RimWorld

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VAE Handwear and Footwear Addon Updooted
   
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Mod, 1.6
File Size
Posted
Updated
1.097 MB
19 Jul @ 9:14pm
21 Jul @ 6:40pm
2 Change Notes ( view )

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VAE Handwear and Footwear Addon Updooted

Description
I (Lessyloo) have up-dooted this wonderful little for 1.6, as bunx2021 gave permission to do so to anyone who wanted as they are on a break. If he wants I will delete this version, here is a link to the original, go give him a thanks as he did 99% of the work; Original by bunx2021

The only change I made was to delete the experimental Cataphract Gloves and Boots since I'm only maintaining the mod and not actively developing it and I don't want Rimworld to generate them by mistaken, which I've never seen playing with the original, but would rather cut them just to be safe.

For all the Odyssey players none of the gloves have Vac resistance. The logic for not adding it is simply that gloves and boots alone won't help you in the vacuum of space, they are just an extra layer over the vac-sealed gloves and boots of the armor.

Original Description
Vanilla Armour Expanded Handwear and Footwear Addon is fan made modification/addon of base Vanilla Armour Expanded aiming to supply Handwear and Footwear to all armor sets which currently don't have one.

The added hand and footwear will be found in their own corresponding research categories, example: Recon Gloves and Boots can be found in Recon armor research.

Expect more hand and footwear, as well as possible re-balances, texture changes, and hopefully extended support for newer armours found in Vanilla Armour Expanded!

16 Comments
Wolfette  [author] 21 Jul @ 6:50pm 
Pushed and update that changed the Package ID, if you are using this mod you'll need to re-enable the mod next time you start up Rimworld, sorry for the inconvenience!
Wolfette  [author] 20 Jul @ 6:29pm 
Yeah that was a mistake, I wanted to change the package ID so people didn't have to unsub to the old one. I will probably change it soon-ish.
tide{S}haper industries 20 Jul @ 5:13pm 
Ah, while you're here - I had something else I spotted, but that might be in fact a bit hard to change after the fact. Having your packageID as 'vanillaexpanded.reupdooted' might be... quite a bit misleading. I know, it was basically copied from the og version, but that really sounds like a bad idea. Worst case people who only read the packageID (as it happens when troubleshooting via a Player.log only) might thing this is an official VE-mod and report issues to them.

As said, no good solution now that it's done - but just something to keep in mind. Changing the packageID technically still is an option of course, the mod is still new and not many other mods (like mine) will probably patch it - so... if you decide to change it, you might want to do so as soon as possible. Might cause hiccups with ppls modlists though, since the game wouldn't load the mod for people until they add it to their list again.
Wolfette  [author] 20 Jul @ 5:08pm 
Thanks for highlighting those Tide, I take care of those issues in the coming days.
tide{S}haper industries 20 Jul @ 3:16pm 
Also; the VE Framework dependency seems to be completely unnecessary/redundant. VArmourE is already dependent on it, so this just doubles for no good reason. Not a real issue, but without going into the specifics - this can at times cause minor issues with some external mod-managers.

A rule of thumb, when it comes to dependencies & loadorder-rules is to provide what is needed, but also only the absolute necessary. That will reduce fringe cases that can lead to logic-loops and similar.
tide{S}haper industries 20 Jul @ 3:08pm 
Was running into a small oversight while adding the mod to be patched from my mod's end:

> Could not resolve cross-reference: No Verse.ResearchProjectDef named CataphractArmor found to give to Verse.RecipeMakerProperties

Simply speaking, right now the recipe for the Cataphract (and potentially other) items is loaded no matter if the user has the DLC active or not. You either want to put the whole Def into a 'MayRequire' (to only load when the resp. DLC is found) or - ideally even - want to put those optional items into their own Def-file and use loadFolders to only load them when the necessary DLC is active on the user's modlist.
bunx2021 20 Jul @ 2:04pm 
@Author, Whether you keep it up or not is up to you, I'll update it to 1.6 (and newer) eventually. Maybe a week or month from now, I am currently remaking some of the older gloves, and especially boots, and merging all the artwork scattered about into one, more comprehensive file assortment. Good luck with whatever you plan on next.
Wolfette  [author] 20 Jul @ 1:58pm 
@bunx2021 It was both easier and harder then I thought. Either way if you get back into the swing of things and updated your own and want me to private this mod all you have to is ask, I did this as a service to the community and edu-mah-cate myself along the way!
bunx2021 20 Jul @ 1:39pm 
@Author, funny thing, Uploading the mod first time was actually harder than the .XML itself(prior to that I made a unreleased addon for vanilla weapons expanded, so not a lot of experience.)

It's the first time I had to socialize over on discord with actual developers to learn the process T-T
Good job tho 👍
Wolfette  [author] 20 Jul @ 1:36pm 
@bunx2021 I'm honored you think so! I mostly wanted to help curb the endless flood of '1.6 PLZZ!!' spammers and actually learn to upload a mod to the workshop. :winter2019joyfultearsdog: