RimWorld

RimWorld

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Animal Apparel: Framework
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Mod, 1.6
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1 Jul @ 8:48am
20 Jul @ 2:39am
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Animal Apparel: Framework

Description
Animal Apparel: Framework

This mod serves as a framework to allow animals to wear all kinds of apparel. By itself, this mod only enables animals to be equipped with shield belts and jump packs.

For a selection of plate, flak and cataphract armor for your animals, check out Animal Apparel: Basic Armor.

Features

Designed to be as intuitive and vanilla-friendly as possible: Equip and manage your animals like they were normal colonists. Use 1.6s new "Force equip on"-feature to equip your pets! They're not smart enough to do it on their own.

For modders

In order to make animal apparel using this framework, here's a short primer. For examples, check out Animal Apparel: Basic Armor:

1. Add the "AnimalApparel" tag to your apparel. This will make it equipable by both colonists and tame animals. You're technically done at this point!

2. (Optional, but highly recommended for armor with visuals):
Add def-specific sprites. By default, the framework will look at the wornGraphicPath path of the apparel and append the name of the ThingDef that has it equipped. If your path, for example, is "Things/Pawn/Animal/Apparel/Body/Power" and a Thrumbo equips your armor, it will first look if there is a sprite available at "Things/Pawn/Animal/Apparel/Body/Power/Thrumbo/Thrumbo_[north/east/south].png". If not, it'll default to the actual path you used.

3. (Optional):
Add a "defName{def}" tag to limit which creatures can equip an item, i.e. "defNameElephant" to make it only equippable by elephants. If multiple "defName" requirements are added this way, any of those creatures can use the apparel

4. (Optional):
Add a mod extension like so to your ThingDef
<modExtensions>
<li Class="AnimalGear.AnimalApparelDefExtension">
<showCoverageForBodyType>QuadrupedAnimalWithPaws</showCoverageForBodyType>
</li>
</modExtensions>
This will make it so the info of the apparel will show which bodyparts it covers using the BodyDef you defined there. For example, this will make armor say that it covers back legs, paws and such, rather than referring to normal human body parts. Ideally use a BodyDef that roughly fits for all animals the apparel is intended for.

In order to make animals that are compatible with the framework:

In short, each part of an animal's BodyDef needs to have one of AnimalHead, AnimalBody or AnimalLeg as its group defined. For vanilla bodies, this is done via the patch in Patches/Bodies.xml, so if your animals use a vanilla BodyDef, should be all good. If not, check the "Compatibility" section.

Make sure that the RenderTree for your animal contains the "AnimalApparel" node. If you are using the default "Animal" PawnRenderTreeDef, nothing needs to be done. For anything else, add/patch it in, see Patches/PawnRenderTreeDef.xml

Compatibility

I am expecting this mod to be pretty compatible with almost every mod. If any incompatibilities are found, do let me know!

Modded animals with custom bodies
MOST custom bodies should get patched automatically, no separate patch mods required. Long story short, if the body has a head part with a def that contains "Head" (i.e. "Head" or "InsectHead" or "SnakeHead") and leg parts with a def that contains "Leg", the automatic patching should work!

If you do need to manually patch a body, you should first REMOVE any present "AnimalHead", "AnimalBody" and "AnimalLeg" parts to undo the automatic patching, then re-add them back to where they are supposed to be.

Specific Compatibility
- Big and Small Sapient Animals: Sapient animals can equip all armor designed for their feral counterparts. Sapient Thrumbos in cataphract armor, wielding Miniguns, is highly recommended.
- RPG Style Inventory: Compatible.

Almost definitely NOT compatible
- Packs Are Not Belts

Credits and Thanks:

While I couldn't contact the original creator of "Animal Gear", Dylan, much thanks for the specific mention that he doesn't mind someone trying to continue his mod. This mod uses an entirely different, from-scratch implementation of everything, but has the same purpose!

Owlchemist, for letting me use the sprites for his Animal Gear submod, Animal Equipment. They're implemented in Animal Apparel: Basic Armor

FAQ

Combat Extended compatible?

I'll be honest, I have never even touched CE. There is a high chance this mod is compatible out of the box, but please tell me if not. I haven't explicitly tested it, since I have no idea how CE works at all.


1.5 compatibility?

Sorry, no shot there. 1.6 releases very, very soon and this mod uses features explicitly introduced by 1.6, such as the "Force equip to"-functionality


How about adding invisible armor that fits all animals, like the old Animal Gear had?

Maybe as a submod. This mod is not intended to add actual content to the game, other than letting animals equip shield belts, which, honestly, just makes sense.
Popular Discussions View All (1)
2
15 Jul @ 6:13pm
Encountered yellow text error when generating map
水晶哥
74 Comments
s_m_w  [author] 29 Aug @ 4:08am 
It's at the top of my list to look into, expect an update in a couple of days
Armon 28 Aug @ 2:10pm 
Yes as others have said all weapon UI cards are blank with this enabled with yayo
Nebulous 25 Aug @ 6:54pm 
in my modlist of 400+ that is the only mod that reproduces the error I mentioned before
Nebulous 25 Aug @ 6:53pm 
I FIGURED IT OUT

Yayo's Combat 3 mod for some reason is incompatible with this mod. It causes all ranged weapon description card ui to go blank and spam errors.

HugsLib log: https://gist.github.com/HugsLibRecordKeeper/06e94504e1476f9f7c87e6de54b1b625

Yayo's Combat 3: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854006492

I have already let mlie know on their end, but I figured I would throw it in here for you as well
The Bard of Hearts 22 Aug @ 9:58am 
Apparently this mod makes animals use the "Anything" apparel policy. Which makes me unable to delete that policy in place of the things I usually set up. Since there is no way to re-assign animal policies in this manner, I am now stuck with it. Can this be resolved?
Cyboran 20 Aug @ 1:16pm 
Fingers crossed that you're able to sort it out soon! I'm itching to send my giant bionic bears out into space lol
s_m_w  [author] 20 Aug @ 3:44am 
I have had trouble reproducing the problem still, but a log with your modlist definitely helps! I am currently looking into ways to avoid compatibility issues better in the future
Cyboran 19 Aug @ 9:53am 
So I'm still having the issue of my weapon info being blank when I click on them inside the research tree with Animal Apparel enabled, but I can't seem to pinpoint the mod issue/conflict.

It seems to work with just Animal Apparel, Yayo's, and Eccentric Tech Foxy's Armory enabled (since that's one of the weapon mods I've been using and the one I've been using as a benchmark for this particular issue).

So I went ahead and went into my main mod list and got the log from there.

Here's the log for you to check:
https://gist.github.com/HugsLibRecordKeeper/b3096e3d85c3ca408cba43014c5468a2
Me Gone Mad One 19 Aug @ 5:02am 
I only wanted this for shield belts on my small animal, it doesn't seem to be active when drafted even though the shield charges up. Is it just visual and I got really unlucky with shots chances?
Grimmas 15 Aug @ 10:43am 
It worked for me with the ammo option. Try to get a log file with the error and just these two mods enabled and post it here or in Yayo page or Mile's discord.

Also make sure to update both mods first by resubscribing, Steam is spotty with updating mods.