RimWorld

RimWorld

Apparel Gizmos From Comps
29 Comments
Randolph Cherrypepper  [author] 21 Mar, 2024 @ 6:44pm 
Updated for 1.5
GoofBall 15 Dec, 2023 @ 9:21am 
kaboom
Randolph Cherrypepper  [author] 17 Nov, 2022 @ 7:11pm 
Updated for 1.4. Thanks for your patience everyone.
ZuTheComCat 31 Oct, 2022 @ 7:25pm 
Sorry to hear about any troubles, I was just going through my mod list and didn't know what this was for. Hope things get better.
Ogliss 30 Oct, 2022 @ 9:37am 
Ouch, hope everythings OK!
Randolph Cherrypepper  [author] 30 Oct, 2022 @ 8:51am 
Ah yes, I had some people ask me to update to 1.4 on Suicide Vest mod.

I got impacted by a real world event that took out my access to a system capable of running Rimworld, so I won't be able to update anytime soon.
Ogliss 29 Oct, 2022 @ 9:21pm 
hes likely referring to compatibility with 1.4 and biotech, you will likely just need to recompile against 1.4
Randolph Cherrypepper  [author] 29 Oct, 2022 @ 8:55pm 
> Is this mod still being updated?

I cannot currently update it, but perhaps in a month or two. What do you need updated about it?

> are there any specific mod that require this?

I only know of Suicide Vest that requires this mod. It could be used by other mods and modders.
ZuTheComCat 24 Oct, 2022 @ 9:11am 
Is this mod still being updated? and are there any specific mod that require this?
Randolph Cherrypepper  [author] 18 Jul, 2021 @ 10:39pm 
I think there might be a way to support gizmos on apparel. I wrote this mod back in a17, and I think it was still necessary in 1.0. Not sure if it's still necessary in 1.3, but I haven't looked at all the new stuff all that closely.
Randolph Cherrypepper  [author] 18 Jul, 2021 @ 10:38pm 
updated for v1.3. also updated for v1.2 a long time ago and never posted here.
Randolph Cherrypepper  [author] 22 Sep, 2020 @ 7:37pm 
see my comments re: suicide vest. when I update that, this and remove from anything will get updated. It's also open source on github
Ascythian 22 Sep, 2020 @ 7:03pm 
Will this get the 1.2 treatment?
Randolph Cherrypepper  [author] 8 Apr, 2019 @ 1:34am 
This mod more or less allows you to add gizmos to outfits. However, coding is required. CompGetGizmosWorn can be written to return a custom gizmo, which spawns an action (such as speeding up a pawn's movement) that must also be written in code. I haven't touched RimWorld code (or this mod) in a long time, so I'm just going over what I see above.
Fierydraken 7 Apr, 2019 @ 10:37pm 
Hey, I am an xml modder for Rimworld. I am interested in making a suit that, when you activate the gizmo, will temporarily increase the speed of the pawn. If you have the time, would you mind giving me a few tips on my idea?
Randolph Cherrypepper  [author] 8 Mar, 2018 @ 7:31pm 
Documentation was really hard to find on this stuff. I did a lot of guess and check and eventually got through it to make my Suicide Vest. I don't remember most of what I did though; I remember the stuff that didn't work as much as the stuff that did work.
Ogliss 8 Mar, 2018 @ 7:01pm 
ive already ripped it apart haha, i just dont understand what im doing well enough to find out how to get it to let me call the verb from the button, i started off by just copying the entire suicide vest and removing bits i didnt want, ie the explosion stuff
Randolph Cherrypepper  [author] 8 Mar, 2018 @ 6:54pm 
The Suicide Vest is open source. It uses an Apparel Gizmo's Action to Detonate. That might be one Action to dissect. If you want to look at that, check out my other mods, find Suicide Vest, and find the github link, and all the source code will be there.
Randolph Cherrypepper  [author] 8 Mar, 2018 @ 6:51pm 
That's a great way to start, Ogliss. I haven't closely looked at any Rimworld code since mid-A17, so I can't think of any places to point to. Gizmos are Actions, so you either want to find an Action that already does what you want, or figure out how to build your own custom actions by dissecting some that already exist. I recall the stock Actions being a bit mysterious.
Ogliss 8 Mar, 2018 @ 6:47pm 
aye ive been at that most of the day to no avail, sadly im not up to scratch with c# yet, mostly only getting stuff to work by breaking it repeatedly :)
Randolph Cherrypepper  [author] 8 Mar, 2018 @ 6:30pm 
Ogliss, I think it should be possible. You'd probably want to start by finding the code used for throwing grenades (or the grenade launcher) to see how they handle aiming and trajectory. The button (gizmo) needs to be tied to the apparel using this mod, and the action of the gizmo should either directly call the projectile code or call code which generates a projectile.
Ogliss 8 Mar, 2018 @ 3:25am 
hey Randolph, this is an awesome addition, im wondering, is it possible to have the button launch a projectile? (id like to have grenades as a belt appareal and then you click the button click a target and the wearer would throw a single grenade)
gasses888 5 Feb, 2018 @ 10:23pm 
is there some way I could pick your brain in a chat like discord? I have one set up on my profile.
Randolph Cherrypepper  [author] 5 Feb, 2018 @ 10:11pm 
One must write some code, as well. From the description: "If apparel is worn by a selected colonist, Gizmos returned from CompGetGizmosWorn will be displayed." The CompGetGizmosWorn is a bit of code that must be overridden.
gasses888 5 Feb, 2018 @ 9:25pm 
So esscially what this does is provide the ability to use a button for a defined function using just xml?
Randolph Cherrypepper  [author] 5 Feb, 2018 @ 8:45pm 
Suicide Vests are weapons, but you have to click "Detonate" to use it. I don't know how to make the AI choose to use apparel as a weapon on its own.
gasses888 5 Feb, 2018 @ 8:10pm 
Is it possible to add a weapon system appearal?
Randolph Cherrypepper  [author] 17 Jan, 2018 @ 6:45pm 
Thanks for the feedback! This collection of mods is the first work I did with C#. I have experience with a lot of similar languages. As a professional software engineer, it's important to break off the reusable bits as handy modules, especially if you're going open source with it!
Kato 17 Jan, 2018 @ 1:57pm 
Nice job dude, I'm not a RimWorld modder but this is something amazing you did here, I personally just develop in C++/Java/C# Unity and other fun uni stuff, I think any kind of modder would love what you've done! Opens a whole new world :steamhappy: