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I've not played for quite some time, and in fact don't own BioTech so I've not gone back for another balance pass. I'll consider adding these changes as part of any future update!
I've personally edited some values to be more inline with vanilla apparel but still keep the variety of the mod:
- Fur coat: 100mat (instead of 150). it still has better cold resistance and slightly more sharp armor than dusters and keeps its small speed debuff, now it acts like a decent light armor for tribals without being completely overshadowed by vanilla gear.
- Desert robe: 0.2 sharp armor like the parka and removed flat buffs. it's now better than the duster for heat but slightly worse for everything else but still cheap to make.
- Desert wrap: closer to the cowboy hat in stats but still better for heat.
- Wolf and Deer hoods: now cost 50 mat like the fur hat and various special vanilla gear.
- Spider and scarab helms now cost 55 mat
(Replace the start of these paths with where YOU installed Steam, below is the default for most people - but mine for example is in D:\Steam )
1. Navigate to your steam workshop folder for RimWorld specifically:
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100
(RimWorld is 294100)
2. This mod is in folder 1544558250
3. Edit the files.
In your case you want too look herre: \1.1\Defs\ThingDefs
ET_Tribal_Apparel.xml
Open it with Notepad++ or something equivalent.
For the social impact -- <SocialImpact>-0.07</SocialImpact>
To remove it, just delete that line altogether.
If you don't like it, just change the files, or use a different hat! :)
No rush tho! Love the mod!
It's even easier when modifying a mod, as you're dealing with far less files so the changes you want to make are much easier to find.
Hope you have fun! Tribals <3
If you have Hugslib installed, press CTRL-F12 once you're in the game with the error. It will give you a shareable link with much better error reporting.
https://pastebin.com/zgNzAhC3
I've also added a load-order rule, so RimWorld should warn you if the mod is loaded in the wrong place vs Hats & Rags.
I wasn't getting an error even before this myself, but I am very positive on what was causing it for you. (Both mods tried doing the same thing to a Vanilla RimWorld def)
My mod has a conditional check implemented to see if the node already exists and then works around it.
I'm currently testing this and don't get the error myself regardless which of the mods is loaded first. I have a fairly good idea what could be causing it, but I cannot test a fix when I do implement one as it already works fine for me even with both mods....
https://pastebin.com/x2rmF2bT
As always, this works for Tribals only as this is Tribal specific apparal.
For example, the Wolf Hood can be set as preferred or required for your Leader, and the other apparel is matched to the roles they were designed for as well. (Deer hood for shooting specialist, etc.)
This does not remove any previous functionality. Anyone else can still wear these too if you desire.
The other question, are you tribal?
I'm guessing it's not been a big problem for most people as like you mentioned, it is the first discussion on it in 3 years :)
Always open to feedback or making changes, though. (Time permitting, I don't actively play RimWorld a lot right now.)
The values can be read within the mod files quite easily. If someone thinks they have a better set of values it's trivial for me to change it and provide an update.
Considering it takes 150 material to make the coat it is rather balanced - just a bit weird that it also insulates against heat that good (guess its because of the tribalwear they are also wearing?)
But yes, its indeed rather low priority. I only brought it up because i havent seen it in the comments yet;
The material you used to 'stuff' (craft) the clothing item has an enormous impact on the final result - the item itself normally acts as a multiplier to this. So if you've used a material which by it's nature is already extremely well insulating, these are perfectly normal results even in vanilla.
I will at some point add a balancing pass to the values, but this isn't particularly high on my list of priorities right now and the majority of people seem happy with it 'as is'. For now your solution if you find the values too high to either change them (which is dead easy to do) or to use a less insulating base material so the final value is less extreme.
There are some materials in-game which are extremely powerful. (Muffalo wool, Thrumbo fur, etc)