RimWorld

RimWorld

Vanilla Apparel Expanded — Accessories
818 Comments
Pfc. Hungry P Tiredman Apr 29 @ 10:20pm 
Alright, I figured it out. For anyone wanting to do it manually, find your Workshop folder inside your Steam library you have Rimworld in. Go to the folder with Rimworld's AppID, which should be 294100. There will be a folder with the id of this mod, contained in the URL of this page. Find the folder for your game version, go to Defs/ThingDefs_Misc and open Apparel_Utility.xml. From here you want to search for ExplosiveBelt then go to the line above it, and begin selecting whole lines from the one starting with: "<ThingDef ParentName" down to the closing line of the Def, which should be a line that reads: </ThingDef>

I'm unsure how destructive this is, but I'm no longer able to find any explosive belts in the dev menus so I will assume this works, and update accordingly if I run into any game-breaking bugs. Do this at your own peril.
Pfc. Hungry P Tiredman Apr 29 @ 5:02pm 
Assume me with my ridiculous amount of hours on this game is a new guy, is this just a Notepad procedure? Where should I look for this file? Is there a guide for this? I ask because there are others out there who apparently want this information, so it should be made accessible.
Realm Imp Apr 21 @ 7:11am 
edit xml file and remove the line that mentions explosive belt
Pfc. Hungry P Tiredman Apr 14 @ 10:15pm 
Yet another person complaining about explosive belts, Cherry Picker is no longer being maintained so I can't just easily fix this myself. I want to do melee, but against industrial or higher factions it's practically impossible unless I fucking pixel-hunt for the stupid things. Every faction industrial or higher seems to use them to at least some extent, and frankly I'm sick of them. Either give a way of disabling/countering them, like making them EMP sensitive or I really need somebody to tell me an alternative to Cherry Picker.
Sverd Apr 8 @ 2:10am 
@Gerewoatle I'll look into it, though with plasma swords many of my melee fighters are unfortunately a bit too proficient at cutting heads clean off

@Realm Imp Cherry picker is pretty broken at the moment sadly
Realm Imp Apr 7 @ 4:47pm 
@Sverd use cherry picker and block the item
Gerewoatle Apr 7 @ 2:50am 
@Sverd - Use a mod that disables the "Death on Down" chance and you'll get dramatically fewer instant explosions. Then just strip the still-living raiders before executing or capturing them.
Sverd Apr 6 @ 10:42pm 
The explosive belts are.... very, very annoying. I get that it's thematic for filthy deserter scum to strap themselves up and explode when fighting imperial pawns but the fact that they explode instantly upon death means that in practice you just simply cannot fight deserters in melee ever/ Sending in melee pawns, even high level ones with excellent armor, is basically a guaranteed death sentence. Yes, you can check each pawn to see if they have a belt, but for the ones that do, it's essentially use ranged or gtfo.

If any adjustments are being considered it would be vastly improved from both a lore and gameplay perspective if instead of auto-exploding upon death, explosive belt wearers had to spend a second triggering their belts to explode while conscious, meaning that melee pawns could still kill explosive belt wearers either by killing them extremely quickly or being agile enough to get out of the way during triggering.
Conecall Mar 31 @ 2:02pm 
so im clearly not as smart as @superaim, just instantly clicking the link :steamhappy: but he do be right, i get the same error, being i think the miniturretpack using the same id as CombatExtended.Verb_LaunchProjectileStaticCE (whatever that is - probably a safe bet, its from the combat extended mod i installed tho :steammocking: ) - but the errors only appear when loading into a save, in dev mode - no errors loading in without devmode
superarim Mar 31 @ 8:12am 
don't click unknown links below V
separat.mn Mar 28 @ 8:12am 
https://files.fm/u/pq6hzth8v4
Hi. I have 2 significant errors after the last update. They are related to vaea apperel mini turrent pack but I also read that it may have something to do with the framework. After 1 be I can force production on crafting tables for my pawns. After clicking the mouse right on the table no list is displayed. After 2 in dev mode when I try to use spawn thinks no list is displayed and I get errors
Jiamil Mar 26 @ 3:01pm 
+1 Ranged shield belt is tagged Medieval. Just found out in my medieval run and was quite confused. @hawkache: Not sure if this helps you, but you can override tech levels with "World Tech Level" to make it non-medieval
hawkache Mar 25 @ 1:38pm 
hello, why is ranged shield belt medieval level tech? i dont think that this should be, maybe is problem on my end, thanks
Alpharius Mar 12 @ 1:27am 
OKAY OKAY OKAY, SO
I found a teensy weensy little issue where tribals tend to be carrying ammo packs for some reason? Instead of their normal quivers. I'm not sure what the problem is with this BUT I tried poking around and couldn't find anyone with the same issue. Hugslibs didn't help me when I looked through it, but I could just be a moron.
Thanks again, love your work.
Oenus Mar 9 @ 10:47pm 
Not sure if this is a compatibility issue with this mod and another or if there is an update that shifted something (could be specific to my mod list as well), but Mini Turret Pack throws an exception when trying to craft. It seems to be a Null Reference. Other items seem to be able to be crafted fine, and other items from the bench itself (other than Fix Component, it now creates components, which is also weird, but possibly unrelated). There was a small update to the Workshop Content when I loaded up today (I'm not sure how to know what updated most recently), but just in case it was connected to the Vanilla Expanded stuff, I wanted to mention it!
Rol4 Feb 27 @ 4:08am 
Mini turret pack not working i can only manually shoot it one time after drafting into battle it doesn't fire automatically
Terminator™ Jan 29 @ 10:08am 
Do mini-turret pack intentially count as ranged weapon for melee pawn to upset them (like -10 for carrying ranged weapon)?

