RimWorld

RimWorld

Suicide Vest
139 Comments
censored58 May 5 @ 2:23am 
I'm a big fan of this mod. I have one request. Could you develop a Suicide vest for children? I want to outfit under-13 suicide attackers, mass-produced in the population growth tanks, with them:steamhappy:
sus amogus Apr 29 @ 8:08am 
Poor man's death acidifier
Nic Apr 25 @ 5:54pm 
Guaranteed to get my attention when I see an inhuman thing that allows me to commit even more war crimes that I could only dream of doing before the mod
Randolph Cherrypepper  [author] Mar 31 @ 11:17am 
Back in 2020, a user commented:
"It does work with CE. But, you could maybe use CE as base. One thing I really like about combat extended explosives is that they're shrapnel based, like real life. Maybe someday you will implement this :)"

I don't mess with CE myself. This mod is open source for any CE users who want to go wild with rebuilding the mod for CE though.
Mumblez Mar 31 @ 7:07am 
This play ok with combat extended?...I'd love to use disposable meatsacks as a munition this way, but still use combat extended if possible.
Randolph Cherrypepper  [author] Mar 21 @ 6:45pm 
Updated for 1.5
Vartarhoz Feb 1 @ 2:20am 
for the GLA
freXampl Sep 10, 2023 @ 7:11pm 
I set it to preferred outfit for the neo-muslim raider colony. Raids from them is much more immersive imo.
Sasha Pines (no brain) Aug 27, 2023 @ 11:11pm 
time to do some suicide bombing
SalmonToastie Aug 11, 2023 @ 9:26pm 
So i just used the thin texture for the kid suicide vest.
SalmonToastie Aug 11, 2023 @ 8:58pm 
Children are DLC only, each clothing item is brand new for kids, i edited the suicide vest to fit the children bodies and got it working. But i suck at texture work so it looks wonky as fuck.
Randolph Cherrypepper  [author] Aug 11, 2023 @ 8:47pm 
I don't think I've played with that DLC yet. Definitely haven't seen textures for children. I wonder if those are in the base game files or only with the DLC.
SalmonToastie Aug 11, 2023 @ 9:47am 
For kids you have to make a smaller version and edit the texture for child bodies. I attempted it but I suck at texture work but I got a vest working for kids.
StepMurp Mar 6, 2023 @ 5:20am 
Finally, a use for those unwaveringly loyal slaves.
Randolph Cherrypepper  [author] Jan 13, 2023 @ 11:31pm 
Mother of pawn wearing a suicide vest. Someday.
Aqua "Awua" Chet Jan 11, 2023 @ 10:07am 
Mother of god... vvv
TaM_tHe_JaM Jan 3, 2023 @ 4:00pm 
Thank you very much.
Randolph Cherrypepper  [author] Jan 3, 2023 @ 9:34am 
I don't know anything about children. I don't have that DLC. If I had to guess, it is probably a minor XML change to allow children to wear them, or a version of them. If any XML modders out there know the answer and can drop that info here, I can update the vest appropriately.
TaM_tHe_JaM Jan 3, 2023 @ 2:41am 
Can children fit into these?
ed155 Dec 13, 2022 @ 9:38am 
thx that useless flesh waste can be help me now. Blazing glory time
Hi5Ghost Nov 19, 2022 @ 9:42pm 
Thanks for update :)
1989 Toyota Corolla Nov 18, 2022 @ 1:12am 
Nice! thanks mate
Bobby_Hill Nov 17, 2022 @ 8:14pm 
YAAAAY
Randolph Cherrypepper  [author] Nov 17, 2022 @ 7:10pm 
Updated for 1.4. Thanks for your patience everyone.
Bobby_Hill Oct 31, 2022 @ 7:29pm 
hope you can update it again someday mate
Randolph Cherrypepper  [author] Oct 29, 2022 @ 8:51pm 
Sorry, I don't have a system to update this mod and run RimWorld right now. Real world stuff took some stuff out. Writing this from a phone.
1989 Toyota Corolla Oct 26, 2022 @ 1:30pm 
1.4 would be lovely
Goose Jun 26, 2022 @ 12:42pm 
where do i make it?
FungalFish May 19, 2022 @ 3:00pm 
>:)
Thanks man, looking forward to seeing them use it!
Randolph Cherrypepper  [author] May 18, 2022 @ 9:25pm 
Hi FungalFish. Yes raiders can spawn with vests. There's an option in mod options to enable or disable spawning suicide vest on raiders. Can they use it? Not yet. There is a chance that they can blow up when taking damage, which can go bad if they're near your walls or pawns.
FungalFish May 17, 2022 @ 11:06pm 
Do raiders ever spawn with these?
Randolph Cherrypepper  [author] Aug 11, 2021 @ 11:59pm 
After disabling every tag that was in the XML one-by-one, it turns out 1.3 will now crash if the <projectile> tag is on the suicide vest and the vest is on the ground. I don't know why.

I've moved the projectile tag into the mod tags area in the XML, and then updated the Detonate button code to find the explosion data there.

This resolved the save game errors for me and everything appears to work as expected. New version of the mod has been published. Mod visibility is public again.

I'm truly sorry for anyone who lost data from this. I don't know why the projectile tag caused this issue in 1.3 (worked since alpha 17).
Randolph Cherrypepper  [author] Aug 11, 2021 @ 10:26pm 
I still can't find the source of the problem, but I found out something interesting:

Save game works if people are wearing the vests. The save game only breaks if there's a suicide vest on the ground. If I knew more about the inner workings of the save game system, I'm sure that would be meaningful to me.
Randolph Cherrypepper  [author] Aug 11, 2021 @ 8:51pm 
@TENb I did a test where I loaded a long term save, used dev tools to add a vest, and when I save/quit, I get console showing errors. It's not at all obvious to me how the errors relate the vest, but it sure looks like the vest in the colony caused an issue. I've got something I can work with now.

