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Topics - Kiame

Pages: [1] 2 3 4
1
Releases / [1.0] [KV] No Max Bills
« on: January 01, 2020, 07:45:25 PM »


Removes the 15-bill limit on individual workbenches. With this mod the limit is 125 bills per workbench.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1588831229

Direct Download: https://github.com/KiameV/nomaxbills/releases/download/1.0/NoMaxBills.zip

Github: https://github.com/KiameV/nomaxbills/releases/tag/1.0

Can't believe I never posted this mod here...

Like my mods? Consider supporting me!

2
Releases / [KV] Change Skill Levels & Don't Lose Levels
« on: April 05, 2019, 02:56:35 AM »
Adds the ability to change the amount of experience needed for leveling skills.

Adds the ability to disable losing skill levels (experience can be lost but when it reaches 0 it stays there and does not decrease the level)

Due to the limitations on rendering the graph, when the graph is show the text fields will behave erratically.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1703583700

Direct Download: https://github.com/KiameV/rimworld-changeskilllevel/releases/download/1.0/ChangeSkillLevels.zip

GitHub: https://github.com/KiameV/rimworld-changeskilllevel







Like my mods? Consider supporting me!

3
Tools / [1.0] [KV] In-Game Definition Editor [ModSync-RW]
« on: November 19, 2018, 12:39:59 AM »
Press F10 (default) to open the window.

A Definition (Def) is what defines almost everything in RimWorld.

Defs that can be edited currently:
-Apparel
-Backstories
-Biomes
-Indigestible
-Projectiles
-Recipes (aka bills)
-Story Tellers
-Thoughts
-Traits
-Weapons

This mod will continue to be updated as new definition types are added.

Can be added to and removed from existing saves.

Please let me know if you run into any issues.

Troubleshooting
At any time if you have an issue with this mod at game load you can delete the file called "stats.xml" located in:
C:\Users\<username>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\InGameDefEditor
Replacing "<username>" with your Windows user name

Things to be aware of
Traits
Traits are structured in a tiered system. What this means is not all Traits will be initially visible and you'll have to find the parent Trait-type, select it, then scroll to the child trait.
For instance move speed:
SpeedOffset is the parent TraitDef
slowpoke, fast walker, and jogger are the Traits assigned to pawns
Recipes
When editing a recipe there are a wide range of items that can be selected as "Allowed Defs". Not all will work in all cases though. If editing the club recipe and "Cat" is added as an ingredient, a pawn will use a "Cat" as an ingredient but that will cause an endless number of exceptions because "Cats" are not a compatible ingredient. (as this mod grows it might be possible to label a Cat as a "Stuff" so I am currently not going to change it)

Other notes
Currently when adding Defs to ingredients the list is very long. I would like to explore ways to make adding defs quicker by adding a search field.


Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1568772413

Direct Download: 1.0
Consider using ModSync-RW to know when new version are available.

GitHub: https://github.com/KiameV/rimworld-ingamedefeditor


Like my mods? Consider supporting me!





4
Unfinished / [WIP] [KV] In-Game Definition Editor [ModSync RW]
« on: November 12, 2018, 03:40:10 AM »
Now in the Tools forum: https://ludeon.com/forums/index.php?topic=46983.0



My most ambitious mod to date: an In-Game Definition Editor!
Think of this as a database tool to hack the game while it's running.

Want shotguns to be slightly more accurate? You can do that!
Want it to always snow in desert biomes? You can do that!
Want to add an equipped stat to an apparel type? You can do that!

This editor currently support Apparel, Weapons, Projectiles, and Biomes.

At this point I'm looking for some help debugging this.

Future Defs to Support:
-Many more items/ThingDefs
-Effects
-Hediffs
-Inspirations
-Interactions
-Joy
-Map Generators
-Needs
-Receipts
-Thought
-Trait
(and more)

Probably:
-Change current-game pawn traits, backstories, appearance (basically EdB but for running-games)

Possible Future (need to look into them more)
-Bodies
-Damage


To access the editor press F10 at any time (configurable from options)

Do not use together with Change Equipment Stats. They will work together but this mod will override any changes. Also any settings made with Change Equipment Stats will not carry over to this mod (sorry!)

