86 ratings
Mod, 1.1, 1.2
File Size
5.361 MB
Apr 30, 2020 @ 4:22pm
Mar 8 @ 2:44pm
13 Change Notes ( view )

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Tired of colonists getting mad about being left out in the rain? Keep them happy and dry with this fantastic new invention: the umbrella! Craftable from any kind of fabric, umbrellas will keep people dry as well as being worth a lot on the market as a symbol of style and fashion!

Adds five umbrellas of various uses and tech levels:

-Umbrella: the basic umbrella, a canopy on a pole. You don't need research to make this -- just enough knowledge to weave fabric and put it on a stick. It's useful but not especially nice.

-Parasol: Just as simple as the umbrella, but this one is a fashion statement! Have your parasol decorated by an artist and give it to a colonist for a small social impact bonus! Requires complex clothing research to make.

-Foldable umbrella: Much less cumbersome and bulky, the foldable umbrella is worth more and gives a small social boost due to its flashy display of manufacturing technology. It also only appears in the rain (this is configurable in the settings window). Requires knowledge of machining to produce the small catches and bars needed to construct one. Also requires a small amount of steel to craft.

-Foldable parasol: a parasol, but foldable. Gives bonuses for both a parasol and a foldable umbrella, and only appears in the rain and snow. The ultimate in overhead artistry. Also requires machining and a small amount of steel.

-Steel umbrella: an armored umbrella, constructed mostly of steel, that will turn aside bullets (sometimes) but is VERY unwieldy. When held over one's head, it protects them from headshots, converting any sharp damage into blunt damage and preventing most instant kill shots to the head. However, a colonist carrying this will be encumbered and very slow. Requires plate armor research.

Umbrellas are made at a tailoring bench, except the steel umbrella which is made at a smithy.

The mod settings window allows you to choose whether foldable umbrellas appear in the rain and in the snow. You can also choose whether they will appear indoors (which will only happen if they would appear outside).

This mod is compatible with existing saves, but should not be removed from saves containing it.
Mod compatibility: This mod may not work with mods that add modified pawn types, like cyborgs or aliens, or mods that modify graphics or pawn thoughts. If you find an incompatibility, let me know and I'll do my best to make it compatible.
THIS MOD IS LIKELY NOT COMPATIBLE WITH Android Tiers. Several people have reported game-breaking bugs with this and Android Tiers mod enabled. I am working on fixing that.

Requires Harmony 2.0.

Japanese translation: https://steamcommunity.com/sharedfiles/filedetails/?id=2080230718
This mod supports English and Chinese (Simplified and Traditional).
Chinese translation by Zephyr.

Alcor - fantastic umbrella textures!
Zephyr - Chinese translation
Proxyer - Japanese translation

As always, if you have questions, suggestions, or bug reports (especially bug reports) leave a comment!
Popular Discussions View All (1)
May 6, 2020 @ 11:04am
Download link for Non-Steam player
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AngleWyrm Mar 18 @ 6:31pm 
The way to be sure is to load just RimThreaded and Rimbrellas (along with their prerequisites) and then see if the error persists. Tip: If you aren't using it yet, get Mod Manager; it will make this sort of thing much easier.
branch? Mar 18 @ 6:23pm 
I think it might be Rimthreaded, but I'm not so sure.
battlemage64  [author] Mar 18 @ 10:10am 
That's probably a mod conflict, assuming you're running other mods. If you can determine the mod causing the problem, I might be able to fix it; if your mod list is short enough, I can find which mod it is by myself.
branch? Mar 18 @ 10:08am 
How do I go about fixing the umbrellas not appearing properly? The umbrellas appear on the colonists torso instead of above their head.
Proxyer Mar 7 @ 9:35pm 
I understand. Perhaps the documentation should refer to ModUpdating.txt in the RimWorld installation.
battlemage64  [author] Mar 7 @ 3:47pm 
Maybe, it worked for me the way it is right now but I can try your way

(There’s no documentation that I could find, so I’m not really sure what I’m doing)
Proxyer Mar 5 @ 8:08pm 
<li>Harmony</li> is <li>brrainz.harmony</li>,
<li>Core</li> is <li>ludeon.rimworld</li>
in Manifest.xml.

And, if written it properly in About.xml, do not need to specify Mod name/packageId in Manifest.xml except in special cases.
AngleWyrm Mar 5 @ 5:34pm 
Ah, hot date; it's cool XD
battlemage64  [author] Mar 5 @ 5:12pm 
done now
battlemage64  [author] Mar 5 @ 5:03pm 
no that's correct, I haven't had a chance to update yet because I needed access to my desktop, I'm doing it now