RimWorld

RimWorld

Animal Hoods
45 kommentarer
BOT Ghostie  [skapare] 10 aug @ 13:49 
@CyberneticGoof
It's not really my mod originally so I don't think I can prevent anyone from doing whatever they want with it. I did however put a lot of work into bringing this originally A17 mod up to snuff for modern Rimworld modding standards. If you can in good conscious take all that work I did and make it your own then go for it.
CyberneticGoof 10 aug @ 11:56 
Hello I am interested in posting a version of this without the Tribal restriction.
(I have never posted a mod before but have edited the file in my own game to remove restriction)
would like to have a version I don't have to edit every time I verify files lol

Could I have permission to do so?
ShodawCat13 1 aug @ 13:40 
Thanks :) It looks great.
BOT Ghostie  [skapare] 28 jul @ 9:52 
Okay, I think I fixed it. Please let me know if there's any other issues. :)
Michiko 27 jul @ 13:27 
I think the latest update assumes you have Ideology active. I don't right now and it's throwing red errors at startup. Stuff like this:

Verse.PatchOperationAdd(xpath="/Defs/PreceptDef[@Name="PreceptRoleMultiBase"]/roleApparelRequirements"): Failed to find a node with the given xpath

Mostly harmless I believe but I just thought I should let you know!
BOT Ghostie  [skapare] 25 jul @ 18:32 
@ShodawCat13
I just added a scrimitar cat hood. Although I'm not the original artist, I tried to mimic the artstyle as much as I could. :)
Picollo 25 jul @ 1:23 
Would it be possible to add some sort of setting to enable wolf hoods on all colonies?
ShodawCat13 24 jul @ 18:17 
Ohh nice, can we get a Lion or scimitar cat hood? I'm doing a crazy cat cult run lol
Flynt 23 jul @ 6:24 
Thank you for the update!
BOT Ghostie  [skapare] 23 jul @ 5:19 
It is now updated for 1.6. Thank for you showing interest. :)
Flynt 20 jul @ 18:13 
Confirmed working on 1.6 as is.

@storminfinte:
To remove / update the tribal restriction, navigate to the mods folder ( [DriveLetter]:\Steam\steamapps\workshop\content\294100\2940674337 ) and drill down to 1.5\Defs\ThingDefs_Misc\ and edit the XML.

You can then either add a faction tag to the factionPrerequisiteTags header, or remove / comment it out entirely.

In my example, I've added "WildMan" as an option, as I play with VFE: Tribal starts.
<factionPrerequisiteTags>
<li>Tribal</li>
<li>WildMan</li>
</factionPrerequisiteTags>

Then save and it should work until the author updates the mod. Bare in mind, this only needs to be done for the wolf and deer hats, as the other 3 do not have the faction restriction tag.
storminfinte 5 jul @ 11:54 
Is there a patch for this to remove the tribal restriction and if not then how would I go about patching it myself
✶ Fitz001 ✶ 8 apr @ 10:11 
I'm getting the same issue as @Hallowfish I'm a tribal and I can only see bug hoods
흐켠 21 mar @ 10:08 
Do you have any plans to make this a different style of anomaly ceremonial hood?
lexcpa324 7 jan @ 15:17 
what if there was another hood that was as impressive as the megaspider hood, like a warg hood, or a bear hood?
Futstub 27 okt, 2024 @ 23:16 
Well, or you just could remove the restriction. :)

Nice mod though, Imma try it!
BOT Ghostie  [skapare] 5 maj, 2024 @ 14:47 
@azll I think you can set your colony to a tribal one and youll be able to make them
azll 2 maj, 2024 @ 4:13 
i wish i could research these, i can only make the insect ones in any tech level colony but never the wolf and deer hoods, i wish you would remove the tribal only restriction. i wonder if i could get the tech via debug somehow
BOT Ghostie  [skapare] 21 apr, 2024 @ 2:37 
I updated it to be the same as the tribal headdress in vanilla. It should only be craftable if your faction is "Tribal"
Hallowfish 20 apr, 2024 @ 13:12 
I have been playing the wild men start from the VFE Tribals where you start with no tech unlocked. I can only craft the Megaspider, Seplopede, and Megascarab one. Is there something I need to get for the other ones or is this a bug?
cyano 11 apr, 2024 @ 22:10 
Quite a few, but not many related to clothes, which is why I didn't even think about a conflict. This is the mod that causes the errors: Apparel Organizer (Continued)
BOT Ghostie  [skapare] 11 apr, 2024 @ 21:38 
@cyano What other mods do you have?
cyano 11 apr, 2024 @ 21:29 
Couple errors in the debug log in RW1.5:
Config error in Apparel_WolfHood: has duplicate thingCategory Hats.
Config error in Apparel_DeerHood: has duplicate thingCategory Hats.
catmanmlio 11 apr, 2024 @ 17:06 
Lets rock, 1.5 update baby!
will do, i'll try the 1.5 update once most of the needed mods from my modpack have been updated.

