RimWorld

RimWorld

[A17] Hand 'n' Footwear v1.3
58 Comments
Dyspeptic Icarus 9 Oct, 2024 @ 12:01pm 
Update?
Puppydoll 6 Mar, 2020 @ 2:30pm 
update?
Lord_Eol 17 Sep, 2019 @ 12:39pm 
So this looks dead, anybody know any similiar for 1.0?
XeoNovaDan  [author] 10 Jul, 2019 @ 11:58pm 
@Waterkey - I'm pretty sure the A17 version of CE had an integrated patch for this. Not so sure about the updated version of this mod by KV though, but I wouldn't expect too much to have changed.
Tzeentch 10 Jul, 2019 @ 11:55pm 
compatible with CE mod?
RCD300 13 Jan, 2018 @ 11:53am 
when will you update
:steamsad:
RayBloodyPurchase 24 Dec, 2017 @ 12:31am 
@FrodoOf9Fingers

Hey I'm not sure its an icompatibility thing, but I'm not getting any options to make boots and gloves and the tailoring bench. I have mods that add things like "salvage fabric" and "make patchwork leather" to the bench so i'm not sure if there is an incompatibility.

I can however make the tribal boots at the crafting spot.

I also notice my colonists don't auto-start with the sythread shoes like in the A17 version.

Thanks!
ALERT 30 Nov, 2017 @ 12:40am 
@FrodoOf9Fingers please consider hosting your fork at steam workshop and share the link here in comments for everyone to switch. thanks in advance
XeoNovaDan  [author] 30 Nov, 2017 @ 12:21am 
@FrodoOf9Fingers Sure thing.
FrodoOf9Fingers 29 Nov, 2017 @ 6:31pm 
@XeoNovaDan I've created a git repo with the updated version for B18 (all the needed to change was to incorporate the new XML structure). I'll start making a derivative work / expanding on it later. Do you want me to assume stewardship, and make a separate steam workshop page for it, even though it's just currently a compatibility update?

everyone else: Update for B18 found in the link below.

https://github.com/FrodoOf9Fingers/Rimworld-Hand-and-Footware
XeoNovaDan  [author] 25 Nov, 2017 @ 12:31pm 
@FrodoOf9Fingers You can by all means :)
FrodoOf9Fingers 25 Nov, 2017 @ 11:51am 
@XeoNovaDan, would you be offended if I were to update this / take it over? I personally enjoyed the idea of more clothing.
ALERT 21 Nov, 2017 @ 2:00am 
@XeoNovaDan my cat hates you for this
myteon 20 Nov, 2017 @ 7:52pm 
Dang. Many post mortum thanks for all the saved fingers and toes
XeoNovaDan  [author] 20 Nov, 2017 @ 12:41pm 
@Kaelthaz @ALERT I've abandoned this one because of the stockpile bloat issues.
ALERT 20 Nov, 2017 @ 11:35am 
A18?
Kaelthaz 19 Nov, 2017 @ 3:50am 
Beta 18 version plz.
Emilie Sackenball 14 Nov, 2017 @ 5:39am 
Nice cause the first things pawns lose commonly are foots, toes, fingers, hands.
XeoNovaDan  [author] 14 Aug, 2017 @ 1:19am 
@Awesome7117 This is already compatible with CE
Esports Ready 13 Aug, 2017 @ 10:35pm 
hey man can you make a patch for it with combat extented
XeoNovaDan  [author] 10 Aug, 2017 @ 1:02pm 
Thanks!

I'm keeping this mod small and simple. I don't really want to get into stat bonuses with the exception of the dexterous gloves.
liosalpha 10 Aug, 2017 @ 12:24pm 
Nice mod,
Sugestion: industial theamed like sandals and garden gloves for plant cutting?
maybe some stuff for protection againts heat and fallout?
XeoNovaDan  [author] 6 Aug, 2017 @ 12:34pm 
Keeping this small and XML-only, and only to handwear and footwear. Appreciate the suggestions though.
Izuela 6 Aug, 2017 @ 12:29pm 
Would snow shoes that lets you walk faster (near normal speed) in snow be something that's possible? Should also add a small protection from cold and frost bite on feet&toes.

Other things: Antler hat that gives a small boost to handling skill.
XeoNovaDan  [author] 24 Jul, 2017 @ 3:16pm 
@Irenaeus While they're not bad ideas by any means, I don't feel that they'd be suitable for this type of project.
Irenaeus 24 Jul, 2017 @ 1:30pm 
Random suggestions: How about sneakers for increased comfort and running speed but no cold isolation. High heels would be amusing for a social boost but large decrease in speed. As for gloves, is there a way of increasing fist damage with plated gloves? Also you should add boxing gloves for that friendly brawler within the colony!
XeoNovaDan  [author] 16 Jul, 2017 @ 2:18am 
@Awesome7117 Dexterous gloves somewhat fill that niche. This is one of those ideas that if demand really gets high, I'll implement it. I do want to keep this mod small though.
Esports Ready 15 Jul, 2017 @ 5:19pm 
can we have advance combat gloves
Scytheangel 20 Jun, 2017 @ 4:16am 
Wow Thank Esse that sorved ir for me too, placed it at the top just after the libraries and problem solved, and i was about to coment that even if tailor benchs didnt show recipes the crafting table froms camping mod still had the missing recipes
Esse Coisa 18 Jun, 2017 @ 10:26pm 
I found that moving this mod toward the top of my mod order (over the other clothing mods I have) fixed the issue of no boot/glove bills at either tailoring table.
Scytheangel 13 Jun, 2017 @ 1:06pm 
tested the manual download and no change, still no recipes at tailor bench
XeoNovaDan  [author] 13 Jun, 2017 @ 12:24pm 
I can't see any obvious conflicts in there. Have you tried the manual version of this?
Scytheangel 13 Jun, 2017 @ 9:26am 
Full list and order on images since i have a lot of mods:

https://gyazo.com/87f4c90c7d5ccff036b0d52d765f922d
https://gyazo.com/949e723e2a73ddb0cc80bb573e2998fe
https://gyazo.com/0d9a01d01a242a6679139f822b26c8ad
https://gyazo.com/b32dacedc6ae1002d4b12ef15f0ca762
https://gyazo.com/87e5854d01ae4a00f82a999dc1ed3b9c

i think the load order was correct but since i add mods as i play, and only restarting a game when absoluty neded, maybe some order escaped me
XeoNovaDan  [author] 12 Jun, 2017 @ 1:56pm 
What's your full mod list and load order? I'll run it and try to isolate the culprit conflict.
Scytheangel 12 Jun, 2017 @ 11:41am 
https://gyazo.com/8b2e8906715d46b30ad43a22dbf8440b here the tailor bills

https://gyazo.com/d239a8ffe8edf8b9111d14035b5c0eef here the machining table bills

https://gyazo.com/607b0b1934211a1a550a6b6544611264 and the crafting spot

the tailor tables is the only failing
XeoNovaDan  [author] 11 Jun, 2017 @ 11:41pm 
Strange. Works fine on this end: https://i.gyazo.com/1ba5755edcfe46cb5774a455d013c207.png

I doubt that I've somehow butchered the Workshop version, because it's the same version as the direct version I'm using.
Scytheangel 11 Jun, 2017 @ 3:15pm 
found the recipes in the machining table, but none of the tailor benchs sow any gloves or boots. maybe a conflict with mendig mod that adds some recipes to those tables.
XeoNovaDan  [author] 11 Jun, 2017 @ 1:49pm 
Tribal boots are made at a crafting spot, but also tailoring bench.
Shoes, cowboy boots, and gloves are at a tailoring bench.
Plated gloves and combat boots are at a machining table.
Dexterous gloves can't be crafted and can therefore only be purchased.

Unless I'm missing something, but that's unlikely as defs that have parents (such as each item of clothing this mod adds) inherits all of their features.
Scytheangel 11 Jun, 2017 @ 1:38pm 
i can only craft the trubal boots, where do i craft the other clothfes or what do i need?
XeoNovaDan  [author] 7 Jun, 2017 @ 9:28am 
That'd probably be the shoes' leg coverage. May have to backtrack on the compatibility with bionics jazz, which is a bit of a shame.
Dire 7 Jun, 2017 @ 8:20am 
I'm loving this mod so far! However there's a minor bug (well.... Major to me), Colonist won't be counted as "naked" if they have gloves and shoes on only. I havn't tested this on females but this is bugged for males.
XeoNovaDan  [author] 7 Jun, 2017 @ 5:22am 
If you're referring to the fact that I made boots cover legs and gloves cover shoulders, it's so that they're usable with bionics. It's not the prettiest of solutions, and I agree that it defies logic, but it's sort of the only way without going into C#.

And this mod doesn't add any high tech glitterworld boots; the plated gloves and combat boots are slightly below the simple helmet in terms of protection - they're far from glitterworld.
Hex: ecute Order 66 7 Jun, 2017 @ 2:09am 
Doesn't it make sense that a grenade would blow away someone's body but that their glitterworld power boots keep their feet in perfect condition?
Also note that just because the feet are protected doesn't mean a person can't lose their entire leg...
XeoNovaDan  [author] 25 May, 2017 @ 7:33am 
Possibly, but it'd be a bit more difficult to balance those. I still want hands and feet to be a bit of a weaker point - but not as much of a weak point as they are in vanilla. Hence why I only went with armoured variants being based around the more basic armours in the game.

Just a bit of a plasteel isn't really going to do justice for more powerful handguards, and then there's texturing - as my artistic ability isn't superb, and I'm a bit of a lazy bum at times.
Chinx Drugz 25 May, 2017 @ 6:47am 
It'd be cool if you could add some variants of the Combat Boots and Plates gloves so it would fit with the more advanced armor and weapons
XeoNovaDan  [author] 21 May, 2017 @ 2:32am 
Actually, the idea isn't off the table thanks to A17's xpatching feature. I could xpatch humans so that their move speed is slower (maybe 4.55 c/s), but then shoes and cowboy boots will increase by 0.06, back to the standard 4.61 c/s. This means that combat boots' move speed penalty won't be so big either.
Mikey 20 May, 2017 @ 7:16pm 
Pretty cool idea... Not sure if its already implemented or already suggested but shoes should give you slight walking boosts
Copper Boltwire 18 May, 2017 @ 9:57am 
was just a suggestion. But thanks for the replys...
XeoNovaDan  [author] 18 May, 2017 @ 9:36am 
If I remember, I'll try some time in the future. I think even with hugslib or harmony, C# knowledge is still needed. My current C# knowledge barely extends beyond 'hello world'
Copper Boltwire 18 May, 2017 @ 9:25am 
very well... but thanks a ton for the reply.
AS for the snow shoes, maybe hugs lib can help???