ModSync RW is supported and will be helpful in knowing when newer versions are available.

Download: https://github.com/KiameV/rimworld-ingamedefeditor/releases/download/1.0/InGameDefEditor.zip


5
Releases / [1.0] [KV] Change Equipment Stats [ModSync RW]
« on: October 24, 2018, 02:52:19 AM »


Simple and easy. Change the stats of Apparel and Weapons.

Steam:
1.0

Direct Download:
1.0

GitHub:
https://github.com/KiameV/rimworld-changeequipmentstats


Like my mods? Consider supporting me!

6
Releases / [1.0] [KV] Bulk Craft Everything [ModSync RW]
« on: October 23, 2018, 03:23:49 AM »


Create items in bulk:

Meals:
-Simple x10
-Fine x10
-Lavish x10
-Survival Meals x10

Foods:
-Kibble x500
-Pemmican x160

Production:
-Stone Blocks x3
-Slag x3
-Chemfuels x350
-Component x5, x10, x25
-Adv. Component x5, x10, x25
-Patch Leather x5, x10

Shells:
-High Explosive x10
-Incendiary x10
-EMP x10
-Firefoam x10

Cremation:
-Corpses x3


Steam:
1.0


Direct Download:
1.0


GitHub:
https://github.com/KiameV/rimworld-bulkcrafteverything

Thanks to Joseph who wrote this originally

7
Releases / [1.0] [KV] Keep Your Hands & Feet [ModSync RW]
« on: October 01, 2018, 11:03:32 PM »



Lets pawns with bionic arms and legs keep there hands and feet.

Works with mods that add bionic hands and feet.

If you have pawns with bionic arms and legs already, adding this mod will force the game to display that they are missing hands and feet, the mod is not removeing hands and feet, they are already gone. However if you add bionics to a pawn after installing the mod they should not automatically loose hands/feet.

This does the same thing as Don't take my feet but re-written from the ground up.

Direct Download:
1.0

B19

Steam:
B19

GitHub

Thanks To:
Joseph - original idea

8
Releases / [B19] Editable Backstories
« on: September 12, 2018, 02:02:15 AM »


Are you tired of running into characters in your game with horribly overpowered or just plain silly backstories? Are you frustrated by the number of colonists you have to feed who aren't willing to work to earn their keep because their backgrounds prevent them from doing manual labor? Does it annoy you when you find a backstory you like with the "Prepare Carefully" mod, only to notice that the gender pronouns or even the pawn's name don't change to fit your character? Do you just hate not being able to do anything about typos that you spot in backstories?

Well, fret no more! Your worries are over!

"Editable Backstories" replaces RimWorld's default backstories with a completely editable set of backstories contained in convenient XML files. Yes, that's right. It doesn't just add editable backstories to the vanilla database. It completely replaces that database.

(Well, it *does* have a "lite" option that allows you to just add to the database, but by default, it replaces it.)

You can use the mod "straight out of the box," so to speak, as I've included a set of "cleaned up" basic backstories which will be used if all you do is just install and run the mod. None of them are unreasonably powerful or, in my opinion, lore-breaking, none have hard-coded pronouns or names, and I'm pretty sure that they're mostly free of typos.

But the real point of "Editable Backstories," of course, is that it allows you to edit and add stories yourself. In the "XML Raw Data" folder within the mod's directory, you'll find files containing the full collection of backstories from the vanilla game. In the "Documentation" folder, you'll find detailed instructions to help you put together your own "perfect" backstory collection.

