RimWorld

RimWorld

Cat's Boots and Gloves
 This topic has been pinned, so it's probably important
CatLover366  [developer] 23 Aug @ 7:13pm
New Boots and Gloves Idea Suggestion Box
I realized that some suggestions might get buried, so I decided to make a little list of ideas to toss here. Feel free to toss your hat in the ring as well.

DONE

Eltex
Ensign from Detvisor's Spacer Arsenal

IN PROGRESS

Retexture (and slight rebalance) for Bean's boots and gloves
Prestige variants for recon, VE marine, and heavy (with compatibility for VE eltex)

CONSIDERING/PLANNED

(question mark means unsure, more question marks = more unsure)

Altered Carbon?
VE Empire addon?????
Last edited by CatLover366; 24 Aug @ 2:17pm
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Showing 1-15 of 19 comments
I have a vanilla friendly plate helmet mod, plate boots and gloves for complete knight set would be cool
Suggestion: tribal tech level hand and footwear, which I don’t think exists at all.

1. bracers/manicae + greaves/caligae to match armors from VE:Classical.

2. mittens + moccasins made using fur and leather for warmth and movement speed, weaker version of gloves and boots.

3. hand wraps + leg warps used in martial arts for a small bonus to melee and dodge.
Last edited by Sleepless Homunculus; 25 Aug @ 4:33am
CatLover366  [developer] 25 Aug @ 8:12am 
I'll definitely need to make a separate module for more boots and gloves, though I'm not sure whether to separate them by technology level or by combat/civilian (this module being higher tech/combat focused, of course).
If you need to separate the content, tech level is probably best given how much spacer gear there is already in this mod. Also because tech locked/progression playthroughs are so prevalent. But I’m biased cuz I’ve been playing VE: Tribal’s wildmen start, heh.
leather gauntlets, maybe some heavier leather boots compared to the casual ones in VAE as well, for a lighter medieval alternative to plate

Originally posted by Sleepless Homunculus:
Suggestion: tribal tech level hand and footwear, which I don’t think exists at all.

1. bracers/manicae + greaves/caligae to match armors from VE:Classical.

2. mittens + moccasins made using fur and leather for warmth and movement speed, weaker version of gloves and boots.

3. hand wraps + leg warps used in martial arts for a small bonus to melee and dodge.
you should check out river's tribal mittens/shoes, they have mittens and moccasins (and a couple other shoes)
As Sleepless said above, something for the VFE: Classical mod and that not-quite-medieval, not-exactly-tribal time period would be fun to see, and would help flesh out that era so gloves and boots don't become something you only do mid/late game. Greaves and bracers, maybe a manicae as well for that particularly roman feeling.

Looking at other armour mods that sit in a similar space as VE, Impact Weaponry, Spacer Weaponry etc, there's not too much ground uncovered in the spacer-tech combat side of things.

From VFE: Pirates, Privateer Armour fits as a variant with Marine Boots/Gloves, just like Grenadier Armour

From VFE: Deserters, Deserter Armour would also fit as a variant using Marine Boots/Gloves, and the Janissary Armour, with its ceremonial look, feels like a set that doesn't need further covering. Absolver Gloves/Boots could make for a fun addition though!

From VFE: Medieval 2, some low-tech leather/heavy leather boots and gloves/bracers to pair with the leather and heavy leather armour, perhaps even chainmail mittens and boot covers to pair with the chainmail found in VAE?

Outside of those, I think there's a lot of room for high-tech, non-combat-oriented clothing in general, especially for gloves and boots. Maybe some fancy arm gloves that improve social, or high precision work gloves that boost crafting outcomes, or servo-boosted boots that offer little armour but increase movement speed? There's a lot of options there, but admittedly it could get out of hand quickly and doesn't really fit with the established scope of adding gloves and boots to existing apparel.

EDIT: Also excited to see the re-texture for Bean's trooper equipment in particular
Last edited by 0% Top Energy; 25 Aug @ 3:58pm
CatLover366  [developer] 25 Aug @ 4:52pm 
I'll probably avoid making dedicated sets for armors that are variants of existing armors (grenadier/privateer to marine armor, and phoenix to cataphract) as I can't really justify making them different enough both in art and stats. I'll definitely have to make boots and gloves for centurion armor for sure though, as well as leather gauntlets and boots.

I don't think I want to give this mod work focused gloves, or at least not many. It feels outside the scope of the mod. I could definitely do some medieval to early industrial work boots and gloves in another module though (things like gardening equipment, fishing gear, etc)
I'll throw my suggestion-hat in the ring: Kilo's popular recent Odyssey EVA suit mods:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528780638
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530182181
(Note: These DO actually have substantially different stats from the vanilla EVA suit to potentially justify such)

Relatedly, possibly also the vanilla Biotech Mechlord powersuit?
Last edited by Cap'n MacHaddish; 26 Aug @ 1:41am
CatLover366  [developer] 26 Aug @ 1:42am 
Vacsuit boots and gloves seem to already cover those two mods, since one just has social impact and the other has somewhat better armor. Prestige is in the pipeline, mechlord I'm not touching for now because I can't really think of anything (balanced and logical) for them. Maybe that will change, but not for the time being.
Last edited by CatLover366; 26 Aug @ 1:43am
Originally posted by CatLover366:
I'll probably avoid making dedicated sets for armors that are variants of existing armors (grenadier/privateer to marine armor, and phoenix to cataphract) as I can't really justify making them different enough both in art and stats.

I phrased my comment kinda poorly, sorry for that - I was meaning to say that as variants or derivatives of Marine Armour, it feels fitting for Deserter Armour, Privateer Armour and Grenadier Armour to use the Marine Gloves and Boots rather than getting their own
CatLover366  [developer] 26 Aug @ 9:42am 
Ah, I see what you meant now. Yeah, I agree.
I think a generic pair of work gloves, similar to the apron, is better than specific gloves for different work types, yee. Alternatively, maybe adjusting the existing gloves to do that like what you did with the marine gloves works as well?

Mechlord gloves can increase mech repair speed. Though, if generic gloves already give work speed, it'd be kinda redundant, eh.
Ridigan 27 Aug @ 1:08pm 
could you add plate boots & gloves? It's a bit odd to have plate-wearing pawns be without boots and gloves when the flak troopers have them now lol, but VE Armor adds a lot of extra armor pieces alongside plate boots & gloves that I'd rather not have.
pm00 27 Aug @ 8:09pm 
Consider Seigebreaker armor? I know the heavy / crusader set could probably could cover it but I just love the art style so much so I want as many as possible. Thanks for doin this
pm00 27 Aug @ 8:10pm 
also since you're doin prestige sets, prestige trooper would be great
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