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[CP] Rimmu-Nation - Gloves N' Boots
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.823 MB
16 Aug, 2019 @ 7:01pm
21 Apr, 2024 @ 3:59pm
28 Change Notes ( view )

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[CP] Rimmu-Nation - Gloves N' Boots

In 3 collections by Chicken Plucker
Project: Red Horse 1.0
24 items
Red Horse 1.2
25 items
Red Horse 1: Classics 1.5
24 items
Description
How do you run 10 miles everyday without our selection of footwear?



Hold your firearm with a set of tacticool gloves, Rimmu-Nation has NEW STOCKS of handwear and footwear!

RIMMU-NATION, DEFENDING YOUR RIGHTS.

Features:



- Mod adds 15 new gloves, 15 new footwear and 1 tactical sock.
- Footwear and gloves have 3 different tiers that affect their protection rating and stat offset ratings.
- All equipment in this mod is craftable within the RN Mini Tailor bench.
- Only socks, generic trainers and combat boots are coded to spawn with vanilla NPCs. They are not coded to have any of the brand items or gloves.
- This mod is compatible with any faction mod provided they use the "IndustrialAdvanced" tag for clothing.
- Red Horse Faction pawns will spawn with gear in this mod and are coded to have different tastes in uniform, when enabled together.
- Rimmu-Nation Clothing allows items from this mod to become purchasable from Rimmu-Nation Orbital Traders if both mods are enabled.
- Mod is game-save compatible, however please remember to enable the new apparels in your stockpiles and uniform settings.
- Air Jordans are stupid expensive for no reason, just like real life.
- Gloves and boots provide temperature protection, minor armor protection and bonus speed offsets for the wearer. Footwear may provide movement speed and gloves improved workspeed or aiming time.

Notes:
- Colonists with prosthetic parts that cover the hands and feet may be unable to wear gloves or shoes depending on what the prosthetic part covers.

- Tribals are not tagged to equip the items, however they may automatically wear warm clothing during winter or low temperature settings since vanilla has been hardcoded to do this, tribals will ignore tag coding.

- Made the mod standalone since I am aware not everybody likes gloves and boots, rather than merge it with Rimmu-Nation Clothing

- No other known incompatibilities

"Where's that outfit from?"
- Forest MARPAT uniforms used in mod trailer comes from the unreleased 1.0 update for US Military
- Hairstyles in previews are from Chicken Mitchell Hairstyles mod
- Scarf and aviator glasses used in preview belong to unreleased Elite Crew faction update
- Other faction uniform outfits are from the Red Horse Faction collection, check them out
- Other unreleased Rimmu-Nation outfits coming to a new update

Compatible with:
- Combat Extended
- RPG Style Inventory

Facial Stuff Issue:
Facial Stuff will not show handwear or footwear if hands and feet are enabled.

No code allows me in that mod to patch-in glovewear and footwear to show up, even though it is easy to re-color the simple hand and feet texture, there's nothing in Facial Stuff that let's me allow the pawn to use the created texture representing the gloves or shoes.

I'd have been more than happy to make the aesthetic difference, but unfortunately it's just not a feature supported by that mod and it seems it was only made to show the pawn's hands and feet but not what they wear over it.

Credits:
Chicken Plucker
Jecrell - Various C# contributions
Odstriman
Vindar - For providing reference and knowledge for the gloves and footwear

Credits for product references are in their labels and in the preview images. I am in no way sponsored or affiliated with the companies.

_______________________________________

Rimmu-Nation 1.0 Version link (Google Drive):

https://drive.google.com/open?id=1PsmrVtQsay5ONTLNDUObOFrl0a-3zqEm
Popular Discussions View All (2)
1
6 Nov, 2019 @ 12:12pm
Content Pack?
SpaceGhost
0
16 Aug, 2019 @ 11:36pm
PINNED: Issues with enabling mods mid-save
Chicken Plucker
127 Comments
dyer 20 Jul @ 6:23pm 
Thanks for explaining!
Chicken Plucker  [author] 20 Jul @ 6:20pm 
@dyer - RHA isn't a vanilla stat, it's a CE stat. Any CE patch for this mod would be something I didn't make, which means you need to have a word with the CE patchers. I simply don't do CE patches myself mate, got enough on my plate sorting my mods out for vanilla as it is

1.6 queries - Unfortunately a bit overwhelmed guys, I won't just slap on 1.6 on the about.xml until I find time to test the mod, but so far it seems to be working fine from what Caar said. I'll get to it asap.
dyer 20 Jul @ 6:12pm 
Could you increase RHA for power gloves/boots? Right now they have 1.1mm armor, which doesn't look like a balanced CE value.
Caar 19 Jul @ 9:21am 
This mod works on 1.6 just fine. I've used it for 3 weeks on Unstable 1.6 and Production 1.6 with no problems.
G N1uSty 17 Jul @ 10:05pm 
1.6 plz
Azure 14 Jul @ 5:58pm 
Could we get an update?
williamb1995 10 Jul @ 6:43am 
1.6 ?
Abu Bakr al-Baghdadi 18 Nov, 2024 @ 10:18am 
Whenever a colonist is wearing one of the clothing, there is a glitch where they become a pink square. Anything I can do?
no way 22 Oct, 2024 @ 8:48am 
don't work :c
Caar 23 Apr, 2024 @ 2:59am 
Thanks for the update! Love this mod.