RimWorld

RimWorld

Full Armor - Hands and Feet [1.6]
85 Comments
mylapqn312  [author] 15 Oct @ 9:23am 
Ahh I see :D
In that case I'm glad the mods work together, thanks again for the testing!

About disabling the CE auto patcher - I'll still keep the note there, sounds safer to disable it if we don't know how it behaves otherwise :)
CrusadingIdiot 15 Oct @ 9:20am 
NO NO you DONT have to disable CE’s auto apparel patcher, it’s just for me it worked. I’m unsure if it works with CE’s auto apparel patcher I’m so sorry 😭 @mylapqn312
CrusadingIdiot 15 Oct @ 9:19am 
And it’s annoying as hell when a colonist in power armour developed over centuries doesn’t cover someone’s fingers
CrusadingIdiot 15 Oct @ 9:18am 
I could be mistaken but CE doesn’t cover fingers
mylapqn312  [author] 15 Oct @ 9:12am 
@CrusadingIdiot - Wow, thank you so much for the test and recording! It indeed looks to be working flawlessly! I will mark this CE compatible with the caveat of turning off CE's built-in auto patcher :)
Also just wondering: Why do you use this mod with CE in the first place, if CE has its own auto patcher?
CrusadingIdiot 15 Oct @ 9:01am 
@mylapqn312 Unfortunate news: Combat Extended seems to mark this mod incompitable itself. Fortunately: It (seems) to work completely fine! Auto patcher was turned off for combat extended, meaning this mod worked in conjunction with CE perfectly fine on the surface. I have yet to do a full run, but even with modded armours in the mod it worked completely okay!

Video link: https://youtu.be/egymb8hgiXE?si=ybwB0sWMg2rlrz_k
mylapqn312  [author] 15 Oct @ 8:00am 
@CrusadingIdiot - Hi! Truth be told, I have no idea! I've never played with CE. If you're feeling extra helpful, you can try running both mods together and reporting back with your results! :) I'll add the compatibility info to the page if you test it ^^
CrusadingIdiot 13 Oct @ 11:59am 
Hey bro i know a lot of CE fans 'demand' support, but just curious if it actually works with it? If not cool, if yes then also cool, just curious
joncon9000 29 Sep @ 3:58pm 
So i'm using Vanilla apparel expanded and that mod adds a bunch of gloves and boots that I just learned can't be worn by a colonist if you install Archotech limbs like arms and legs on them. Would this mod help with that by allowing me to equip those items anyway or is that not something this mod handles and if it does what setting do I need to tweek to get it to work.
mylapqn312  [author] 25 Sep @ 5:13pm 
@alliephante - thanks for the report! You actually discovered a bug that somehow slipped under my attention, which caused shoes not to be moved to a different layer. It is fixed now and the updated version is live. Let me know if this helped :)
alliephante 24 Sep @ 5:29pm 
> Dixon generated with apparel that cannot be worn together: flak pants $225 c=1.0000, shoes pigskin $66 c=0.6203

I have Vanilla Apparel Expanded. This mod is at the bottom of the list (so it can patch everything above it). Move modded gloves/shoes to separate layer and remove modded gloves/shoes from NPC loadouts is checked.
Shoes / Boots are not moved to a different layer (and likely the gloves the mods adds though I haven't made any to check).

Did I misunderstand and this mod doesn't actually auto patch all modded apparel?
mylapqn312  [author] 11 Sep @ 12:26pm 
@BottledDew - yes, except this mod also automatically detects modded armour and has extra options and compatibility patches
BottledDew 7 Sep @ 1:15am 
FluidBridge032 5 Sep @ 8:10pm 
Just wanna say thank you for the mod hope you’re having a great day
No Guts No Glory 5 Sep @ 3:47pm 
Does it work with CE?
ShielÐ 4 Sep @ 5:19pm 
Thanks boss
mylapqn312  [author] 4 Sep @ 3:24am 
@ShielÐ - Thanks. You have a couple mods which add boots and shoes (Cat's Boots and Gloves, Vanilla Apparel Expanded), which means you need a compatibility patch.
Please check the settings of this mod and enable all compatibility patches except "Disable modded gloves/shoes".
ShielÐ 4 Sep @ 3:18am 
https://files.catbox.moe/56ixjr.png

here's the image again
I don't think I have any mod that enable both?
mylapqn312  [author] 4 Sep @ 3:09am 
@ShielÐ - Hi, thanks for the report. The image link is broken but the logs are fine :)

