RimWorld

RimWorld

Full Armor - Hands and Feet [1.6]
64 Comments
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.
mylapqn312  [author] 6 Aug @ 10:29pm 
While Molay's config suggestion could help, it won't let you predict which armours the game decides to spawn together with gloves on an NPC, causing errors.

The correct solution would be to patch VAE code to disable gloves on NPCs with armour (which is out of scope of this mod) or to simply disable the VAE gloves altogether with Cherry Picker, letting you play with the rest of VAE with full compatibility.
mylapqn312  [author] 6 Aug @ 10:22pm 
@Sithgrim - this update changes nothing about the non-intrusive patching method. It is possible that the original author is claiming compatibility with VAE armours (which this indeed is compatible with) without being aware of the separate gloves/shoes items. If you read into the comments on the old version, you can see people complaining about VAE gloves as well.

As said before, the only hard incompatibility is specifically when the game tries to spawn an NPC that wears gloves and hand-covering armor at the same time (which may be rare or require another mod besides VAE to affect the spawn loadouts, so the original author may have missed this entirely).
On your own pawns, it will simply not let you equip both at once without causing errors - just like you can't wear a duster and armor both at the same time. Again, none of this is different from the previous version.
Molay 6 Aug @ 1:27am 
For that VAE compatibility issue, the aforementioned ability to toggle whether an item is patched in the settings could also solve that. You'd have to also list all the armors too then, by default toggled to yes. People can then untick what they want if they want to use mods adding certain boots and whatnot.
Sithgrim 6 Aug @ 1:14am 
@mylapqn312 from the original mod "Does it work with <insert mod name>?
This mod should have broad compatibility. What it does, it does it in a very non-intrusive way. It won't even conflict with mods that already add hands/feet coverage. I've so far tested with vanilla and vanilla expanded series armor, it all works flawlessly." this is why I said it had compatibility.
mylapqn312  [author] 5 Aug @ 9:20am 
@Sithgrim - No, the original never had VAE compatibility either. This mod makes armor cover hands and feet, while VAE adds special gloves and boots that also cover the same slots. Covering those slots is literally the purpose of this mod, so I can't "fix" anything about that. You can use Cherry Picker to disable VAE gloves and boots if you want to play with both.
Sithgrim 5 Aug @ 1:53am 
So reading the the comments here this updated version broke VAE compatibility the original had? Is there a planned fix for this?
Molay 4 Aug @ 1:32pm 
Excellent news! It's good to hear this mod found a nice home and someone to take care of it!

Best of luck, and thanks for considering the request! Should make the mod play really well with other mods too, as you can fix oversights yourself as a player (say a mod adding armor that is not flagged as such, thus missing finger/toes protection etc).

Have an excellent day mate :)
mylapqn312  [author] 4 Aug @ 1:08pm 
@Molay - yes, it looks like the original author won't return anytime soon, so I'll be adopting full development of the mod.
I like your idea! I'm not very experienced with making mod settings - but I've been wanting to learn more mod development so I'll experiment and try to implement your request :)
Molay 4 Aug @ 9:28am 
Do you intend to maintain and expand the mod if the OG author does not return to modding?
I was wishing for a feature. In mod settings, show a list of all non-armor apparel (pants, shirts etc) and have a toggle (off by default) to also patch those. If you're up for it anyway, just an idea! Cheers mate, thanks for the update at any rate!
mylapqn312  [author] 31 Jul @ 12:45pm 
@yeomeny - That should be fine! Main issue is raiders spawning with them on, which cherry picker should prevent :)
If you test it out, please report here how it went!
yeomeny 30 Jul @ 9:17am 
yo it should be fine if i used VAE but cherry picked out the gloves and boots right?
mylapqn312  [author] 27 Jul @ 10:03am 
@MusicManiac - I'll update the mod info :)
MusicManiac 27 Jul @ 9:37am 
I see, thanks. Would be nice to have it in incompatabilities whenever you'll be updating the mod next time. Thanks again
mylapqn312  [author] 27 Jul @ 7:56am 
@MusicManiac - you are running this mod together with Vanilla Apparel Expanded, which provides its own shoes and gloves items. The game is trying to spawn enemies which wear both VAE shoes and foot-covering pants from this mod. You should run either VAE or this mod, not both at once.
MusicManiac 26 Jul @ 4:46pm 
Game complains about config error with this mod, without all fine.

https://gist.github.com/HugsLibRecordKeeper/372bce336d72176500612cf0168fae89
mylapqn312  [author] 26 Jul @ 2:39pm 
@deltaplays010 - good to know, thanks!
deltaplays010 26 Jul @ 12:38pm 
@mylapqn312 @Tom most likely CE incompatible since CE already does that i think
mylapqn312  [author] 26 Jul @ 7:25am 
@Tom - I don't play or test with CE but I don't see why this shouldn't be compatible.
Tom 26 Jul @ 7:07am 
ce?
zapcracklepop 25 Jul @ 12:36pm 
Thank you so much for this!! I really love this mod and I'm very grateful for the 1.6 update <3
mylapqn312  [author] 25 Jul @ 11:39am 
@Projekt Pleasure - this mod doesn't affect arms, legs, torsos or heads. It only extends existing limb armour to cover hands, feet, fingers and toes. You'll still have the same chance of dismemberment and damage to important body parts.