As I already noted, unless you're using the "lite mode" option, the mod removes all vanilla backstories from the game, so no pawn bios will ever again include material that you don't have the option to edit. This means that you won't meet any of the "Pirate King" characters, those characters created by RimWorld Kickstarter backers, whose childhood and adulthood stories are linked. However, "Editable Backstories" allows you to create your own linked stories, so if you happen to like a particular "Pirate King" pawn, you can easily add him or her back into your world, complete with any edits or fixes you deem appropriate.

Additionally, while it doesn't remove any potential pawn names from the game, "Editable Backstories" does let you to add as many new names (first names, surnames, nicknames, and/or full names) to your game as you desire.

=====

Compatibility:

"Editable Backstories" requires a new game. If you try to add it to (or remove it from) a game in progress, every pawn in the world will end up with new randomly-assigned backstories. (On a related note, don't try to switch between regular and "lite mode" in the middle of a game, for the same reason.)

The mod is compatible with both "EdB Prepare Carefully" and "Verify Start."

It is also fully compatible with any mods that utilize Erdelf's "Humanoid Alien Races" framework.

=====

Special Note:

I completely understand why backstories aren't editable by default. And I mean absolutely no disrespect to those who backed RimWorld on Kickstarter back in 2013 (or have purchased the "Name in Game Pack" since then) and got their stories written into the game as a result. But at the same time, I'm a modder. Changing things I don't like about the game is what I do. And the fact that backstories can't be edited, even though I understand it, is something that I don't like.

=====

Credits:

Rainbeau Flambe - original author

Some of the C# code in "Editable Backstories" (specifically, the code that allows data to be read from XML files) derives from code in Erdelf's "Humanoid Alien Races."

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

sumghai for updating the defs to B19

=====

License:

If you're a modpack maker and want to include "Editable Backstories" in your pack, or if you're a modder and want to use it as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

=====

If you have any (helpful) suggestions for improvement, please let me know!


Steam

Direct Download:
B19

GitHub

9
Releases / [1.0] [KV] Faction Control [ModSync RW]
« on: September 10, 2018, 07:08:16 PM »


"Faction Control" provides you with a number of configuration options that you can use to tailor which and how many faction groups and faction bases show up on your map. Simply visit "Mod Settings" from the game's "Options" menu.

You can define the total number of faction groups which should appear on your world map (anywhere from 0 to 30), as well as individually adjust the minimum number of groups from each faction which should be present, even removing some factions entirely if you prefer. So you could, for example, play on a planet without any tribal groups, or without any outlanders, or on a planet with no pirates, or perhaps on a planet on which the only faction groups are pirate bands.

The mod also gives you the same level of control over individual factions added by mods (up to 42 total) that it provides for vanilla factions. So, for example, if you're playing with a mod that adds several related factions, only some of which you actually want to have present on your world, well, you'll be able to tailor the planet accordingly. (This also gives you the ability to pick and choose which modded factions you want to use in any particular game without having to disable or uninstall the mods that add them.)

As you increase the total number of faction groups on your world, the number of groups which are hostile to you will scale upward, as well. So unlike most mods which increase faction counts, this one won't allow you to create a world with 30 faction groups of which only three are hostile.

You can also adjust your world map's faction base density, so you can create planets on which each faction group has only a few bases, or heavily populated planets with settlements everywhere.

The mod also gives you the option to organize bases geographically, with each faction group's bases in close proximity to each other, so that the planet looks like it's populated by actual nations, rather than just having bases scattered all over the map randomly.



Steam

Direct Download:
1.0

B19

GitHub

Compatibility:

Since "Faction Control" does nothing but alter initial world generation, adding it to or removing it from a game in progress will have no impact. It should be compatible with any other mods, though it should (and most likely will) override any other mods that alter faction generation.

Credits:

Rainbeau Flambe (dburgdorf) - original author

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

Japanese language translation files were provided by Proxyer.






10
Releases / [1.0] [KV] More Trait Slots [ModSync RW]
« on: September 09, 2018, 06:46:19 PM »


"More Trait Slots" is a pretty simple mod. It doesn't add new traits to the game, but it will work well with mods that do, as it allows you to configure the minimum and maximum number of traits that pawns will start with. It also adjusts the character display tab so that up to seven (or up to nine with a smaller font) traits can actually be seen.


