RimWorld

RimWorld

1,219 ratings
Armor Racks
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.501 MB
Sep 29, 2019 @ 3:55am
Mar 23 @ 10:49am
14 Change Notes ( view )

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Armor Racks

Description
Adds a variety of armor racks that help you store and equip your armor in a better way.

At the moment there are 3 types of armor racks:
- Vanilla rack that stores equipment and provides slightly faster equip time
- Mechanized rack that dramatically improves equip time (requires Microelectronics and own research)
- Mending rack that also slowly repairs things it stores (requires Fabrication and own research)

Check out mod settings for some helpful options.
Thanks to Crudbone for donating the textures for the racks.

How to use
1. Build a rack, configure it via Storage tab, wait for colonists to haul things to it
2. Assign it a colonist via Set Owner dialog
3. Oh ♥♥♥♥ it's a raid! Draft your colonist and use the Equip from rack command. Your colonist will run to their rack and grab the items from it
4. Once it's over, use the Transfer to rack command (selected automatically after Equip or manually by rightclick) to put the items back

Mod compatibility
Should be safe to add to, or remove from existing saves.
Should work fine with multiplayer mod.
Should be compatible with custom races based on Humanoid Alien Races 2.0.

FAQ
Q: Colonists haul things to a rack, but won't haul things from it, is this a bug?
A: Not a bug, armor racks work based on container logic from base game, and things inside containers are not haulable (grave is an example of a container)
--
Q: Items on the racks are not visible / do not count towards 'do until X' crafting settings, is this a bug?
A: No, see above
--
Q: Colonists start removing the equipment they got from racks when undrafted, what to do?
A: Mod settings has an option for racks to set apparel as forced, this probably would help

Known bugs
- Loading caravans with racks that have equipment on them causes heavy lag and lots of errors. Unload equipment from the racks first
- Ammo from Combat Extended disappears when added to a rack

Other
I made this mod for my own use but decided to publish it in case someone else needs it. If you find any bugs or have a suggestion feel free to leave a comment or make a thread.
You can get the source code from Github[github.com] or from the mod's Steam folder. You are free to use it in your own mods as long as you credit my work.
Popular Discussions View All (5)
16
Nov 9, 2023 @ 7:27am
Bug report
man_of_belief
11
Mar 23 @ 1:14pm
Suggestions/Requests
Senacharim
2
Jul 31, 2021 @ 10:54am
Mod config option for Mending rack repair speed?
Bebop Cola
504 Comments
Enzo carini Apr 9 @ 9:07am 
This mod is awesome that's what i want !!!!!
thanks for 1.5 updating :]
Logicon Apr 5 @ 7:09pm 
That is assuming you're not already on it
Logicon Apr 5 @ 7:08pm 
Ah interesting. that'll probably make it a bit easier if it's not just tied to one mod. In that case if I do get a chance to work on it I'll open a PR to your branch if I figure it out
khamenman  [author] Apr 5 @ 12:14am 
@logicon Mod description has a github link, but it seems like all renderable utility slot items are affected, not just modded ones
Logicon Apr 2 @ 9:29am 
@khamenman I'm actually kind of interested in trying my hand at making something small in Rimworld. I could try making a compatibility patch for the vanilla expanded accessories mod. Not sure where to start but do you happen to have an opensource repo for this mod? I could try messing with some stuff more easily that way
GVLT Mar 27 @ 3:15pm 
Hi, was it mod updated to use 1.4 container logic? I also suggest making mechanized armor rack 2x2 or 3x3 for balancing reasons.
Mat Mar 27 @ 10:59am 
Recently discovered this mod and i am in love with it but i have encountered a major bug in it. i can only assign half of the colonists and the other half doesnt show up. i discovered it only because i have around 8 colonists. If it helps i am getting a spammed error in the log:
"Exception filling window for RimWorld.Dialog_AssignBuildingOwner.System.NullRefrerenceExecption: Object reference not set to an instance of an objact"
khamenman  [author] Mar 27 @ 5:16am 
@crops47 Do you mean the "drop thing on ground" button from the "Rack" tab? Not sure what I can do about that, it already uses base game code, works much like the same button from pawns' "Gear" tab.
@Logicon I'll see what can be done
Logicon Mar 26 @ 7:42pm 
actually it seems like other accessories get big as well
Logicon Mar 26 @ 7:34pm 
Love this mod, it's been a godsend to manage uniforms.

I'm using Vanilla expanded accessories and it looks like the ammo pack is incorrectly displayed. It's kind of just on top, huge and covering the whole thing. Just a minor visual bug, not sure if any other accessories are affected yet:

https://imgur.com/a/nW1t0ea