RimWorld

RimWorld

Animal Gear Basic
Using these assets for larger vanilla mod? It would conflict with this one.
Hi guys (Dylan/Onyxheart)

I'm working on a larger mod to cover more vanilla animals, and tweak how the armors are crafted.

I wanted to know if it was okay with the two of you if I used and modified the art assets from this mod, with the understanding that my new mod would conflict with, and replace, this one. Obviously I would provide thanks/attribution in the description.

My mod would split the armor craftables up by:
- Body part: Head, Body
- Animal Size: Small, Large, and Thrumbo.
- Tech type: Plate, Flak, Spacer

(So any armors from this mod that include a helmet and body armor would be split into two craftables)

Thanks!
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Showing 1-3 of 3 comments
Dylan  [developer] May 13, 2019 @ 3:28pm 
Would be a great addition / replacement / revision for the AnimalGear-stuff :D

From my side it would be totally fine (as I said, I am mostly about the programming side [The "base" mod] let me know if you need some additions in there)

But I can't speak for Onyxheart's part (Graphics for: dog-gambeson, wolf-armor, thrumbo-armor and bear-armor) maybe you leave those out until then (I do rember that she wanted to create some stuff for different tech levels too - so maybe you could even work on that together).

(as a side note: I don't even think it really conflicts that much, I think the mod that is later on in the load-order wins if they have the same stuff in it or the other way around - of course you would only have one of them at that point, but it shouldn't cause any big problems if you have both by accident)

What you should think about with that many armor variants + helmets etc. -> I was already asked to have categories or special work-benches for them because there is so much in the menu at that point. I already implemented the part in the base-mod that appends " [Animal]" and puts them at the bottom, but that might not be enough with so much stuff ^^ (of course something that can be added later, but sometimes that may also cause problems if someone updates and still has the old job's etc. just in general something to keep in mind - I always try to affect the normal players that don't look at the mod-page and just get the updates automatically without noticing it as little as possible - especially with how much time people spend in the game / on their colony ^^)
Oh God Spiders No May 14, 2019 @ 6:01am 
These are good points! I think it's also wise not to flood the quest rewards and trading pool with too much stuff.

What about

Size: 1 size fits all

Split: Armor/Helmet

Tech: Plate/Flak/Spacer


That brings it down to six. We could go further if we didn't split the helmets off, which might be wise. But I like the idea of leaving room for other modders to make special hats and helmets, and to mirror the human system somewhat.
Dylan  [developer] May 14, 2019 @ 1:48pm 
sounds interesting and might be a good way to do it, maybe light / medium / heavy just to have some variance in the build cost (big animal would need heavy, small -> light or something similar)

Maybe name it "armor set for large animal" etc.
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