuff I can and/or need to do in any sort of reasonable timeframe while still keeping all of the other fidget spi- plates spinning

in other words I'm hecking lazy
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: AwesomeMcAwesome on October 22, 2018, 02:02:22 AM
I've been getting loads of duplicate error stuffs. I know it isn't a big deal but any idea on how to fix it? Maybe add something in one of the def?

That said, absolutely love your mod. It's the second greatest thing after tea
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: Shinzy on October 22, 2018, 01:01:01 PM
Quote from: AwesomeMcAwesome on October 22, 2018, 02:02:22 AM
I've been getting loads of duplicate error stuffs. I know it isn't a big deal but any idea on how to fix it? Maybe add something in one of the def?

That said, absolutely love your mod. It's the second greatest thing after tea

Without seeing the error log I'm afraid I have no idea what is happening!
(P.S. I'll have the 1.0 version up in the forums in a few hours unless I forget. It's already up in steam)
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: ptx on October 22, 2018, 05:52:14 PM
Your skirt is still a shell layer, and if I'm not mistaken, you can't wear a duster and a skirt at the same time, but a skirt and a cargo pants is possible, weird combination, but possible.
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: AwesomeMcAwesome on October 23, 2018, 12:24:33 AM
Quote from: Shinzy on October 22, 2018, 01:01:01 PM
Quote from: AwesomeMcAwesome on October 22, 2018, 02:02:22 AM
I've been getting loads of duplicate error stuffs. I know it isn't a big deal but any idea on how to fix it? Maybe add something in one of the def?

That said, absolutely love your mod. It's the second greatest thing after tea

Without seeing the error log I'm afraid I have no idea what is happening!
(P.S. I'll have the 1.0 version up in the forums in a few hours unless I forget. It's already up in steam)

Oops, my bad. The error is from rimsenal's mod. Sorry for the mistake!
Title: Re: [B19] Apparello v2.1.2 I did it! edition [09/09/2018]
Post by: Shinzy on October 23, 2018, 05:37:15 AM
Quote from: AwesomeMcAwesome on October 23, 2018, 12:24:33 AM
Oops, my bad. The error is from rimsenal's mod. Sorry for the mistake!

That's alright, thank you for reporting back! ;D
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: onerous1 on October 23, 2018, 06:51:24 PM
I think this error is coming from Apparello. I'm not sure how to tell though.

XML RimWorld.ApparelProperties defines the same field twice: careIfWornByCorpse.

Field contents: false.

Whole XML:

<apparel><careIfWornByCorpse>false</careIfWornByCorpse><bodyPartGroups><li>Torso</li><li>Neck</li><li>Shoulders</li><li>Arms</li><li>Legs</li></bodyPartGroups><wornGraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmor/PowerArmor</wornGraphicPath><layers><li>Middle</li><li>Shell</li></layers><tags><li>SpacerMilitary</li></tags><defaultOutfitTags><li>Soldier</li></defaultOutfitTags><useDeflectMetalEffect>true</useDeflectMetalEffect><careIfWornByCorpse>false</careIfWornByCorpse></apparel>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: Shinzy on October 24, 2018, 10:31:52 AM
Quote from: onerous1 on October 23, 2018, 06:51:24 PM
I think this error is coming from Apparello. I'm not sure how to tell though.

XML RimWorld.ApparelProperties defines the same field twice: careIfWornByCorpse.

Field contents: false.

Whole XML:

<apparel><careIfWornByCorpse>false</careIfWornByCorpse><bodyPartGroups><li>Torso</li><li>Neck</li><li>Shoulders</li><li>Arms</li><li>Legs</li></bodyPartGroups><wornGraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmor/PowerArmor</wornGraphicPath><layers><li>Middle</li><li>Shell</li></layers><tags><li>SpacerMilitary</li></tags><defaultOutfitTags><li>Soldier</li></defaultOutfitTags><useDeflectMetalEffect>true</useDeflectMetalEffect><careIfWornByCorpse>false</careIfWornByCorpse></apparel>


the error refers to an apparel that uses the vanilla power armor texture (or a texture named as power armor)
None of the apparel in this mod use that so it's not apparello! that's the good news ;D

this error could be caused by a mod that tries to remove the deadman's debuffs through patching
or a mod that replaces/rebalances/etc the vanilla power armor
or another apparel mod that has a power armor of some kind in it