And a memo: These belts actually spawn on enemies (description is probably outdated).
1322837 Dec 31, 2024 @ 7:54am 
What does quality do for stuff like medicine bag/tool belt/etc?
Eyeless Deceiver Dec 24, 2024 @ 10:11am 
Sanicek, the mod description says the belts are not added to enemies. Is this changed then?
Oskar Potocki  [author] Dec 3, 2024 @ 11:11am 
Let me rephrase: Light sources cannot be put on moving objects without a major performance impact due to light grid updating every tick.
zeus57007 Dec 3, 2024 @ 1:52am 
FCP Ghouls disagrees with you, as well as the mod Handy Lantern, and a 1.3 mod, Flashlights
Oskar Potocki  [author] Nov 27, 2024 @ 2:03pm 
Light sources cannot be put on moving objects.
Elmano Nov 27, 2024 @ 1:18pm 
What about a belt lantern? that you can refill using chemfuel to create a light source when your pawns are on the dark, could be very usefull for miners
Ténome Nov 26, 2024 @ 8:46pm 
Hello, my colonists no longer automatically change their accessories.
sanicek Nov 21, 2024 @ 4:11pm 
Explosive belt is just plain dumb especially when combined with stuff like zombies or VRE Androids. I'm sorry, I'm not going to check every dying pawn from a 10k point raid, I right click the finished command and "Finish off all downed creatures". Removing the xml defs or cherry picker it is then.
ShadowX116 Nov 17, 2024 @ 3:43am 
@Beef I figured it out. The no research needed tag in the image is incorrect. Quivers are unlocked with the Recurve Bow research, which is not auto-unlocked in many cases. It can be crafted at smithies and Crafting Spot/Bench.
Mask of Humble Nov 13, 2024 @ 4:32am 
Anyway we could get a Utility belt that combines the shield belt in the middle, the medical belt to the left or right and the ammo pack on the other side, because me personally I'd have a much utility as I could if I was kitting my self up, I'd use a shield belt and just attach a ammo pouch and a med bag to each of my hips
ShadowX116 Nov 13, 2024 @ 2:24am 
It isn't in the smithy either. Apparently only Tribal starts can make quivers, and I don't know why. There's no config option for this mod, and Cherry Picker shows that the item and recipe xmls are enabled.

I guess if I do any start other than tribal, I'll just have to add quivers to the starting drop pods.
ShadowX116 Nov 12, 2024 @ 5:38pm 
Right, now I'm confused. I did a tribal start, and they can make quivers at a crafting spot, but my naked brutality saves can't. :DSTskull:
ShadowX116 Nov 12, 2024 @ 4:21pm 
Huh. I didn't really think about that because it's a leather item. Thanks!
Beef Nov 12, 2024 @ 9:25am 
@ShadowX116 You can't craft them on those stations, you can craft quivers on the electric/fueled smithy.
ShadowX116 Nov 8, 2024 @ 11:24pm 
Quivers don't appear to be craftable. Neither the Crafting spot, (electrical) Tailoring bench, or Crafting Bench have the option to make them. Not sure if it's a mod order thing, but the Backpack and Banner show up in those bill lists just fine.
Kelven Nov 1, 2024 @ 6:05pm 
I'd like to 2nd the request from @Hawk Two to be able to hide the accessories from being displayed on the character sprites.
Crimson Shadow Oct 18, 2024 @ 2:15pm 
could you mabye make it the exploding belt does nto detonate if they are in a bed becuase its annoying me grabbing them and then them dying and killing many patients and docters
BloodySteel Oct 16, 2024 @ 5:49am 
Is there an option to hide all the accessories being displayed on your character sprite?
Felcat Oct 12, 2024 @ 6:20pm 
@ASS check out the mod cherrypicker for this. Allows you to turn off parts of mods I had literally the same request and cherrypicker solved it
ASS Oct 6, 2024 @ 1:57pm 
how to remove explosive packs from zombies? it seems wrong that they know how to detonate explosives...
SonOfNitrous Oct 4, 2024 @ 10:38pm 
Setting up my modlist and getting startup error with dualwield + VAE_A
submitted report via form

my log >>>
https://gist.github.com/HugsLibRecordKeeper/2c2a98f35c39632b7f9260f588bbded4
odinmobi Sep 28, 2024 @ 7:06pm 
hello there all of a sunden across the saves i have the mini turret backpack is like HUGE! aha! like big dude like guns look that this back pack and are like dammmn thats a big gun lol any help
Pappi_Rabbi Sep 12, 2024 @ 4:03am 
anyway to remove visibility
Ωats Sep 12, 2024 @ 12:55am 
there's a overlap issue with the backpacks in this and the turret packs from anomaly
Fredini Sep 3, 2024 @ 10:09pm 
@Gerewoatle it is absolutely not fine, it makes a lot of raids an absolute nightmare - especially sniper raids as you cannot deal with them in close quarter anymore. This mod made me download cherry picker to remove the explosive belt and the backpack turret
mrChips Sep 2, 2024 @ 12:52pm 
I wouldn't call this a bug so much as a very-edge case, but it's possibly unintended and was most certainly very funny once I figured out what had happened.

This pawn arrived in a trade caravan equipped with an explosive belt:

https://steamcommunity.com/sharedfiles/filedetails/?id=3322982831

I guess he refused to accept it was time to retire and decided to go on one last mission, because he was in his seventies and after pitching up in my crop fields he dropped dead from a heart attack and exploded:

https://steamcommunity.com/sharedfiles/filedetails/?id=3322982859

I have no objection to the explosive belt as a concept, but should civil outlander traders be packing these? Do they have a distinct equipment pool vs pirate raiders etc? Obviously they don't draw the player's attention like an active threat and I don't think he generated a medical emergency notification either, so the first I knew about it was the bang.
Knolsman Aug 31, 2024 @ 8:22pm 
Hey there @author, just informing you that the comments indicate that the accessories are spawning on enemies, but in the FAQ section above it still says they do not (" but if it’s a popular request, we might make it so"). Should probably be updated, thanks for the hard work though :steamthumbsup:
Gerewoatle Aug 31, 2024 @ 3:41am 
@Fredini: The explosive belt is fine. Call it the price of negligence.
Fredini Aug 31, 2024 @ 1:33am 
I'm going to repeat myself; explosive belt is WAY too strong AND it is extremely hard to see
mydadJcole Aug 21, 2024 @ 3:12am 
Mini turret pack not working i can only manually shoot it one time after drafting into battle it doesn't fire automatically
deadmanreaper13 Aug 14, 2024 @ 3:14pm 
@Theocratical Goblin not really an issue with the belt, it seems to have done its job. your problem is that the operation applied the [DEAD] state prior to actually removing the organ, so they came back just to die a second time. given the operation results all happen on the same tick, the order of events usually doesn't matter, so its an extremely niche bug. the only fix would be to delay the belt activation by a few seconds.
steellll Aug 14, 2024 @ 3:59am 
@Theocratical Goblin, you are braindead
Fredini Aug 13, 2024 @ 5:10pm 
Explosive belt is way too hard to see for how impactful and dangerous it is