RimWorld

RimWorld

Packs Are Not Belts
261 Comments
Turnovus  [author] Nov 26 @ 8:23pm 
@IKM
It's from the old Rim-Effect mod by the Vanilla Expanded team. I think the mod was discontinued a while back, but there might be a continued version somewhere. I haven't been keeping up with it myself.
IKM Nov 26 @ 7:34pm 
what armour is that
The Dutchman Nov 25 @ 8:33pm 
@gunns22 Stop using Rimpy. Its outdated and abandoned. Use Rimsort
gunns22 Nov 11 @ 11:42am 
No fecking clue what went wrong, but when I tried to unsub and resub this mod today, RimPy would lock up and die every time I tried to do it in-RimPy. Not only that, but RimPy couldn't download a fresh copy while the one I had tried to delete still existed. I had to go into my game files and delete this mod manually to download a fresh copy. Words cannot describe my confusion.
Stoa Nov 10 @ 5:28pm 
Great Mod. Suggest adding cerebrex node to the mechanitor option.
mr.Brain Oct 11 @ 1:06pm 
Hey @Turnovus, thank you for a great mod!

If you're interested, it'll be great if you added backpacks from Toolmetrics Redux , and anything else from that mod, as it brings a LOT of utility stuff.

Thanks again!
XelNigma Oct 11 @ 1:36am 
Mod incompatibility: 'Animal Apparel: Framework'

It changes the shieldbelt to torso as well as many other areas so it can be equipped onto animals.

Its a shame I cant use both mods, but I never use animals any way.
Richy Sep 9 @ 5:10am 
I'm a bit confused by:
Equipment ignores damage - If enabled, apparel on the equipment layers will not take damage in combat. Mod compatibility is not guaranteed.

does this mean the apparel below the torso utility item does not take damage, but the utility pack does? My mechinator bandwith pack disappeared/got destroyed, and im wondering if it soaked up all the damage instead of the torso apparel. I dont want it to happen again since my mechs go haywire and i dont have the signal chips to replace it immediately
PepperCat Sep 1 @ 3:55pm 
Didn't see that before!! thank you so much, just tested it and it works perfect!
Turnovus  [author] Aug 31 @ 8:48pm 
@PepperCat
There is currently an option in mod settings for all artifacts to have their own layer, which allows them to be worn with anything.
PepperCat Aug 31 @ 8:39pm 
Hello! Would it be possible to also add Lances to the Torso instead of belt? Shock Lance, Insanity Lance, etc etc
Love the mod btw!
Turnovus  [author] Aug 22 @ 10:02pm 
I'm not sure why some people are having issues with the cerebrex node. A patch exists for it, and it appears to be present on the current Workshop upload.

To anyone having this problem: Is the hunter pack affected as well? Both packs are patched by the same file, so an upload/download issue would affect both. Do you have any other mods that alter the cerebrex node?

If you are having this issue, you can try verifying the integrity of RimWorld's game files, which should force any outdated Workshop items to update. If that doesn't work, try unsubscribing from the mod, waiting for Steam to finish updating Workshop content, then resubscribing.
Sinsei Aug 20 @ 2:50am 
Would it be possible to change the cerebrex node (the one from one of the odyssey endings) from waist to torso or something? I wish i could use it together with a shield belt.
Azure Aug 18 @ 2:01am 
They have their own webbings
Azure Aug 18 @ 2:00am 
Could you please add support for the 141 taskforce and ranger mod accessories too? They are made by the same modder of rimmunation so I really want to combine them together.
Gildiarz Aug 17 @ 9:18am 
Nice! thanks!
Turnovus  [author] Aug 17 @ 9:10am 
@Gildiarz
It is. The table in the description is very outdated.
Gildiarz Aug 17 @ 6:54am 
Is Vanilla Apparel Expanded — Accessories supported?
AAA Aug 14 @ 12:20pm 
Bags Packed Balanced and Vanilla Apparel Expanded Accessories?
The_Gaminator_ Aug 12 @ 4:57am 
i might need to take it off and re-equip it, or dev mod in a new one. haven't tested in a few days. thanke you for letting me know
Turnovus  [author] Aug 12 @ 4:52am 
@Azure @The_Gaminator
It should be on the torso, a patch exists for it and it appears to be working on my end. Not sure why there would be issues with it on your end.
The_Gaminator_ Aug 12 @ 4:13am 
right now, it is not. i would like it to be added as well
Azure Aug 11 @ 4:51am 
Is the cerebrex node also included?
Darjeeling_ Aug 10 @ 6:08am 
thank you
Turnovus  [author] Jul 30 @ 5:59pm 
@Jet
In the base game, just the shield belt. Though you can make smokepop packs behave like belts by enabling the "legacy smokepop pack" mod setting.