Steam

Direct Download:
1.0

B19

GitHub


Compatibility:

"More Trait Slots" can safely be added to or deleted from a game in progress, and shouldn't conflict with any other mods.

If you're using "EdB Prepare Carefully," you might see a warning message if you assign more traits to a pawn than the vanilla character tab would be able to display, but you can safely ignore that message. And you should have no other issues when using the two mods together.


Credits:

Rainbeau Flambe (dburgdorf) - original author

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

Translators:
- Maculator - German
- Proxyer - Japanese
- 53N4 - Spanish
- fodnjs0811 - Korean

Syrchalis for help with harmony transpiler patches. I am using some of his code from Individuality




11
Releases / [1.0] [KV] Consolidated Traits [ModSync RW]
« on: September 09, 2018, 12:10:59 AM »
I've updated this mod to work with B19. I have tried to contact Rainbeau (dburgdorf) but received no response. For now I will be supporting this mod. Rainbeau if at any time you'd like me to take this down let me know and I will  :)



When I started looking for a mod to add more traits to the game, I quickly realized three things about the various trait collection mods that are available: they all have some traits I really like, but also some I dislike, and none of them had all the traits I wanted; they don't necessarily work very well together due to conceptual overlaps or conflicts; and some of them are buggy in one way or another.

So I decided to deal with the problem by... releasing yet another trait collection mod. *Shrug* What can I say? This one, at least, has the traits I like, all the traits I like, and nothing but the traits I like. And I'm reasonably certain it's bug-free.

"Consolidated Traits" adds 45 traits to the game, almost doubling the number of traits available for pawns. The new traits are:
- "Aesthete": Pawns with this trait love beautiful things, and care a lot about the beauty of their environment.
- "Animal Hater": Some pawns just aren't "animal people."
- "Animal Lover": Pawns with this trait, as you'd expect, are especially good at dealing with animals.
- "Builder": Pawns with this trait are good at constructing things, at least if they have instructions.
- "Butcher": Pawns with this trait are much faster when butchering animal corpses.
- "Claustrophobic": Pawns who don't like confined spaces make poor miners.
- "Cold Lover": Pawns with this trait will complain less when it's cold, but will whine more when it's hot.
- "Coordinated": This one provides a slight boost to global work speed and to most skilled labor.
- "Cranial Nerve Palsy"/"Eagle-Eyed": These traits affect primarily a pawn's shooting accuracy.
- "Deadshot": This provides a boost to both shooting speed and accuracy.
- "Decent Learner"/"Slow Learner": Join Fast learner to broaden the speed of pawn learning.
- "Deep Sleeper": Pawns with this trait won't be disturbed by others while sleeping.
- "Dunce": Pawns with this trait will learn at a slower rate.
- "Glutton": Pawns with this trait eat very quickly.
- "Gourmet": Pawns with this trait prepare excellent food, but take their time in doing so.
- "Heat Lover": This is the counterpoint to "Cold Lover."
- "Inept": This trait is the counterpoint to "Coordinated."
- "Inventor": Pawns with this trait are great researchers, but tend to be easily distracted.
- "Neat Freak": Pawns with this trait appreciate the importance of a dirt-free environment.
- "Nibbler": Pawns with this trait eat very slowly, picking at their food.
- "Nyctophobe"/"Nyctophile": These traits make pawns either more or less afraid of the dark than usual.
- "Perfectionist": Pawns with this trait try to make sure their work is done right, no matter how long it takes.
- "Poor Medic"/"Skilled Medic"/"Master Medic": These traits provide penalties or buffs to medical skills.
- "Rockhound": Pawns with this trait excel at mining and stonecutting, but are a bit slow at other tasks.
- "Savant": Pawns with this trait are creative geniuses, but terribly slow workers.
- "Sucker"/"Haggler"/"Master Trader": These traits affect prices when a pawn is trading.
- "Uncouth"/"Diplomat"/"Master Diplomat": These traits affect the success of a pawn's diplomatic efforts.
- "Unstoppable"/"Ironman"/"Low Pain Tolerance": These traits affect a pawn's pain tolerance.
- "Weak Constitution"/"Strong Constitution": These traits affect a pawn's resistance to pathogens and diseases.


