[1.2] Apparello v2.2.2 Dawn of newer deluxier edition [02/03/2021]

Started by Shinzy, July 30, 2014, 08:19:27 AM

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Ninendava

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   ::)

skullywag

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).
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Matthiasagreen

why not make wigs with bows in the hair or wigs with hats attached? still one item, but looks like both.
Hi, my name is Matthias and I am a Rimworld Addict. It has been five seconds since my last fix...

Shinzy

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

Igabod

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.

Dibblah

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.

Damien Hart

That "Crafting With Stella Murder" gif is brilliant!  ;D

Your screenshot attachments are broken, might be because of the site migration.

Shinzy

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

Igabod

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.

skullywag

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.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Shinzy

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!

Dibblah

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 :)

skullywag

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....
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Igabod

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. :)

Ouan

     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
Damn Pirates!