Vanilla Apparel Expanded is supported by this mod and adds a few "true" belts.
Jet Jul 30 @ 4:55pm 
What are some equipments that still use the waist layer?
Tannheuser Jul 27 @ 2:35am 
@Turnovus

Hi friend! I'm using this mod alongside Rimmu-Nation, but when I enable the Tactical Layer option for Rimmu, my pawns end up wearing several layers of the same gear. It's like it doesn't disable the original vanilla layer.

https://imgur.com/gallery/packs-are-not-belts-rimmu-AYoEGQS

Maybe I'm missing something here, I've only played the game for about a week.

Thanks for a great mod!
Avakim Jul 25 @ 10:30pm 
RIMSide NSO Combat Armors
pls
Turnovus  [author] Jul 23 @ 8:13pm 
@Crazy Dog
This has been added in the latest patch. Try verifying your game files to make sure the update applies. The mods menu should display mod version 2.4.1.
Crazy Dog Jul 23 @ 7:26pm 
^^ Fix for VAE
into the VaeAmmunitionLayerPatch.xml file pls change PacksAreNotBelts_Tactical to PacksAreNotBelts_Ammo. This solves the missing texture.
Croctus Jul 23 @ 1:24pm 
Thank you very much!
Turnovus  [author] Jul 23 @ 12:39pm 
@Croctus
Should be fixed now.
Turnovus  [author] Jul 22 @ 4:00pm 
@Deggial
It may be an issue with Steam's content delivery, given recent issues I've been having. Try validating the game's files, or unsubscribing and resubscribing. That should force Steam to download all of the required files.
Croctus Jul 22 @ 2:46pm 
Hello, I have found the problem with Vanilla Apparel Expanded Accessories. The layer is set to PacksAreNotBelts_Tactical instead of PacksAreNotBelts_Ammo in the VaeAmmunitionLayerPatch.xml file. This solves the missing texture. Figured that wasn't intended from what it says in the mod options. Just wanted to let you know if you wanted to implement this change.
Deggial Jul 22 @ 10:54am 
Hi Turnovus,
what could be the reason my pawn is unable to wear the 'Masterwork' jump pack alongside a shield belt (a normal one, not the ranged version added by the VE mod)?

Fixing this limitation is the purpose of this mod, or have I overlooked something?
Turnovus  [author] Jul 22 @ 9:24am 
@Imranfish
Thank you. It doesn't seem to support the version of Linux I'm running, but that's what I keep the Windows laptop around for.

Bloat files should be removed now.
Imranfish Jul 22 @ 1:22am 
@Turnovus Try using the PublisherPlus mod
Turnovus  [author] Jul 22 @ 1:00am 
@Gerewoatle
It should be feasible to remove the source files, but I need to figure out a way of doing it properly first.

As for Rim-Effect: It won't be immediately compatible unless the new version uses the same package ID and def names. I'll look into it when I can.
Gerewoatle Jul 22 @ 12:32am 
May I politely ask if it would be feasible to remove the 242 MB source folder?

And an additional question that I don't think has been asked yet - do the settings for the Rim-Effect ammo belts effect the Renegade/Legacy versions of Rim-Effect being maintained and expanded by Neronix17 and their team?
L. Velociraptor Jul 21 @ 10:17pm 
I used a mod [FM] Apparels and Weapons Fixes that adjusted the layers, restored Vanilla Expanded Armour/Apparel cut content, did some light balancing, and retextured some stuff. Supported a lot of mods for the XML layer patching.

What you've got going is pretty close, honestly, and I'm not sure if Farx will be returning to modding. I don't have any say, of course, just a fan of both mods... so I wanted to suggest maybe incorporating some of those changes or supported mods into your mod options, kinda make yours a "all in one" apparel layer tweaks mod like some of the other tweak bundle mods?

Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3222566093

Totally understand if not, btw, just figured I'd suggest it as I really like your mod and would love to see more tweaks like this. Thanks for the great mod! :)
Ferty Jul 21 @ 12:56am 
Hi, I believe it makes Mercer's backpacks wearable while not increasing carrying weight
Zoe, the Bad Wolf Jul 13 @ 1:08pm 
Thank you do much for the update, Turnovus!
OmegaEntertainment Jul 8 @ 10:51am 
@Turnovus

♥♥♥♥♥♥' based, man, thank you.

My beyond-Ultratech colony that includes a thirty-one man program of clone supersoldiers was ever so slightly inconvenienced by the inability to wear Deadlife and Disruptor Flare packs with T3 EMPResist Ranged Shield Belts. Wheeze
Turnovus  [author] Jul 8 @ 6:43am 
@OmegaEntertainment

Anomaly support is now live.

I will now be moving on to adding 1.6 support, for this and all of my mods.
OmegaEntertainment Jul 7 @ 12:57pm 
Hi, sorry to bother you, but I'd like to request that the mod be updated to provide compatibility with the Anomaly DLC (specifically the packs added by it).
C0lin2000 Jul 6 @ 2:44pm 
Maybe ask mile for updating it
Evono Jul 5 @ 5:30pm 
is 1.6 planned please?
giosuepolato1 Jul 5 @ 3:58am 
when will 1.6 be added?
ozfresh Jun 28 @ 3:44pm 
Is this supposed to be loaded right at the top of the mod list? Because that's what auto sort is doing