Steam

Direct Download:
1.0

B19

GitHub


Compatibility:

"Consolidated Traits" should be compatible with most other mods. Even if those mods add similar traits, there shouldn't be any conflicts, as the traits are unlikely to have the same defNames. However, if you're using more than one mod that adds traits, you might end up seeing pawns with traits that don't really work well together, since the game won't have any way of knowing that trait X from mod Y duplicates or just isn't compatible with trait A from mod B.

I'd recommend using my "More Trait Slots" mod. Combining a larger pool of traits with a larger set of traits per pawn can add some very interesting and uniquely individual personalities to your game.

You should be able to add "Consolidated Traits" to an existing saved game without trouble, but removing the mod from a game in progress might cause problems if any pawns in the world have any of the mod's traits, which is of course very likely.

Credits:

Rainbeau Flambe (dburgdorf) - original author

Some of the traits added by this mod are original. But most of them are based on traits found in "Additional Traits," "Extended Traits," "L-Traits," and/or the base version of "Pawns Are Capable!"

utotuto for updating the trait descriptions for B19

12
Releases / [1.0] [KV] Configurable Maps [ModSync RW]
« on: September 08, 2018, 11:42:01 PM »


"Configurable Maps" provides you with a number of configuration options that you can use to tailor the way your maps generate. Simply visit "Mod Settings" from the game's "Options" menu. You'll find three different sets of options for the mod.

(1) "Things" Settings:

You can alter the number of ruins and "ancient shrines" that generate on new maps. You can set them low, so you'll no longer find yourself starting the game in an area that looks like it might once have been someone's town square. Or you can set them high, so it seems as if you've landed in what was once a bustling city.

(Regardless of the settings, the mod ensures that buildings will be significantly more common among ruins than unattached wall segments, and that those buildings will be shaped more like rooms than like hallways.)

You can decide whether you want ruins to be constructed solely or primarily from stone types actually available on the map, or if you want them to be constructed from random materials (as in vanilla).

You can adjust the "biodensity" on new maps, to determine how thickly populated with plant and animal life the maps should be. These settings are, of course, relative to the base values for a given biome. Even a "sparse" tropical rainforest will have a much higher biodensity than a "dense" extreme desert or ice sheet.

(2) Terrain Settings:

You can adjust the amount of ore which generates on new maps, to make the game more or less challenging. You can additionally choose to disable "fake" ores, so that compacted steel, plasteel and machinery will not appear on your maps. You can also adjust the number of geysers, so that sources of geothermal power are easier or harder to find. And you can adjust the quantity of stone chunks scattered on new maps.

You can adjust the maps' "mountain level," perhaps so that flat maps have almost no rock outcroppings, or perhaps so that mountain maps have little open space.
 
You can adjust the maps' "water level," which will make lakes, marshes, and the like either more or less common. Note that this will not change the essential nature of a biome. Lowering the water level will reduce the size of marsh areas on boreal forest or rainforest maps, for example, but it won't eliminate them completely, and neither will raising the water level allow marshes to suddenly begin appearing on temperate forest maps.

You can also adjust the "fertility" of soil on maps, to adjust the relative amount of rich soil as opposed to regular soil.

Finally, you can adjust the ocean level on coastal maps. This allows you to control the amount of water which will appear on maps with coasts. At the one extreme, you'll have vanilla-style maps with just a small strip of ocean and a fairly small sandy beach on one edge. At the other extreme, you can now create maps that are almost completely submerged.

An additional checkbox allows you the option to disallow rocky outcrop "islands" from appearing in lakes, marshes or oceans.

