RimWorld

RimWorld

ETRT: Tribal Apparel
179 Comments
Marty in the multyvers May 8 @ 4:17pm 
1.5
Elmano Mar 19 @ 5:12am 
please I beg! update it! *cries*
HIVEMIND Feb 1 @ 5:14pm 
so whats goin on now
TheNamelessOne Aug 30, 2024 @ 8:21am 
Would you consider handing this mod off to someone who will keep it up to date?
ZX Zero Aug 10, 2024 @ 1:35pm 
Yes some of code have changed in 1.5 and break a lot o hair and apparel mods, something with draw rendering of pawns
Evil Tactician  [author] Aug 10, 2024 @ 11:17am 
I don't own the last two expansions and haven't played for some time. There shouldn't be any reason why the headgear doesn't show, unless something has changed in the code / item definitions of the vanilla game?
TurtleShroom Aug 10, 2024 @ 11:02am 
Why doesn't it show the headgear? There wasn't much changed in that department.
elishamalisha Jul 9, 2024 @ 7:07pm 
This is my favorite clothing mod, hands down. Beautiful. Unfortunately, the 1.5 update doesn't show any of the headgear anymore, but it does still show the fur coat/desert robe, in case it's worth it to people.
TurtleShroom Jul 6, 2024 @ 1:13pm 
Will this Mod be updated?
TheNamelessOne May 23, 2024 @ 9:35am 
1.5 update please?
lol May 12, 2024 @ 12:00pm 
Are there plans on 1.5 update?
Evil Tactician  [author] Apr 5, 2024 @ 1:55am 
Thanks for the feedback @Darkmoon.

I've not played for quite some time, and in fact don't own BioTech so I've not gone back for another balance pass. I'll consider adding these changes as part of any future update!
Darkmoon Tanit Apr 4, 2024 @ 8:54am 
Don't get me wrong I love this mod, it's a must for any tribal playthrough.
Darkmoon Tanit Apr 4, 2024 @ 8:36am 
imo this needs to be rebalanced. Now the wolf and deer hats are strictly superior to the fur hat: lower material cost, same protection, and additional bonuses.

I've personally edited some values to be more inline with vanilla apparel but still keep the variety of the mod:
- Fur coat: 100mat (instead of 150). it still has better cold resistance and slightly more sharp armor than dusters and keeps its small speed debuff, now it acts like a decent light armor for tribals without being completely overshadowed by vanilla gear.
- Desert robe: 0.2 sharp armor like the parka and removed flat buffs. it's now better than the duster for heat but slightly worse for everything else but still cheap to make.
- Desert wrap: closer to the cowboy hat in stats but still better for heat.
- Wolf and Deer hoods: now cost 50 mat like the fur hat and various special vanilla gear.
- Spider and scarab helms now cost 55 mat
Evil Tactician  [author] Feb 26, 2024 @ 11:57am 
That is odd. If you find out any further details, please do report them!
✶ Fitz001 ✶ Jan 30, 2024 @ 2:39am 
Odd one, it says I need to he tribal in order to set certain ideology apparel. Understandable. But I very much am tribal and its still greyed out
Evil Tactician  [author] Dec 9, 2023 @ 3:17am 
@dogchow
(Replace the start of these paths with where YOU installed Steam, below is the default for most people - but mine for example is in D:\Steam )

1. Navigate to your steam workshop folder for RimWorld specifically:
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100
(RimWorld is 294100)

2. This mod is in folder 1544558250

3. Edit the files.
In your case you want too look herre: \1.1\Defs\ThingDefs
ET_Tribal_Apparel.xml

Open it with Notepad++ or something equivalent.

For the social impact -- <SocialImpact>-0.07</SocialImpact>
To remove it, just delete that line altogether.
Evil Tactician  [author] Dec 9, 2023 @ 3:09am 
@caca are you... tribal? That is required.
Nathan Gigglefart Dec 8, 2023 @ 9:55pm 
i cant craft the tribal hoods
Rebeldaughter Aug 13, 2023 @ 5:29am 
How do i do that
Evil Tactician  [author] Apr 12, 2023 @ 11:05am 
To offset other bonuses + they are very good at insulating vs cold or heat.

If you don't like it, just change the files, or use a different hat! :)
Rebeldaughter Apr 11, 2023 @ 6:25pm 
why is there a minus social off set
Evil Tactician  [author] Nov 12, 2022 @ 7:03am 
Updated for RimWorld 1.4
Michiko Oct 24, 2022 @ 5:29pm 
Hi, any chance for a 1.4 update? I know this might work just fine anyway but it'd be nice to not see a version mismatch warning heheh.

No rush tho! Love the mod!
Evil Tactician  [author] Apr 17, 2022 @ 3:09pm 
My pleasure, it's much easier than people think to make alterations.

It's even easier when modifying a mod, as you're dealing with far less files so the changes you want to make are much easier to find.

Hope you have fun! Tribals <3
Evil Tactician  [author] Apr 17, 2022 @ 1:03pm 
You could edit the XML files, it's relatively easy :)
Evil Tactician  [author] Mar 1, 2022 @ 9:50am 
Glad it's sorted :)
Thetaprime Mar 1, 2022 @ 8:46am 
Jackpot! You have to load this before Roles Apparel Unlocked. Also, I had a file lock on the old workshop folder for your mod and it wouldn't update until after a reboot.
Evil Tactician  [author] Mar 1, 2022 @ 7:02am 
Odd, I'm definitely not getting this even with both mods enabled, so it's a bit hard to track down.

