5,286 ratings
Vanilla Armour Expanded
Mod, 1.2, 1.3, 1.4
File Size
7.085 MB
Jul 25, 2019 @ 10:31am
Oct 21 @ 3:00pm
55 Change Notes ( view )

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Vanilla Armour Expanded

In 1 collection by Oskar Potocki
Vanilla Expanded
84 items


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:

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.

Please report any bugs in a discussion board called “Bugs”.

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:

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


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 (15)
Dec 1 @ 9:27pm
Oskar Potocki
Oct 26 @ 2:55pm
Oskar Potocki
Jun 6 @ 10:55am
How to make spacer Armour airtight?
< >
Gerewoatle 13 hours ago 
You'd think they'd do that by focusing on a tech level or something, though I suppose "let's keep all the medieval/tribal junk that discreet mods already exist for and strip things from the actual most commonly played tech levels instead" is a way of achieving that, kinda sorta. Awkwardly. After a fashion.

Because I don't know about you, but trading the neat stuff ballistic masks and goggles and advanced vests so we could keep that sweet wooden armor was clearly the best decision that could be made.

But hey, don't worry - I'm sure we'll see that stuff again in another big, huge mod we'll have to have in its entirety just to use those things.

Because de-bloating. You may not like it, but this is what peak efficiency looks like.
Kokorocodon 14 hours ago 
It's called de-bloating. Their pack is becoming too huge so they are aiming to trim their mod to be more serviceable instead of adding what the mod proposes + an entire unrelated content together with it.
Nex Dec 4 @ 9:51am 
Weird that they removed so much stuff from a lot of their mods between updates
Cypher Dec 4 @ 1:22am 
Neolithic Armor can't be burn or smelt. The Stone Masks, The Guardian Armor and Light Plate Helmet. Some of them can't be burned by the Crematorium despite listing as the options. Not sure why.
Cellar_Cat Dec 2 @ 10:33pm 
Can the quilted vest actually be worn beneath any armour? Seems like in rimworld and the V*E mods, armour is nearly always both middle and outer, while the vest itself is middle. Only the flak jacket comes to mind but that's industrial.
hoovy is medic Dec 1 @ 4:47pm 
hey is anyone having issues with the armor no longer being stuffable?
The Blind One Nov 30 @ 10:04am 

If you know your way around XML editing, you can easily add them back if you really want to. Just grab them from the 1.3 folder and port it over into the 1.4 folder. The textures are still in the download to support older versions that didn't remove them.
The Blind One Nov 30 @ 9:58am 
@StrayaJake they were removed with the 1.4 update.

You can see the changes made here;

StrayaJake Nov 30 @ 2:25am 
I'm missing the ballistics and night vision goggles?, running 1.4 with all DLCS was there an issue with 1.3 - 1.4?
The Blind One Nov 29 @ 12:59pm 
Mod inconsistency: Vanilla Plate Armor requires crafting skill 7 to be made. However Chainmail, Light Plate, Plate Helmet and Breastplate requires level 8 while they are technically a slight downgrade compared to vanilla Plate Armor. I recommend these skill requirements be lowered to crafting skill 6. Especially for something like chainmail which is a predecessor of plate armor historically is strange that it requires more skill. Thank you for this mod <3