Ludeon Forums

Ludeon Forums

  • November 20, 2019, 09:35:08 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: [B18] [W]mods: Boots and Gloves, Clear Way (02.02.2018)  (Read 9596 times)

wwWraith

  • Colonist
  • ***
  • Posts: 388
  • ...
    • View Profile
[B18] [W]mods: Boots and Gloves, Clear Way (02.02.2018)
« on: December 14, 2017, 10:39:41 AM »

[under construction...]

Mod name and link
   
Version
   
Date
   
Description
[W] Boots and Gloves    0.18.1    31.01.2018    Adds some boots and gloves.
[W] Clear Way    0.18.0    02.02.2018    Makes the filth to slow pawns (a little) so they should (at least sometimes) avoid stepping on it and spreading it more.


I know that my English is not good, so if someone will want to help me to improve the text used in the mods and/or their posts, feel free to tell me.
Also I don't rely on my art skills so I tend to use any existed textures rather than trying to create them myself. So if someone will want to draw them, I'll be grateful. Currently there is a need for:
  • light/heavy/tactical boots/gloves.


All my mods should be compatible with ModSync Ninja unless otherwise stated in their post. However it doesn't mean that they require it.
« Last Edit: February 02, 2018, 02:09:52 PM by wwWraith »
Logged
Think about it. Think around it. Probably you'll get some new good idea even if it would be completely different from my words.

My mods

Please don't copy Core bases in your mods

Shotgunfrenzy

  • Drifter
  • **
  • Posts: 62
  • Shotgun mountain dwarf
    • View Profile
Re: [B18] Boots and Gloves
« Reply #1 on: December 14, 2017, 04:17:19 PM »

Looks great man

The only thing I'd suggest is changing the recipe's slightly for balancing reasons
e.g. light boots 35 fabric but heavy boots make it require 20 cloth and 40 either fabric or just straight out leather
Might also want to take the hyperweave requirement out of the tactical versions


Great to see someones updating the old mods with their own personal flair, keep up the great work dude

frenchiveruti

  • Colonist
  • ***
  • Posts: 177
  • Refugee
    • View Profile
Re: [B18] Boots and Gloves
« Reply #2 on: December 14, 2017, 05:00:41 PM »

Hello! great mod, I saw a suggestion the other day about this and I thought it would be cool to have.
One question:
You say that Bionics in Vanilla won't work.
What about Bionics in EPOE or Rah's?

Also, will you include ModSync Support?

Thanks!
Logged

Canute

  • Transcendent
  • *****
  • Posts: 7808
  • Refugee
    • View Profile
Re: [B18] Boots and Gloves
« Reply #3 on: December 15, 2017, 03:46:18 AM »

frenchiveruti,
i think he mean that bionic legs/arm rework the body, so they can't use hand/foots anymore (that allready happen at A17).
If you replace just hands/feets with bionic you still can use boots/gloves (i think didn't test it yet at B18).

Logged

wwWraith

  • Colonist
  • ***
  • Posts: 388
  • ...
    • View Profile
Re: [B18] Boots and Gloves
« Reply #4 on: December 15, 2017, 07:07:52 AM »

The only thing I'd suggest is changing the recipe's slightly for balancing reasons
e.g. light boots 35 fabric but heavy boots make it require 20 cloth and 40 either fabric or just straight out leather
Might also want to take the hyperweave requirement out of the tactical versions
I'm thinking about some tweaks in recipes, probably by making light versions require any textiles and heavy require leathers + some steel. But not going to remove hyperweave (at least completely) as tactical versions are "ultimate" and intended to be "tasty" even in late game, when the hyperweave is probably the only material that is challengeable enough. I think that if someone likes to lower the challenges, they already are using some mods for it (ReclaimFabrics, Mending, something that allows to craft Hyperweave and/or decreasing its overall rarity), so the difficulty will be "selfscaled" to their preferred level.