I'm unlisting the mod while I figure this out.
Randolph Cherrypepper  [author] Aug 11, 2021 @ 8:37pm 
Hmm. Thanks for the report confirmation.

I'm really not sure how to proceed without being able to reproduce the problem.

It's interesting that having the mod installed does not impact the save, but having the vest in game causes an issue. Seems like the issue would be related to the XML somehow?
TENb Aug 11, 2021 @ 9:00am 
P.S. I had one base. But there is also a mod "Factional War"
TENb Aug 11, 2021 @ 8:58am 
In my sad experience, I also found out that this mod breaks the save. Immediately after I bought this vest from a merchant, I could no longer load my saves made from that point on. Even if you delete this mod, all the saves that were after I picked up the vest are already broken. It's good that I only lost about 15 minutes of the game. But someone plays with only 1 save))
Most likely it's a mod conflict, but I couldn't figure it out from the log. I will only assume that this is a conflict with the "Remote Tech" mod. But I probably won't check it :D
Randolph Cherrypepper  [author] Aug 7, 2021 @ 1:52pm 
I never tested with multiple bases. As for why? I'm really not sure. I can't imagine how this mod would affect a save game. If you go to options and enable dev mode, there will be some buttons along top. Click the far left button to see a log. Load the game and check the log. It might give a better indication of which item or mod or whatever is causing an issue.
Grannybasher Aug 7, 2021 @ 1:26pm 
Ok, So I found out the hard way, that having these stored in your base and then saving/reloading will render that base unusable.. It just disappears and you can no longer interact with it or it's inhabitants. Is there any reason you can think of as to why this has occured, as I really want to use these vests for raiding :D

(This happens if you have multiple setllements, I've not tested it in a play with only one settlement, My main game atm has multiple settlements, And I just lost 2 of them.. Luckily I had back-up save files from before this mod, and was able to recover my bases.)
Robo Aug 6, 2021 @ 2:55pm 
Excellent, thanks for replying. Great mod by the way!
Randolph Cherrypepper  [author] Aug 6, 2021 @ 1:08am 
Robo, yes raiders can spawn with vests. There's an option in mod options to enable or disable spawning suicide vest on raiders. Can they use it? Not yet. There is a chance that they can blow up when taking damage, which can go bad if they're near your walls or pawns.
Robo Aug 5, 2021 @ 11:12pm 
Is it possible for raiders and other non-colonists NPCs to spawn with and use this?
condottiere Jul 22, 2021 @ 7:06pm 
Ha ha, I hope you find a happy way for it to come together with maximum coding ease and minimum effort.

Also, there is a suicide bomb zombie in Brainz's Zombieland. I haven't played it in a while, but IIRC it gives off a blinking red light and audible beep, that both increase in frequency as it arms and prepares to blow. It can be detonated both by shooting/killing the zombie, or when it reaches melee range with its target. Perhaps that might also give you a code snippet idea.
Randolph Cherrypepper  [author] Jul 22, 2021 @ 6:54pm 
@condottiere that could work, for sure. I am really proud of keeping this fully apparel, but interestingly enough, the XML of the suicide vest does contain a projectile definition. I don't recall why it was necessary, just that is what mortars were and they blew up when you hit 'em.

Maybe there is a tricky way for the AI to "shoot" the vest, especially after the Royalty DLC added all those extra abilities and whatnot. Might not even need a short range, just some ability tied to blowing up the vest.
condottiere Jul 22, 2021 @ 6:40pm 
@Randolph and @qux: This would be a complete hack, but Borderlands: The Rim has a "suicide grenade" pipe bomb that has a weapon range smaller than its blast radius. This way, a Scav raider runs up to throw the bomb at range 2, then gets caught in his own blast (radius 5 or 6, whatever).

I realize the vest is already an apparel, but perhaps you can bash/hack a workaround with a "suicide C4" throwable grenade weapon with 0 warmup time, 2 cooldown, range 1, and 1 delay on detonation. Or some variation of that, to trap the suicide pawn in its own blast, as well as to give players a 1 second chance to experience the sinking sensation of seeing the blast coming.

Or 0 delay on detonation if you want it to go off immediately, of course.
Kangz of Memphis Jul 20, 2021 @ 11:29am 
Please ensure utmost ideological compatibility for.....erm you know what.
Randolph Cherrypepper  [author] Jul 18, 2021 @ 10:45pm 
updated for v1.3, along with related mods Remove from Anything and Apparel Gizmos from Comps.


Next steps (which might take me a year to actually look into): AI trigger the vest.
Randolph Cherrypepper  [author] Jul 16, 2021 @ 9:49pm 
Thanks for the tip @killgaet. I found that mod and they link to open source code on Github (username TorannD). One of the projects is called "AI Pawn Controller", "Add abilities to any pawn using a utility comp ". No documentation, but I will have to look at that more closely. This comment is also a note to self, hence the excessive detail.

However, first priority is update for 1.3. It's probably easy, but I haven't looked into it at all yet.
killgaet Jul 16, 2021 @ 4:21am 
Hey, for the usage of abilities by AI, i just thought about it, but maybe looking how AI triggers "A Rim Of Magic" abilities and kind of making it the same?
that's just a thought of course idk how feasible it is.
JaJe Jun 13, 2021 @ 3:45am 
This mod is great with simple slavery mod. Use your slaves as cannon fodder