I can't think of anything else that could pop that kind of error
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: onerous1 on October 27, 2018, 05:28:06 AM
It's the remove death cooties on armor mod. Thank you for the troubleshooting.  :)
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: Shinzy on October 28, 2018, 11:49:27 AM
Quote from: onerous1 on October 27, 2018, 05:28:06 AM
It's the remove death cooties on armor mod. Thank you for the troubleshooting.  :)

Thank you so much for reporting back!
I'm glad you figured it out ;D
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: NoCanDo on October 29, 2018, 03:57:07 AM
Needs moar stuff, but otherwise 👍 mod!
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: temple_wing on October 29, 2018, 09:49:09 AM
Tribal shield has work amount = 1. Looks like a bug.
---------------------------------------------------------------------------
Is it possible to add a new layer?
Tribal shield is in "Outer" layer, makes it conflict with all kinds of coat.
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: cyberian on October 30, 2018, 03:44:25 AM
This mod is awesome and I have often enabled it but not produced much cloth because I was a bit overwhelmed. I like it mostly for appearance of random pawns and some nice accessories.

Is there an alternative to the Duster? I kind of realized that all my peoples look the same wearing dusters that kind of defeats the purpose of the mod. I got dresser mod so I guess I can make one set of cloth for being drafted with armor and dusters and then civilian clothes that look nicer. You do you do it? I guess for the hunters I still have to give them armor and such because they could meet all kinds of danger on the outside or attacked by hunted animal.
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: Shinzy on October 31, 2018, 12:05:03 PM
Quote from: cyberian on October 30, 2018, 03:44:25 AM
This mod is awesome and I have often enabled it but not produced much cloth because I was a bit overwhelmed. I like it mostly for appearance of random pawns and some nice accessories.

Is there an alternative to the Duster? I kind of realized that all my peoples look the same wearing dusters that kind of defeats the purpose of the mod. I got dresser mod so I guess I can make one set of cloth for being drafted with armor and dusters and then civilian clothes that look nicer. You do you do it? I guess for the hunters I still have to give them armor and such because they could meet all kinds of danger on the outside or attacked by hunted animal.

Why thank you! I myself have just a few of all the apparel being manufactured for reserve
Still, I use this mostly for the variety it brings to all the visitors and pirates just like you :P

If I had the skill to rework the entire rimworld crafting system I would. It's no good for a massive selection of items. I've seen some horrific screenshots of people's weapon crafting selection filling the entirety of the screen with all the modded weaponry they've had, it's a nightmare ;D

as for alternatives to dusters I could recommend both Poncho and the Uniform coat
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: Lyca0n on October 31, 2018, 05:20:10 PM
Hey are the pant's visible on this mod similar to with the medieval times mod or compatible with xnd's visible pants mod as I love the aesthetics of the apparel but have become accustomed to seeing my minions wearing their "southern necessities"
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: Shinzy on November 04, 2018, 06:09:33 PM
Quote from: Lyca0n on October 31, 2018, 05:20:10 PM
Hey are the pant's visible on this mod similar to with the medieval times mod or compatible with xnd's visible pants mod as I love the aesthetics of the apparel but have become accustomed to seeing my minions wearing their "southern necessities"

Yes! all the pants this one adds (vanilla pants included) have visible graphics when worn
sorry for such a late reply, I only just noticed this
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: publicuser on November 08, 2018, 10:38:00 PM
Add some Simplified Chinese translations which untranslated based on existing translation, by master_wu. In  attachment

[attachment deleted due to age]
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: Shinzy on November 09, 2018, 02:50:49 AM
Quote from: publicuser on November 08, 2018, 10:38:00 PM
Add some Simplified Chinese translations which untranslated based on existing translation, by master_wu. In  attachment

This is very kind of you! thank you, I'll be sure to include it in a future update :D
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: temple_wing on January 29, 2019, 07:00:22 AM
Is wiki updated to the 1.0 version? It's says "for A15".
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: Shinzy on January 30, 2019, 08:58:30 AM
Quote from: temple_wing on January 29, 2019, 07:00:22 AM
Is wiki updated to the 1.0 version? It's says "for A15".