I saw a suggestion the other day about this and I thought it would be cool to have.
Yes, I saw probably the same suggestion and thought at first about updating that mod, but finally decided to just publish what I already had working for me :)

Also, will you include ModSync Support?
Maybe later, right now I'm not sure if it would worth the efforts.

frenchiveruti,
i think he mean that bionic legs/arm rework the body, so they can't use hand/foots anymore (that allready happen at A17).
If you replace just hands/feets with bionic you still can use boots/gloves (i think didn't test it yet at B18).
Yes, boots/gloves require feets/hands to be weared, but bionic legs/arms are "things as a whole" and doesn't have feets/hands as distinct bodyparts. Honestly I didn't test it in B18, too, so if it was changed, please correct me. Also I heard of attempts to fix this issue by some mods but can't remember how successful they were.

And thanks for your feedback :)
« Last Edit: December 15, 2017, 07:09:36 AM by wwWraith »
Logged
Think about it. Think around it. Probably you'll get some new good idea even if it would be completely different from my words.

My mods

Please don't copy Core bases in your mods

chacotaco84

  • Muffalo
  • *
  • Posts: 11
  • Refugee
    • View Profile
Re: [B18] Boots and Gloves
« Reply #5 on: January 22, 2018, 09:58:57 PM »

Hey I like your mod a lot, but I'm not seeing the recipe for the boots and gloves in the tailoring workbench.  Could it be a conflict with any mods?
Logged

wwWraith

  • Colonist
  • ***
  • Posts: 388
  • ...
    • View Profile
Re: [B18] Boots and Gloves
« Reply #6 on: January 23, 2018, 01:28:41 PM »

chacotaco84, it could be if some mod does some weird things, but at least not any mod that I tried. I suppose that you have checked that this mod is installed and activated correctly and that you have researched Complex Clothing tech. You can try to use HelpTab to search for recipes.
Logged
Think about it. Think around it. Probably you'll get some new good idea even if it would be completely different from my words.

My mods

Please don't copy Core bases in your mods

chacotaco84

  • Muffalo
  • *
  • Posts: 11
  • Refugee
    • View Profile
Re: [B18] Boots and Gloves
« Reply #7 on: January 23, 2018, 05:17:29 PM »

Ok took your advice and looked up helptab. According to helptab I need the "tiberium research crafting adapter" in order to build light/heavy boots and gloves!  No idea how you're mod would run into incompatibilities with Tiberium Rim!

Tactical Boots and Gloves still require the machining table which works. 

I fixed it by putting Tiberium Rim below it in the load order.

Thx for the help troubleshooting.
Logged

Harry_Dicks

  • Planetologist
  • ****
  • Posts: 1678
  • Chilean Helicopter Pilot
    • View Profile
    • Harry Dickle's Fuzzy Pickle
Re: [B18] Boots and Gloves
« Reply #8 on: January 23, 2018, 05:37:43 PM »

Maybe some mods are overwriting other mods defs that they rely on.
Logged

pinguin42

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: [B18] Boots and Gloves
« Reply #9 on: January 30, 2018, 03:42:36 PM »

Just noticed that the light gloves from this mod have a very low amount of hitpoints (20 for normal cloth light gloves). This means they are literally disintegrating into nothing from wear within ~10 game days. Is this intentional or a typo?

I realize I can easily change this in the defs, just wanted to post here to check.
Logged

wwWraith

  • Colonist
  • ***
  • Posts: 388
  • ...
    • View Profile
Re: [B18] Boots and Gloves
« Reply #10 on: January 30, 2018, 04:43:05 PM »

pinguin42, thanks, I should really increase it. Probably these values are there from some earlier alphas and I didn't pay enough attention to it.
Logged
Think about it. Think around it. Probably you'll get some new good idea even if it would be completely different from my words.

