[A17] Hand 'n' Footwear v1.3
[url=https://ludeon.com/forums/index.php?topic=32255]Ludeon Forums Post[/url] - includes direct download
[b]IMPORTANT NOTE:[/b] Gloves can't be worn if a colonist has both bionic arms; make sure they're not wearing any gloves if you're installing two bionic arms as they will disappear. Same applies for boots with legs. This is because bionic arms don't actually include hands, and bionic legs don't actually include feet; this is a vanilla issue.
[h1][b]Overview[/b][/h1]
Are you tired of walking barefoot on the Rim? Hands chilly because there's nothing around to put on them? Constantly losing precious digits and toes because there's nothing to stop them? Not anymore!
Hand 'n' Footwear adds a set of... handwear and footwear, which are balanced to fall in line with existing vanilla apparel. Additionally, humans will actually have a slower walking speed if they're barefoot - although not massive, it could make a difference in certain scenarios. Here's what this mod currently adds to the game:
[b]Shoes:[/b] Just a basic pair of shoes that offers little protection for your feet, and gives a mobility improvement. Cheap, and quick to make.
[b]Tribal Boots:[/b] Boots made out of animal/human hide, which can be made at a crafting spot - perfect for dressing up your tribals! You'll also see enemy tribals rocking these, so beware. Gives a slight mobility improvement, and minor cold insulation.
[b]Cowboy Boots:[/b] It was inevitable, wasn't it? Cowboy boots fit in with the Western-part of the Sci-Fi/Western masterpiece that is RimWorld - slightly more protective than shoes, but can only be made out of leather. Minor boost to social chat impact, and mobility.
[b]Plated Boots:[/b] Is it a shoe, is it a boot? No, it's two lumps of metal bashed into the shape of boots, and hollowed out so that fragile feet and tootsies can fit (sort of) snugly inside them, and be protected from various forms of harm! As implied, these aren't great for one's mobility...
[b]Gloves:[/b] Finally you can wear squirrels on your hands with gloves... or thrumbos... or mushrooms... or whatever! Provides minor protection for your hands, and a small buff to cold insulation.
[b]Dexterous Gloves:[/b] Made out of a strange glitterworld polymer, these gloves take ergonomics to the extreme to the point that work performance and combat performance get a slight improvement! Slight caveat though: Supply of glitterworld-exclusive polymer is sort of low on the edge of the galaxy (and the fact that how these are manufactured is a deep, dark glitterworld secret), so the only way of obtaining a pair of these bad boys is on the black market - or rarely from high-ranked raiders... and they're lucrative as to be expected. They also offer no protection.
[b]Plated Gloves:[/b] Low-tech, bulky, metal-plated gloves that fit nicely on one's hand, and do a half-decent job at protecting hands and digits from bullets and other forms of harm. However, it's not so easy to perform work tasks with these on and they therefore hinder global work speed.
[h1][b]Suggestions[/b][/h1]
Seeing as this mod tweaks pawn's apparel budgets so that they can accommodate for the new items of apparel introduced, it'll be much appreciated if you suggest some compatibility patches for other mods so that they get the same tweaks - to keep things balanced.
As with one of my other mods, I'm trying to keep the scope of this mod limited. Balance feedback is very welcome though, but I won't make the military-orient items stronger than the military (now simple) helmet - as that's what their stats were based from.
Addition suggestions are also appreciated, but don't expect them to be included unless it's something that fits in with the game, and isn't overpowered. I won't add gloves that give crazy insulation buffs, for instance, unless you can come up with a justification/caveat which'd make me deem it good for addition. I want to keep thing as vanilla-friendly as possible.
[h1][b]Credits[/b][/h1]
SihvMan and Shinzy for helping out with sussing out xpathing in patching.
[h1][b]Compatibility[/b][/h1]
There is an unusual issue with this mod and Mending which causes some recipes to not show up on either tailoring bench. This is remedied by placing Hand 'n' Footwear above Mending in the load order.
[h1][b]License[/b][/h1]
Hand 'n' Footwear is under a creative commons license. This means that you're allowed to derive from this mod, as well as include this in a mod pack - so long as you give me credit, and provide a link to this post.