[A17] Hand 'n' Footwear Mod v1.3 (08/08/2017)

Started by XeoNovaDan, May 09, 2017, 10:46:05 AM

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XeoNovaDan



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Downloads
GitHub
Steam

Like this mod? Check out my other mods here!

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



Update Log:

v1.2.3 onwards have been logged on GitHub.

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

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

v1.0 (9/5/2017)
- Initial Release

TOWC

Something like this actually needs to be in the core. In every melee fight, in pre-A17 at least, my colonists lose a finger or two because of no protection on their hands. This mod seems to be fixing the problem a bit.
Thanks a bunch.

ChromeMax

Hey Xeo, I'm going to be making a tactical gear mod that includes tactical gloves with padding, tactical vests that are lighter and provide a little bit more of protection, combat boots that up to par with modern military standards, and possibly better helmets and goggles. I'd like to ask if I could use the base code from your mod and mix up the stats and sprites to my preference. I will certainly credit you in my mod as a major contributor if you allow me to do so.

XeoNovaDan

Quote from: ChromeMax on May 10, 2017, 09:17:43 AM
...

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

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

No problem! Although I started working on this before digit loss was reduced (majority of the time was spent doing the textures), handgear and footgear can help that little bit more

XeoNovaDan

Updated to v1.1! (11/5/2017)

Changes:
- Added dexterous gloves which can only be obtained from traders and (rarely) from high-ranked raiders; these can't be crafted - they yield a bonus to global work speed, melee accuracy, and aiming time.
- Slightly increased raider apparel budgets so that they can equip a pair of gloves and boots without being detrimental to the quality of the remainder of their equipment. Higher-ranked raiders get bigger boosts.
- Tweaked recipes for Combat Boots and Plated Gloves so that they don't take as long to make (but still longer than the military/simple helmet), and steel is no longer necessary to make them (for the purpose of consistency with vanilla).
- Texture XCFs (GIMP) are now located in their respective texture sub-folders so you can make personal tweaks to them if you want - but each texture has one of the two 'items', so you'll have to merge layers and copy + rotate as necessary.

XeoNovaDan

Added a compatibility patch for jecrell's Call of Cthulu's 'Factions' module (A16, dropbox only).

DiamondBorne

The A16 1.1 version seems to be incompatible with something along the line of 'apparel_shieldbelt' I used the 1.0 version with the same load order before and it didn't gave me any error.

Might be from 'Right tools rebalance' mod from my humble guess but idk.

XeoNovaDan

AFAIK that's a vanilla issue, because A17 replaces personal shield with shield belt. You'll get the same thing going to A17 from A16, except with personal shield instead of shield belt.

DiamondBorne

So you mean even though you specifically made the mod compatible with A16 it will still give me debug right?

Thanks for your time.

XeoNovaDan

Mhm. I get that error message too when I transition from A17 to A16 occasionally - regardless of modded or not.

You're very welcome.

DiamondBorne

Well alright if that's the case. Then can you please reupload the A16 1.0 on dropbox? That version don't give off any error and i'm planned to do a modded let's play series, just don't want some tiny problems that turns into a gamebreaker later. I'm willing to forfeit that shiny glitterworld glove tho. T_T

XeoNovaDan

Apparel_ShieldBelt has nothing to do with this mod though, as this mod doesn't even touch those. It's most likely to do with the fact that Apparel_PersonalShield has been re-defined to Apparel_ShieldBelt, as that's the 'successor' to personal shield. I don't think even a 'v1.0.1' will fix it.

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

If you can send me a screenshot of the exception first-time loading A16 (from A17) with the mod, and repeat the first-time loading A16 with no mods, and there's a difference, I'll upload 'v1.0.1' - which includes the recipe changes, but not the new gloves.

XeoNovaDan

Updated to v1.2! (21/5/2017)

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

Changes:
- Humans now has a slightly lower base move speed - but this can be offset with most footwear items. Gives them a purpose other than just minor protection - although combat boots still hinder movement speed.
- Handwear and footwear can now be worn with bionics, but the way to achieve this was a little odd.
- New footwear item: Tribal Boots. Provides minor cold insulation, movement speed bonus, and can of course be found on tribals!
- All pawn apparel budgets are now done with patching to improve compatibility with other mods.

asquirrel

"The A16 1.1 version seems to be incompatible with something along the line of 'apparel_shieldbelt' I used the 1.0 version with the same load order before and it didn't gave me any error."

Running A16 and I get the same error.  This mod is at the end of my load order.  As soon as I enable it I get the error.