My mods

Please don't copy Core bases in your mods

Kori

  • Colonist
  • ***
  • Posts: 538
  • Refugee
    • View Profile
Re: [B18] Boots and Gloves
« Reply #11 on: January 30, 2018, 08:44:24 PM »

Just a few days ago I was so sad to find out that the Hand 'n Footwear mod won't be continued anymore and now I find yours! Thanks you! :)
Logged

wwWraith

  • Colonist
  • ***
  • Posts: 388
  • ...
    • View Profile
Re: [B18] Boots and Gloves
« Reply #12 on: January 31, 2018, 07:21:27 AM »

Overview
This mod adds just what it says: some boots and gloves. It was made some time ago deriving from Raccoon's mod Boots and Apparel for personal use. It also uses some textures from XeoNovaDan's mod Hand 'n' Footwear. I think it works fine enough for me, but if there will be other people interested, I'll try to refine and improve it.

Details
Light and Heavy versions require Complex Clothing research and are made at the Tailoring Bench. Tactical versions require Powered Armor research and are made at the Machining Table.

Name
Blunt armor
Sharp armor
Heat armor
Heat insulation
Cold insulation
Extra
Made from
Light boots
0.01
0.01
0.05
-4
Move speed + 0.2
30 Fabric/Leathery
Heavy boots
0.05
0.05
0.2
-4
30 Leathery + 10 Steel
Tactical boots
0.3
0.3
0.5
+5
-5
Move speed + 0.2
30 Plasteel + 10 Synthread + 10 Hyperweave + 4 Components
Light gloves
0.01
0.01
0.05
-2
Work speed + 0.1
20 Fabric/Leathery
Heavy gloves
0.05
0.05
0.2
-2
20 Leathery + 10 Steel
Tactical gloves
0.3
0.3
0.3
+5
-5
Work speed + 0.1, Melee hit chance + 0.2
20 Plasteel + 10 Synthread + 10 Hyperweave + 4 Components

Compatibility
It's pure XML and does not change anything except adding these things so it shouldn't have incompatibility problems.
There was a report about strange issue with TiberiumRim: https://ludeon.com/forums/index.php?topic=37639.msg394137#msg394137

Issues
Bionic legs/arms in vanilla don't technically include feet/hands, so boots/gloves can't be worn by pawns that have both bionic legs/arms.

License
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 appropriate credits and links.
(I hope I understand it right that it must be inherited from Hand 'n' Footwear mod as I used textures from it). Please correct me if I'm wrong.

Download
It's in attachment (at least for now). You may have to login to the forum to download it.

Changelog
Code: [Select]
0.18.1 (31.01.2018):
Tweaked recipes and hit points of the items.
Added Tactical boots/gloves to the random quest rewards.
Added ModSync Ninja support.

0.18.0 (14.12.2017): initial public version.

[attachment deleted by admin: too old]
« Last Edit: January 31, 2018, 07:25:48 AM by wwWraith »
Logged
Think about it. Think around it. Probably you'll get some new good idea even if it would be completely different from my words.

My mods

Please don't copy Core bases in your mods

wwWraith

  • Colonist
  • ***
  • Posts: 388
  • ...
    • View Profile
Re: [B18] Boots and Gloves
« Reply #13 on: January 31, 2018, 07:29:55 AM »

I've updated Boots and Gloves. As it changes the recipes, I recommend to temporarily remove the orders to craft them in your workbenches prior to update if you do it in existing colony.

The first post will be edited as I decided to add something more...
Logged
Think about it. Think around it. Probably you'll get some new good idea even if it would be completely different from my words.

My mods

Please don't copy Core bases in your mods

Harry_Dicks

  • Planetologist
  • ****
  • Posts: 1678
  • Chilean Helicopter Pilot
    • View Profile
    • Harry Dickle's Fuzzy Pickle
Re: [B18] Boots and Gloves
« Reply #14 on: January 31, 2018, 08:26:24 AM »

Add something more? Ooooo, I'm excited!
Logged
Pages: [1] 2