(3) World Map Settings:

You can adjust the minimum and maximum number of stone types which can appear in a tile on the world map. You can also adjust the relative commonality of various types of stone, so for example, you could set your worlds to generate with lots of granite but very little sandstone.

(Note that these settings won't appear if you're also using "Cupro's Stones," as that mod offers more robust options regarding exactly how many and which types of stone you want to see on the world map.)


Steam

Direct Download
1.0

B19


GitHub


Compatibility:

Since "Configurable Maps" does nothing but alter initial map generation, adding it to or removing it from a game in progress will have no impact. It should be compatible with any other mods, except perhaps those that also modify terrain and map generation.

Credits:

Rainbeau Flambe (dburgdorf) - original author

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

The German language translation file was provided by Ludeon forums user Maculator. The Japanese language file was provided by Proxyer. Russian translation files were provided by Steam user "Чей-то друг."

13
Currently a Bill_Production's storeZone is a Zone_Stockpile. This prevents users from selecting items to be stored on shelves once created (base game). For my modding purposes this prevents users from selecting RimFridge, Change Dresser, Weapon Storage or Infinite Storage for their crafting bill destinations.

Thank you for your time


Below is the most relevant code:

RimWorld.Bill_Production
Code: [Select]
...
private Zone_Stockpile storeZone;
...

The code that sets this value when creating a production bill is:
RimWorld.Dialog_BillConfig.DoWindowContents
Code: [Select]
...
if (current == BillStoreModeDefOf.SpecificStockpile)
{
List<SlotGroup> allGroupsListInPriorityOrder = this.bill.billStack.billGiver.Map.haulDestinationManager.AllGroupsListInPriorityOrder;
int count = allGroupsListInPriorityOrder.Count;
for (int i = 0; i < count; i++)
{
SlotGroup group = allGroupsListInPriorityOrder[i];
Zone_Stockpile zone_Stockpile = group.parent as Zone_Stockpile;
if (zone_Stockpile != null)
{
if (!this.bill.recipe.WorkerCounter.CanPossiblyStoreInStockpile(this.bill, zone_Stockpile))
{
list.Add(new FloatMenuOption(string.Format("{0} ({1})", string.Format(current.LabelCap, group.parent.SlotYielderLabel()), "IncompatibleLower".Translate()), null, MenuOptionPriority.Default, null, null, 0f, null, null));
}
...

Up to the point of changing the type to Zone_Stockpile, all that's required is the object to inherit ISlotGroupParent and IHaulDestination which both Zone_Stockpile and Building_Storage inherit.

14
Releases / [1.0] [KV] Hand & Footwear [ModSync RW]
« on: September 03, 2018, 05:01:31 PM »
Overview
Are you tired of walking barefoot on the Rim? Hands chilly because there's nothing around to put on them? Constantly losing precious digits and toes because there's nothing to stop them? Not anymore!

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

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

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

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

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

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

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

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

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

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

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

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

Credits
XeoNovaDan was the original author

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

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


Steam

Direct Download:
1.0

B19


License
Hand 'n' Footwear is under a creative commons license. This means that you're allowed to derive from this mod, as well as include this in a mod pack - so long as you give me credit, and provide a link to this post.

GitHub


15
Releases / [Mod Util] Rename B18 Textures to 1.0
« on: June 22, 2018, 12:46:43 AM »
Utility for converting all textures from _back, _front, _side to _north, _south, _ east
Properly converts 'm' files as well

To use:
  • Double click run.bat
  • Paste the full path for the Texture directory
  • Press Enter

This has only been tested on Windows. This is based off of .Net core so it should work on linux.

In the case there is a clash in names (a file already exists with the new name), the program will record there was a failure to rename the file and move on. Both files will remain unchanged

Download including source: https://github.com/KiameV/rimworld-SaveStorageSettings/releases/download/untagged-afe672a2641aefc115dd/FileNameChanger.zip


If you find this util helpful please post here to keep this toward the top for others to find / use  ;D

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