RimWorld

RimWorld

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Vanilla Armour Expanded
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Mod, 1.2, 1.3, 1.4
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7.370 MB
Jul 25, 2019 @ 10:31am
Jan 23 @ 12:35pm
59 Change Notes ( view )

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Vanilla Armour Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
107 items
Vanilla Expanded - Empire playthrough
149 items
Description



[www.patreon.com]







See change notes for details.

Added Siegebreaker (former Heavy Marine) and Trooper armors as well as their prestige variants:










Thanks Avery, Logger and Chowder for help!



We can all agree that in vanilla game, the peak of technological progress is a set of power armor. The way to get there? Through Flak pants, jackets and vests. After playing this game for so long, I became tired of using the same armor over and over again - no variety in content leads to no variety in gameplay. This is exactly the reason why me and Trunken decided to create an Armour Expansion!

Vanilla Armour Expanded is part of a series of mods expanding on everyday life on the Rimworld. When paired together with a brand new Vanilla Weapons Expanded and Vanilla Apparel Expanded, you can bring something to your game that will keep you interested in it for days.






Armor is spread across several new technologies that need to be researched which in turn adds valuable game time before you achieve everything there is to achieve. New items cover all technological eras, from wooden armours of neolithic tribes, through chainmails and chestplates of medieval kingdoms, bulletproof vests and ghillie suits of the modern era combat all the way to two, brand new variants of a regular marine armor - one of them with an integrated ranged shield belt!



Pawns go bald when wearing a ballistic goggles - this is currently hard coded into the game and I have no way around it. I recommend using [KV] Show Hair with Hats mod to get rid of this problem:
https://steamcommunity.com/sharedfiles/filedetails/?id=1180826364

Headgear is clipping through another headgear / Balaclava renders over the helmet
The way the game code is written, there are no separate layers for headgear, which means I can't tell the game to render balaclava under the helmet. The game renders the latest worn apparel higher, so wear balaclava first and then the helmet and it should work fine. Nothing I can do about it until the game code is updated to allow for layers on headgear.


No other issues are currently being tracked.

[forms.gle]





























Q: Is it Combat Extended compatible?
A: The patch is integrated into the github version of combat extended. Once you download it, it will automatically be applied if this mod is found.

Q: Do these armours spawn on enemies?
A: Yes, these pieces of apparel have necessary tags to spawn on all the pawns in the game.

Q: Can I request a feature?
A: Yes, please use “Requests” discussion board.

Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn't suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I've created these sets of armor to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is - nothing in this mod is special at all. Nothing will make you go "Oh that's unusual", because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like. Bear in mind that if you add it to an existing save, you need to update all the stockpile settings to include these items.

Q: Do you accept commissions?
A: Yes, I do. Please find me on RimWorld discord which I will link in the Links section below. Name is OskarPotocki.

Q: Will you keep updating this mod?
A: Yes, but not often. I have worked hard and for a long time to make a list of armors that I’d like to see added and I have added them. If some feature request catches my attention, I will add it. I plan to release several add-ons to this mod, most notably “Raiders” add-on and “Spacer Apparel” add-on.

Q: Raiders wearing ghillie suits have their name removed and I can’t click them!
A: That’s a feature, making it harder for you to spot them on a map.

Q: Pawns with prosthetics/bionics can't wear boots or gloves!
A: it's because of a vanilla limitation/feature. replaced bodyparts will lose their child bodyparts, but the game won't show you that.




Graphics are created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

XML and C# created by Trunken.

Rimworld is owned by Tynan Sylvester.

Ghillie suit code created by Ogliss.

Heavy Marine Armor shield code provided by Dninemfive. You can find his mod at:
https://steamcommunity.com/sharedfiles/filedetails/?id=1417354001

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!











Popular Discussions View All (16)
1
Feb 26 @ 9:52pm
Industrial Armor's Gone
Kill7X
143
Oct 26, 2023 @ 2:33am
Requests
Oskar Potocki
8
Jan 23 @ 2:51pm
bug report
CaptainSnafu
< >
875 Comments
Jetstream Sam Feb 24 @ 4:07pm 
Neolithic stone mask looks like Juggernaut mask from Dota 2. I cant stop seeing this
SophicDragon Feb 15 @ 12:06am 
Can confirm Ballistic is missing.
mqwiemer Feb 14 @ 2:18pm 
how about something for schooling? Have high level pawn educate everyone on what there good at? No reason school should only be for kids right? Allso It be nice to have everyone have some decent socal skills to charm guests and possaly get along better. If I gussing socal sochal level has inpact at all on how well they get along with othere pawns in your settlement in any way.
Mr_Rieper_47596 Feb 1 @ 7:25pm 
Ballistic and NightVision are both missing. Triple Checked + Removed All Other Mods, Nothing.
Graf Jan 26 @ 4:03am 
@ignis
Sorry, I just now guessed to look in your workshop. You certainly don't need my unsolicited advice.)))) I was wrong, I apologize. By the way, your house cats are cool)
Graf Jan 26 @ 2:18am 
@ignis
No, no thanks) I just happened to see your comment and decided to do a good deed. I completely forgot about the existence of the mod you're talking about (I watched it a long time ago, I didn't like it). If you use it, my advice is irrelevant. I find it much more convenient and easier to write patches than to use that mod.
Azurian Jan 26 @ 12:30am 
Heya, do you post change notes anywhere? The in-workshop change notes section tends to be ignored for the most part with most of your mods and I'd love to stay up to date. Cheers.
ignis Jan 25 @ 12:04pm 
@Graf you can use rimmsqol to do that with much less effort if you just want a personal patch.
Graf Jan 24 @ 1:03am 
@ignis
I can share with you a small snippet from my personal mod.

This is an increase in the speed of shield recovery:

<Operation Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="VAE_Apparel_HeavyMarineArmor"]/comps/li[@Class = "VFECore.CompProperties_ShieldBubble"]/EnergyShieldRechargeRate</xpath>
<value>
<EnergyShieldRechargeRate>1</EnergyShieldRechargeRate>
</value>
</Operation>

It's a change in speed:

<Operation Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="VAE_Apparel_HeavyMarineArmor"]/equippedStatOffsets/MoveSpeed</xpath>
<value>
<MoveSpeed>-0.4</MoveSpeed>
</value>
</Operation>

With these simple patches, you can create your own personal mini-mod that fixes everything as you wish. It's very easy to do, the internet is full of instructions.
ignis Jan 19 @ 11:53pm 
Is siegebreaker armor shield supposed to recharge so slowly? It takes a full in-game day. Sure, extra shield is nice, but it is basically single use, and armor itself is not better than cataphract (and even high quality recon one is nearly as good) while movement speed penalty is very severe.