but i dont think this mod will cause anything since its literally just some hats
BOT Ghostie  [skapare] 11 apr, 2024 @ 15:12 
If there's any glitches let me know. :)
catmanmlio 11 apr, 2024 @ 14:45 
1.5?
Yehoria 27 nov, 2023 @ 10:35 
@BOT Yamazaki could you make a retexture for the regular hood in a similar fation, please?
Hellebus 24 jun, 2023 @ 16:33 
I do absolutely love this mod. They look cool as hell. I do have a request that their stats be slightly decreased though. I noticed my colonists and every other toon using these over literally everything else almost. Or maybe have variations that are made of cloth vs metal with different stats instead.
Qx 24 jun, 2023 @ 2:13 
CE?
BOT Ghostie  [skapare] 26 apr, 2023 @ 8:25 
@QueenBlade
Intentional behaviour so that non-tribal colonies can reliably get one
QueenBlade 21 apr, 2023 @ 21:00 
Every trader I come across has at least 5 of these hoods every time. I dont have any mods that effect traders other that trader spot
campelofilipelima 13 apr, 2023 @ 14:44 
or cause fear in nearby enemies by lowering combat skills
campelofilipelima 13 apr, 2023 @ 14:42 
could put in "skills", like a counter system to put poison to use in the bite or in a breath weapon
NickyTheWolf 15 mar, 2023 @ 7:11 
dammit was searching why i couldnt make the wolf hood and understand now ;-; now i just need to hope on a caravan with the hoods so i can supply the whole colony with it
Nemesis Tigrex 7 mar, 2023 @ 7:45 
i wish it not exclusive to tribal craftable only. i want it craftable regardless player faction
playing solo naked and can't craft kinda bummer for me :'(
BOT Ghostie  [skapare] 6 mar, 2023 @ 5:05 
@Bolt-action Jack
They're on the same layer as helmets
Bolt-action Jack 5 mar, 2023 @ 21:46 
Which layer are the animal hoods on? Can I wear it with a helmet, for example?
BOT Ghostie  [skapare] 5 mar, 2023 @ 11:50 
@Starempire42
No idea how that mod works, and it doesn't look like they've offered a framework for modders to create their own textures for it. I think you would have to ask the creator of that mod to add compatability.
Starempire42 5 mar, 2023 @ 9:56 
will this have possible compatibility with this mod in the future? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2937991425&searchtext=portraits+of+the+rim
mortalisqa 1 mar, 2023 @ 17:52 
It's beautiful and fits a tribal colony perfectly
BOT Ghostie  [skapare] 1 mar, 2023 @ 17:02 
I just put out an update. It should work on 1.3 now, and have now tribal trading caravans have a high chance to have at least 1 wolf or deer hood
BOT Ghostie  [skapare] 1 mar, 2023 @ 16:16 
@Thundercraft
I don't play 1.3 anymore but I'll try to add it for you (If it has bugs you'll have to tell me)

@Ricky el Traketoeto †
The wolf and deer hood are for tribals to craft. I'll try to add them to tribal traders for other people to buy too.

@Ty
<3 :D
Ty 1 mar, 2023 @ 16:08 
Good Job in the Upscaling!
Principe Ricky 1 mar, 2023 @ 15:20 
Hi! Thanks you allot for the work that you have done in this mod. I have a question, I cant find the recipe to craft the deer hood and the wolf hood. It is a bug? Or I am doing something wrong? Thank you in advance.
Thundercraft 1 mar, 2023 @ 6:51 
Quote: "They now come in some different varients, drawn by random chance upon crafting them. The stats have been rebalanced around vanilla tribal gear. This mod also has support for Ideology, allowing you to use the hoods as clothing for your ideology roles."

The old (1.1 - 1.3) version does not have those features, does it? At least, it was not mentioned in the description. I would imagine that if the old mod had support for Ideology, that at least would have been mentioned.

Anyway, I wanted to ask if you would please consider adding support for RimWorld 1.3? (Some people are still playing that version.)