RimWorld

RimWorld

Vanilla Apparel Expanded — Accessories
843 Comments
szmtex Sep 16 @ 3:46pm 
So I just realized that pawns dont automaticaly switch to better quality backpacks but simply take them at random. Would it be possible to add some defensive stat to backpack that would scale with quality so that they would start doing that? Even something like 0,1 should have been enough
Balthazad Aug 20 @ 2:07am 
https :// snipboard. io/7w2kHr.jpg

why are my quivers, tails & ponchos so mispositioned on view-switch?
JJININDER Aug 19 @ 1:47pm 
Why my backpack and ammo pack isnt working
Jet Aug 15 @ 1:24pm 
@vladorio does that mod automatically mark raiders with explosive belts equipped or do you gotta do it manually?
Jack Smythe Aug 14 @ 4:19am 
There's definitely player uses for the explosive belt. I use it on slave soldiers, send them into melee and it's win win either way.
Vladorio Aug 8 @ 8:33am 
If you want to see each explosive raider, Useful Marks mod can help.
VillageGuru Aug 1 @ 8:50am 
Hey, I've got 2 ideas that could be added to this mod:
- I don't know if this has been asked before but could we get a spacertech or ultratech version of a turret pack ? Something that shoots lasers, rays
- Could we get something along the lines of a personal defence system ? What I have in mind is a backpack that would shoot down grenades and/or rockets fired at the user
Gerewoatle Jul 28 @ 8:39pm 
The explosive belt isn't unbalanced, some people just don't like it. That's exactly what Cherry-Picker is for if you can't be arsed to tweak it in any other way.
Slice of Thanatoast Jul 28 @ 8:21pm 
And it kind of sucks to rely on cherry picker to fix the balancing on these mods because currently cherry picker doesn't not work fully.
Horhyzon Jul 27 @ 4:47pm 
Did the ammo pack north and south texture double in size?
Omega13 Jul 27 @ 12:53am 
Yeah, agree on the the explosive belt. That item single handedly makes me regret downloading this mod. It's textbook bad design. I don't wanna check every single enemy to see if they're wearing one of these things. It's obnoxious for enemies that don't have to worry about surviving the fight and useless to the player.
mabo404 Jul 24 @ 6:27am 
+1 on the Explosive Belt being the most abusive invention ever added to a mod.
Compare to grenades - they are thrown, they are shown, they have their own sound, you have a moment to respond. Explosive Belts? None of these signals.
Its just rude and insulting to the player, and adds a layer of micro management which is neither fun nor interesting.
I downloaded Cherry Picker specifically against this.
Dust Jul 22 @ 5:03pm 
@Hound Until you find an answer, also make sure to exclude them from your colonists outfits. Its automatically on and I had more than a few problems for pawns filling their slots with bomb belts.
Hound Jul 20 @ 9:53am 
Is there any way to stop explosive belts from spawning on people or just remove them? They are incredibly annoying and common enough to problem comes up a lot. Not to complain but I really need help and I dont see an option to remove them.
Oskar Potocki  [author] Jul 17 @ 3:18am 
I am posting this message across all of our mods because many people seem to have forgotten about it:

- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
Doc Jul 16 @ 9:51am 
For some reason, backpacks stopped working all of the sudden
CelilK Jul 14 @ 11:09am 
uptade pls
ImTheLichBruh Jul 13 @ 4:03pm 
will add this in my game asap
Seiunsu Jul 12 @ 4:58pm 
Do mini turret packs work in 1.6?
t0m4s1t0 Jul 11 @ 2:19am 
Great mod but the explosive belt makes drop pod raids a nightmare.
ASMR gaming Jul 1 @ 3:38am 
1.6 update ?
MyBfSayMeNoob Jun 12 @ 1:14pm 
Can i please make enemy dont spawn with those item ?
Prikki Jun 11 @ 12:01pm 
@RandomHero The ranged shield belt is weaker than the stock shield belt
Its Shield Max Energy stat has a base value of 90%. The stock belt has a base value of 110%. 22% more maximum shield strength! While they both have the same base recharge rate of 13%/s, since the stock belt has a greater maximum, then the stock belt will recover more HP per second in order to fully recharge just as quickly as the ranged variant.
Do correct me if I'm wrong!
.:Kemauri:. Jun 8 @ 9:51am 
@RandomHero then dont craft and use it then?
RandomHero May 18 @ 2:38pm 
I've mentioned this before here, but it feels like cheating to use the Ranged Shield Belt when it has the same material cost as the regular (melee-only) shield belt. It should cost more or have some other drawback. There is literally no reason to use the original shield belt with this version. Maybe have it cost advanced components instead of regular components? I believe the intention behind these mods is not to change the power balance of the game, and this change would help that goal.
pretenspiration May 4 @ 7:22pm 
Getting a graphical error with the ammo belt on 1.5, admittedly a large modlist. Log: https://gist.github.com/HugsLibRecordKeeper/1a3a10aa496947701eb3b278016a5244 looks like it's trying to lookup a texture for ammopack_female which doesn't exist as separate male/female?
Pfc. Hungry P Tiredman Apr 29 @ 3:20pm 
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 @ 10:02am 
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.
girk Apr 21 @ 12:11am 
edit xml file and remove the line that mentions explosive belt
Pfc. Hungry P Tiredman Apr 14 @ 3:15pm 
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 7 @ 7:10pm 
@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
girk Apr 7 @ 9:47am 
@Sverd use cherry picker and block the item
Gerewoatle Apr 6 @ 7:50pm 
@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 @ 3:42pm 
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 @ 7:02am 
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 @ 1:12am 
don't click unknown links below V
separat.mn Mar 28 @ 2:12am 
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 @ 9:01am 
+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 @ 7:38am 
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 11 @ 7:27pm 
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 @ 4:47pm 
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 26 @ 9:08pm 
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 @ 3:08am 
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 @ 12:54am 
What does quality do for stuff like medicine bag/tool belt/etc?
Eyeless Deceiver Dec 24, 2024 @ 3:11am 
Sanicek, the mod description says the belts are not added to enemies. Is this changed then?
Oskar Potocki  [author] Dec 3, 2024 @ 4:11am 
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 2, 2024 @ 6:52pm 
FCP Ghouls disagrees with you, as well as the mod Handy Lantern, and a 1.3 mod, Flashlights
Oskar Potocki  [author] Nov 27, 2024 @ 7:03am 
Light sources cannot be put on moving objects.
Elmano Nov 27, 2024 @ 6:18am 
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 @ 1:46pm 
Hello, my colonists no longer automatically change their accessories.