I'm afraid not
If you're looking for some sort of a list of the apparel
steam user Tr0y has made one here: https://docs.google.com/spreadsheets/d/1lo80_vbk46K2zMb2jfeTUEWmFGJ6bF6TR_-95ZQZipo/edit#gid=0

It's not 100% complete though, but still has a lot of em listed
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: temple_wing on January 30, 2019, 09:12:00 AM
google doc is not accessible from china. But thanks.
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: Shinzy on January 30, 2019, 09:29:18 AM
Quote from: temple_wing on January 30, 2019, 09:12:00 AM
google doc is not accessible from china. But thanks.

I copied it in open office calc file, see the attachements
Edit: I can't promise it'll be too much help since it's still missing a lion's share of stuff I've put in the mod  ::) I kinda wish I never made the mod so bloated  :P

[attachment deleted due to age]
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: temple_wing on April 01, 2019, 10:35:24 AM
I don't know whether it's a bug or intended. Padded vest has a material effect modifier of 0. Means no matter what material it use, it always has a sharp armor 0.08 and blunt armor 0.13.
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: Shinzy on April 01, 2019, 11:15:00 AM
I'm not actually sure if that's intended or not at this point ;D
it could be I either carefully balanced it so it's always worse than the kevlar vest or simply messed it up
It's been such a long time :P

I'll check it out with couple of other things I've had to change after I've recovered from this flu
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: kaptain_kavern on April 01, 2019, 02:26:10 PM
Holy fuck!

I just came back on the forum and you're still there, friends.  ;)

Good luck for recovering from the flu, hope you have some herbal medicines and a good doc nearby  8)
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: Shinzy on April 02, 2019, 07:53:35 AM
Quote from: kaptain_kavern on April 01, 2019, 02:26:10 PM
Holy fuck!

I just came back on the forum and you're still there, friends.  ;)

Good luck for recovering from the flu, hope you have some herbal medicines and a good doc nearby  8)

Hola, kaptain krtek!
Title: Re: [1.0] Apparello v2.2 Same as before edition![22/10/2018]
Post by: IZ2bSA80 on May 16, 2020, 06:43:12 AM
This mod has been updated but only on Steam it would seem.

Here's a link for to the update:

https://steamcommunity.com/sharedfiles/filedetails/?id=728381322

And a link to a downloader to bypass Steam:

https://steamworkshopdownloader.io
Title: Re: [1.0] Apparello v2.2.1 Def didn't forget edition! [2020]
Post by: Shinzy on May 16, 2020, 01:57:31 PM
Quote from: IZ2bSA80 on May 16, 2020, 06:43:12 AM
This mod has been updated but only on Steam it would seem.

Here's a link for to the update:

https://steamcommunity.com/sharedfiles/filedetails/?id=728381322

And a link to a downloader to bypass Steam:

https://steamworkshopdownloader.io

Aw hecky! I'm not sure how I forgot to put the 1.1 version here :-[
Embarassing
(Thank you for pointing it out!)

Here's a download link through Mediafire aswell
Download
Apparello For 1.1 - Mediafire (http://www.mediafire.com/file/h8cwdbf2ai5yfp6/Apparello.zip/file)
Title: Re: [1.1] Apparello v2.2.1 Dawn of new deluxe edition [16/05/2020]
Post by: Monzer on June 09, 2020, 05:06:34 AM
Mediafire link not working !
Title: Re: [1.1] Apparello v2.2.1 Dawn of new deluxe edition [16/05/2020]
Post by: Canute on June 09, 2020, 06:17:37 AM
Mediafire work's fine for me.
Title: Re: [1.1] Apparello v2.2.1 Dawn of new deluxe edition [16/05/2020]
Post by: Wild_Wolve on June 17, 2020, 05:45:35 PM
oooooooooouuuuuuuuuwwwwwwwwuuuuuuuuuoooouuuooouuuwwwwwuuuuuuuuuuuuuu *wolf howling*