This is related, you've got another mod somewhere that's spawning both pants and shoes on the same pawn. Which compatibility patches have you turned on in the mod settings? I recommend turning on all except "Disable modded gloves/shoes"
mylapqn312  [author] 20 Aug @ 1:29pm 
@Big Brain Luigi - Thanks for the report! It is unfortunate but at least there's still the old mod :) enjoy your 1.5 run!
Big Brain Luigi 18 Aug @ 2:20pm 
sadly it does not seem to work, mod options wont load and throws constant errors, and there are two red errors on boot ((i forgot to write down), it did seem to work in game thhough funnily. oh well though, it is what it is, ill just have to use this when i go to 1.6
mylapqn312  [author] 17 Aug @ 12:40am 
@Big Brain Luigi - please mainly check for red console errors and if the mod settings work. Then load up a save including all of your other mods and check if armor is patched properly. If that's all good, I can mark it 1.5 compatible :)
Big Brain Luigi 16 Aug @ 3:04pm 
Ill see about it tomorrow in that case, anything specific i should look for?
mylapqn312  [author] 16 Aug @ 2:15pm 
@Big Brain Luigi - Well, if you're feeling like helping out, you can run this mod on 1.5, test it in a save, check if it works and report back with your findings! Seeing as you're running a 1.5 setup already :)
If you can confirm it as working, I'll gladly add the 1.5 tag back.
Big Brain Luigi 16 Aug @ 11:11am 
i kinda figured, just upset i need another mod for switching
mylapqn312  [author] 15 Aug @ 11:45pm 
@Big Brain Luigi - I added a ton of C# code and it's not tested on 1.5, so removed the tag just to be sure. You can use the original mod linked in the description for 1.5 :)
Big Brain Luigi 15 Aug @ 8:29pm 
Why did you drop 1.5 version TwT
mylapqn312  [author] 12 Aug @ 1:36pm 
@fivetimeconstants - Good to know, thank you! I'll update the mod so the setting is no longer on by default
fivetimeconstants 12 Aug @ 1:23pm 
@mylapqn312 Your recommendation worked. Thanks!
asmta 12 Aug @ 5:52am 
oh...it seems come from Romance on the rim
asmta 12 Aug @ 5:49am 
error on startup too, pop up these 2 massage
Failed to find Verse.ThingDef named RotR_LongingRing. There are 8064 defs of this type loaded.
Failed to find Verse.ThingDef named RotR_StardustBracelet. There are 8064 defs of this type loaded.
but i don't have any mods about ring or bracelet
turol 12 Aug @ 4:16am 
The "disable gloves" option (on by default) also breaks the Jewelry mod and maybe Alpha Mechs apparels. I get red errors at startup and in-game opening any workbench that is in a workshop causes the gizmos to disappear. I have no idea how that can happen.
mylapqn312  [author] 12 Aug @ 2:58am 
@fivetimeconstants - I did some research and it seems Vanila Psycasts Expanded bugs out when its ring item is disabled.
I suggest you go in this mod's settings, turn off the "disable gloves" compatibility patch and instead turn on the other two compatibility patches, which are less aggressive. Let me know if that helps.
mylapqn312  [author] 12 Aug @ 12:42am 
@fivetimeconstants - try going in the mod options, clicking the reset button and restarting the game. If you're still getting the error, please post a link to your error logs and I'll take a look :)
Mac 11 Aug @ 10:28pm 
Bro surpassed the original mod
Sithgrim 11 Aug @ 6:51pm 
@fivetimeconstants RimSort is pretty much like RimPy but open source. I swapped myself recently as I saw people suggesting it. RimPy's last github release was from 2022 where as RimSort was 5 days ago. You will have to go into the setting and tell it to download the libraries for sorting using community info but it adds some extra features like use this instead to help you mod the game better.
fivetimeconstants 11 Aug @ 6:42pm 
Thanks for the suggestion @Sithgrim. I tried it out and put it at the end, but unfortunately I'm still getting the error. Also, I'm currently using Rimpy to autosort my mods. Do you recommend using Rimsort instead?
Sithgrim 11 Aug @ 6:05pm 
@mylapqn312 Way to go above and beyond taking over a mod! Thanks for the update!

