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Animal Apparel: Framework
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Mod, 1.6
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1 Thg07 @ 8:48am
8 Thg09 @ 10:40am
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Animal Apparel: Framework

Mô tả
Animal Apparel: Framework

This mod serves as a framework to allow animals to wear all kinds of apparel. By itself, this mod only enables animals to be equipped with shield belts and jump packs.

For a selection of plate, flak and cataphract armor for your animals, check out Animal Apparel: Basic Armor.

Features

Designed to be as intuitive and vanilla-friendly as possible: Equip and manage your animals like they were normal colonists. Use 1.6s new "Force equip on"-feature to equip your pets! They're not smart enough to do it on their own.

For modders

In order to make animal apparel using this framework, here's a short primer. For examples, check out Animal Apparel: Basic Armor:

1. Add the "AnimalApparel" tag to your apparel. This will make it equipable by both colonists and tame animals. You're technically done at this point!

2. (Optional, but highly recommended for armor with visuals):
Add def-specific sprites. By default, the framework will look at the wornGraphicPath path of the apparel and append the name of the ThingDef that has it equipped. If your path, for example, is "Things/Pawn/Animal/Apparel/Body/Power" and a Thrumbo equips your armor, it will first look if there is a sprite available at "Things/Pawn/Animal/Apparel/Body/Power/Thrumbo/Thrumbo_[north/east/south].png". If not, it'll default to the actual path you used.

3. (Optional):
Add a "defName{def}" tag to limit which creatures can equip an item, i.e. "defNameElephant" to make it only equippable by elephants. If multiple "defName" requirements are added this way, any of those creatures can use the apparel

4. (Optional):
Add a mod extension like so to your ThingDef
<modExtensions>
<li Class="AnimalGear.AnimalApparelDefExtension">
<showCoverageForBodyType>QuadrupedAnimalWithPaws</showCoverageForBodyType>
</li>
</modExtensions>
This will make it so the info of the apparel will show which bodyparts it covers using the BodyDef you defined there. For example, this will make armor say that it covers back legs, paws and such, rather than referring to normal human body parts. Ideally use a BodyDef that roughly fits for all animals the apparel is intended for.

In order to make animals that are compatible with the framework:

In short, each part of an animal's BodyDef needs to have one of AnimalHead, AnimalBody or AnimalLeg as its group defined. For vanilla bodies, this is done via the patch in Patches/Bodies.xml, so if your animals use a vanilla BodyDef, should be all good. If not, check the "Compatibility" section.

Make sure that the RenderTree for your animal contains the "AnimalApparel" node. If you are using the default "Animal" PawnRenderTreeDef, nothing needs to be done. For anything else, add/patch it in, see Patches/PawnRenderTreeDef.xml

Compatibility

I am expecting this mod to be pretty compatible with almost every mod. If any incompatibilities are found, do let me know!

Modded animals with custom bodies
MOST custom bodies should get patched automatically, no separate patch mods required. Long story short, if the body has a head part with a def that contains "Head" (i.e. "Head" or "InsectHead" or "SnakeHead") and leg parts with a def that contains "Leg", the automatic patching should work!

If you do need to manually patch a body, you should first REMOVE any present "AnimalHead", "AnimalBody" and "AnimalLeg" parts to undo the automatic patching, then re-add them back to where they are supposed to be.

Specific Compatibility
- Big and Small Sapient Animals: Sapient animals can equip all armor designed for their feral counterparts. Sapient Thrumbos in cataphract armor, wielding Miniguns, is highly recommended.
- RPG Style Inventory: Compatible.

Almost definitely NOT compatible
- Packs Are Not Belts

Credits and Thanks:

While I couldn't contact the original creator of "Animal Gear", Dylan, much thanks for the specific mention that he doesn't mind someone trying to continue his mod. This mod uses an entirely different, from-scratch implementation of everything, but has the same purpose!

Owlchemist, for letting me use the sprites for his Animal Gear submod, Animal Equipment. They're implemented in Animal Apparel: Basic Armor

FAQ

Combat Extended compatible?

I'll be honest, I have never even touched CE. There is a high chance this mod is compatible out of the box, but please tell me if not. I haven't explicitly tested it, since I have no idea how CE works at all.


1.5 compatibility?

Sorry, no shot there. 1.6 releases very, very soon and this mod uses features explicitly introduced by 1.6, such as the "Force equip to"-functionality


How about adding invisible armor that fits all animals, like the old Animal Gear had?

Maybe as a submod. This mod is not intended to add actual content to the game, other than letting animals equip shield belts, which, honestly, just makes sense.
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15 Thg07 @ 6:13pm
Encountered yellow text error when generating map
水晶哥
82 bình luận
Dylan 21 Thg09 @ 10:08am 
@s_m_w - Yeah, it would be really helpful if the base game would just implement it (for compatibility etc. alone). Sorry, I hadn't looked at the messages in a while. I have no problem with you taking it over from here (especially with keeping Animal Equipment running aswell)
s_m_w  [tác giả] 21 Thg09 @ 9:46am 
@Dylan: Hey there! I mostly started this version since I feared you wouldn't update yours, and sadly found no way to contact you to ask. Glad you gave it another update. As long as either (or both!) of us maintain a framework for animal equipment, which rimworld sorely lacks, I'll be happy.
Dylan 20 Thg09 @ 7:14pm 
I wish I had seen this before updating AG to 1.6 ^^ nice work, I think I will still post my AG 1.6 update, but put a link to your mods as the recommended version from now on.

(that 1.6 force wear really makes things easier with the animals / more immersive ^^)
Narvi 16 Thg09 @ 10:52am 
Currently equipped animal armor does not count when 'Count Equipped' is used in production bills.
s_m_w  [tác giả] 16 Thg09 @ 12:06am 
@SickBoyWi
That sounds really odd! Best way to go about it would be for you to contact me on discord (username Ingendum) and let me take a peek at your xml. Alternatively you could release your mod in its current state, but unlisted, and post the link here
SickBoyWi 15 Thg09 @ 2:52pm 
I'm upgrading a mod to 1.6, and swapping to this mod from the previous Animal Gear mod. I followed all your steps above, and when I do that; the apparel simply doesn't exist anywhere in the game. It just disappears. There's no indication as to why, no errors, etc. Are you squashing errors that would otherwise be useful for us to track this type of issue? Any advice is appreciated.
Phoenix-D 13 Thg09 @ 8:08pm 
I was just coming to report the Yayo error :) does seem fixed, had to kick steam to force an update.
s_m_w  [tác giả] 8 Thg09 @ 10:41am 
Just released an update. The incompatibility with Yayo's Combat should be fixed!
s_m_w  [tác giả] 29 Thg08 @ 4:08am 
It's at the top of my list to look into, expect an update in a couple of days
Armon 28 Thg08 @ 2:10pm 
Yes as others have said all weapon UI cards are blank with this enabled with yayo