hi everyone and greetings from vienna / austria

firt of all .. this is an really awesome mod. everytime i reinstall the game (for update) and gathering a new mod-setup i install apparello 2. must have for me. ^^
so i did it again.
i buyed the royalty dlc, updatet rimworld und moded the game completly new. and of course i subscribed your mod also at the steam workshop, like prepare carefully and a huge amount of other mods.
now, as i wanted to set up a new custom character with the prepare carefully mod ... i noticed something strange:
the pants sektion was empty and all the pants from your mod were in de bottom layer outfit section, ths skirt, the jeans, the cargo pants, ...

is there a fix for that? or is there a way to change  - i don't know - some sort of catergory for a apparello item? so i may could put them in the right section?

i don't get any error messages after i run into some starting problems, which was solved by changing the load order.
thanks for your work on the mod

Wolve
Title: Re: [1.1] Apparello v2.2.1 Dawn of new deluxe edition [16/05/2020]
Post by: Canute on June 18, 2020, 02:30:33 AM
Quotei buyed the royalty dlc, updatet rimworld und moded the game completly new. and of course i subscribed your mod also at the steam workshop, like prepare carefully and a huge amount of other mods.
Must be one of the other mods.
When i tried it with just royality,Prepare carefully and Apparello i can select pant's to all pawns.

So maybe try to check the descriptions of these other mods if you see anything about pants.
Alternativ, deactivate mods and try it again until you found the mod.
Btw. be sure you don't have error's at rimworld startup/mod activcation.

Title: Re: [1.1] Apparello v2.2.1 Dawn of new deluxe edition [16/05/2020]
Post by: Shinzy on June 19, 2020, 12:38:39 PM
Thank you Wolve! I'm glad you love the mod so much ;D
Much like Canute above said, the pants seem to be in the pant section when I tested Prepare carefully and this together

I'm unsure what could even cause such a thing to happen, and if everything else seems to be working correctly, I would recommend a simple workaround for this: Which is to put the desired pants to drop pod in with your pawns through the equipment tab on the prepare carefully screen

You'd end up avoiding having to spend (possibly) hours trying to figure what exactly is the cause of this
Title: Re: [1.1] Apparello v2.2.1 Dawn of new deluxe edition [16/05/2020]
Post by: Wild_Wolve on June 19, 2020, 06:12:21 PM
Quote from: Shinzy on June 19, 2020, 12:38:39 PM
Thank you Wolve! I'm glad you love the mod so much ;D
Much like Canute above said, the pants seem to be in the pant section when I tested Prepare carefully and this together

I'm unsure what could even cause such a thing to happen, and if everything else seems to be working correctly, I would recommend a simple workaround for this: Which is to put the desired pants to drop pod in with your pawns through the equipment tab on the prepare carefully screen

You'd end up avoiding having to spend (possibly) hours trying to figure what exactly is the cause of this


uhh very clever! could be like it was from my own head! i will try that, thank you

oh i almost forgot!
maybe you can add something?
i absolutly love in RL those really long leather coats. i actually still have one. black leather, ends at the end of my leg and the beginning of my feet. just forgot how that part of the leg is calling in english.
may you can add black leather to ths duster? there is black wool, black synthreath, .. if i remember correctly bot no black leather.
Title: Re: [1.1] Apparello v2.2.1 Dawn of new deluxe edition [16/05/2020]
Post by: ThiiSoul on February 27, 2021, 10:45:11 PM
for version 1.2?  :'(
Title: Re: [1.2] Apparello v2.2.2
Post by: Shinzy on March 02, 2021, 04:27:16 PM
Quote from: ThiiSoul on February 27, 2021, 10:45:11 PM
for version 1.2?  :'(

Oh my goodness, I could have sworn I'd updated this topic aswell, along with the steam update
I'd totally forgotten!

Here you go
https://www.mediafire.com/file/0geuawfycinvdyt/Apparello.zip/file