If you have Hugslib installed, press CTRL-F12 once you're in the game with the error. It will give you a shareable link with much better error reporting.
Thetaprime Mar 1, 2022 @ 2:41am 
I unsubbed, resubbed, restarted Steam and am still getting those 3 errors. I'm going to search the workshop mod folders in the Steam directory for some of the strings in the error and see if I can turn up another mod that might be conflicting.
Evil Tactician  [author] Mar 1, 2022 @ 1:40am 
Hopefully that should be fixed now.
Thetaprime Feb 28, 2022 @ 3:15pm 
No errors without the mod loaded though.
Thetaprime Feb 28, 2022 @ 3:14pm 
Ok that's weird. 3 XML errors now.

https://pastebin.com/zgNzAhC3
Evil Tactician  [author] Feb 28, 2022 @ 12:49pm 
Would you mind trying now? I just published a hotfix which *should* resolve this.

I've also added a load-order rule, so RimWorld should warn you if the mod is loaded in the wrong place vs Hats & Rags.

I wasn't getting an error even before this myself, but I am very positive on what was causing it for you. (Both mods tried doing the same thing to a Vanilla RimWorld def)
My mod has a conditional check implemented to see if the node already exists and then works around it.
Thetaprime Feb 28, 2022 @ 12:45pm 
I guess I meant thanks for the quick service. I'll take fries and a large drink with that :D
Evil Tactician  [author] Feb 28, 2022 @ 12:02pm 
Don't celebrate yet! But I'm working on it!
Thetaprime Feb 28, 2022 @ 11:55am 
Hey thanks for the quick fix!
Evil Tactician  [author] Feb 28, 2022 @ 11:51am 
I will push a patch in a few minutes, once it is live - please try loading my mod *after* Hats & Rags and then it should in theory be resolved. Unless you have more mods which touch this, but my mod would no longer be the problem as it checks whether or not that node exists before adding it.
Thetaprime Feb 28, 2022 @ 11:46am 
Oops lol. My first time using pastebin. It's set to public now.
Evil Tactician  [author] Feb 28, 2022 @ 11:40am 
Thank you, can you set that to public please? It's private right now.

I'm currently testing this and don't get the error myself regardless which of the mods is loaded first. I have a fairly good idea what could be causing it, but I cannot test a fix when I do implement one as it already works fine for me even with both mods....
Thetaprime Feb 28, 2022 @ 11:33am 
Evil Tactician, here is the error:

https://pastebin.com/x2rmF2bT
Evil Tactician  [author] Feb 28, 2022 @ 11:15am 
I'll take a look. I don't use VIE - H&R myself but both mods are likely patching the same thing. If/when you do report an error, a more in-depth log is very useful, though!
Thetaprime Feb 28, 2022 @ 10:25am 
I'm getting an XML error regarding PreceptRoleMultiBase after the update. It's a conflict with Vanilla Vanilla Ideology Expanded - Hats and Rags regardless of the load order.
Evil Tactician  [author] Feb 16, 2022 @ 2:21am 
I've just pushed an update which lets you pick the apparal for specialist roles in your ideoligion if you own Ideology.

As always, this works for Tribals only as this is Tribal specific apparal.

For example, the Wolf Hood can be set as preferred or required for your Leader, and the other apparel is matched to the roles they were designed for as well. (Deer hood for shooting specialist, etc.)

This does not remove any previous functionality. Anyone else can still wear these too if you desire.
мєкση Sep 29, 2021 @ 5:49am 
Yep that's it, thank you for the quick reply. I was playing as vikings from the vanilla expanded mod and had access to other animal headdresses which i had presumed were part of this mod. The ones from here look much better.
Evil Tactician  [author] Sep 29, 2021 @ 2:25am 
Have you tried a crafting spot?

The other question, are you tribal?
мєкση Sep 28, 2021 @ 6:07am 
Enjoying the mod but can't seem to find recipes in the bill menu for any of the hoods for some reason? They do exist as I found one on a raider.. it looks good and i would like to make my own :)
Evil Tactician  [author] Aug 6, 2021 @ 6:05am 
Like you said, they're almost twice as expensive to craft as more 'modern' equivalents you get access to later (Parka, Duster, etc.) but that doesn't mean the values couldn't be slightly tuned.

I'm guessing it's not been a big problem for most people as like you mentioned, it is the first discussion on it in 3 years :)

Always open to feedback or making changes, though. (Time permitting, I don't actively play RimWorld a lot right now.)
The values can be read within the mod files quite easily. If someone thinks they have a better set of values it's trivial for me to change it and provide an update.


Mr.M Aug 6, 2021 @ 5:01am 
Thanks for answering - the quality was normal to good on my apparel, but yeah after double checking i completely overlooked that it was heavy fur (better material, as you just said)

Considering it takes 150 material to make the coat it is rather balanced - just a bit weird that it also insulates against heat that good (guess its because of the tribalwear they are also wearing?)

But yes, its indeed rather low priority. I only brought it up because i havent seen it in the comments yet;
Evil Tactician  [author] Aug 6, 2021 @ 3:02am 
The desert robe is definitely slightly over-tuned (feel free to change it yourself), but the Fur Coat is very close to the values that a Parka has. That's just how the game works, I'm afraid.

The material you used to 'stuff' (craft) the clothing item has an enormous impact on the final result - the item itself normally acts as a multiplier to this. So if you've used a material which by it's nature is already extremely well insulating, these are perfectly normal results even in vanilla.

I will at some point add a balancing pass to the values, but this isn't particularly high on my list of priorities right now and the majority of people seem happy with it 'as is'. For now your solution if you find the values too high to either change them (which is dead easy to do) or to use a less insulating base material so the final value is less extreme.

There are some materials in-game which are extremely powerful. (Muffalo wool, Thrumbo fur, etc)