@fivetimeconstants If my understanding of modding is correct try loading this mod " Full Armor - Hands and Feet [1.6]" after all mods that add gear. Though I may be off base I am still learning load orders with different mod types myself. Moving it to the bottom of that list should work but I for sure think it at the very least needs to be under all of the game expansions. If you don't already I recommend using RemSort to sort your list. It has some other handy features as well once you start running more mods and need to optimize stuff. https://github.com/RimSort/RimSort
fivetimeconstants 11 Aug @ 5:58pm 
Thanks for the awesome mod! With the newest update though I'm getting a compatibility error with Vanilla Psycasts Expanded. When I have both enabled I get the error 'No Verse.ThingDef named VPE_Psyring'. I don't know which mod has the offending code, but they were both working together yesterday before the update. I'll put my load order below. Thanks again for the hard work. Cheers!

Load Order:
- Harmony
- Core
- Full Armor - Hands and Feet [1.6]
- Royalty
- Ideology
- Biotech
- Anomaly
- Odyssey
- Vanilla Expanded Framework
- Vanilla Psycasts Expanded
Polarbark 11 Aug @ 2:05pm 
based
mylapqn312  [author] 11 Aug @ 11:02am 
@Molay - Let me know if the settings contain everything you needed!
@tide{S}haper industries - Thanks for the heads up, this has been helpful in developing the new version :)
mylapqn312  [author] 11 Aug @ 10:59am 
New update released!

- Added mod options
- Added compatibility fix for modded gloves and shoes
- You can now choose which apparel is included in the patch!

To support all this, I added C# code, so this is no longer a pure-XML mod. In fact, none of the original XML from SteveZero's version remains :D
mylapqn312  [author] 10 Aug @ 4:51am 
@Senor Smoke this is already a feature in vanilla! :) Eyes are covered by all power armor and vacsuit helmets - of course damage can still go through armor sometimes, but this mod only changes coverage, not armor values or probabilities.
Senor Smoke 9 Aug @ 8:56pm 
could you make another version that does the same thing with helmets and eyes? i get tired of 100% of my colonists losing one or both eyes even tho (or maybe bc of) wearing full armor & having no option for them to put on protective eyewear under the space marine helmet
tide{S}haper industries 8 Aug @ 4:39am 
Just a heads-up; the issues with layering-overlap for boots and gloves could be fully avoided by using one of the 'safer' implementations like Vanilla Combat Reloaded does it, or I have implemented in my tweak collection here; https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3531909708 - that way hands & feet are covered by the same logic, but it applies automatically to all kind of armor/apparel. It also doesn't conflict with any boots/gloves that way - so the user can decide to keep them (with not much additional benefit) or remove them from their game.
mylapqn312  [author] 7 Aug @ 1:04am 
Updated the description :)
mylapqn312  [author] 7 Aug @ 12:45am 
@Sithgrim - no worries! Thank you for the link, it might actually be the perfect solution to compatibility issues :)
I might look at incorporating similar functionality to automatically disable gloves/shoes from other mods.
And of course you're right, I didn't want to make a big description and just link to the original mod, but seeing as I'm full on adopting this, I'll write a full description including compatibility warnings as well :)
Thanks for the feedback!
Sithgrim 6 Aug @ 11:28pm 
@mylapqn312 I was just going off what I was reading and showing why I asked that, sorry. I can't be asked to go hunt down every single instance of gloves and boots in all 400+ of the mods I use but I found a solution if I decide to go the removal route. I might just deal without for now idk. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3543030186 I would advice at least putting something in the description about the incompatibility though as comments might get pushed away for future adopters. Nothing more frustrating then getting into a long run without the issue poping up just for it to pop up later and ruin your day and not knowing what it might be.