RimWorld

RimWorld

Eccentric Tech - Angel Apparel
228 Comments
Aelanna  [author] 18 hours ago 
@SC_Reaper - Oh yeah, I should probably do that. Thanks for reminding me! XD
SC_Reaper 18 hours ago 
@Aelanna No just those two really. I just checked your update notes and I can see you've already added it, which is wonderful. You didn't mention it in the mod description, so I wasn't entirely sure whether the properties had been added yet. Glad to see they're there.
Aelanna  [author] 19 hours ago 
@SC_Reaper - You mean something besides the vacuum and cold resistance?
SC_Reaper 19 hours ago 
Now is the big question, how about Odyssey integration? :)
SaltyStoryteller Jul 11 @ 2:51pm 
Much as I love these, I do have to ask... Why not just make them out of hyperweave? Since that seems to be basically the same stuff?
Head May 5 @ 1:02pm 
I love the outfit designs. I wish there were "prestige variants" with a gold or diamond trim though, I think that would be really beautiful!
blackrave Feb 12 @ 12:04am 
I think butler uniforms are outside the scope of this mod
If anything it's something more fitting for addon to have male versions for dresses, ideally each based on different suit style to look distinct.

Too bad about lack of prestige variants though.
While I understand that more "mundane" (for a lack of a better term) suits and uniforms don't have those, SERAPHIM undersuit and Angel Leader uniform should have either prestige versions or inherently be prestige outfit on it's own, given that it is considered leadership gear.
Mask of Humble Oct 20, 2024 @ 4:39pm 
Battle maids, love it!
Now where are the battle butlers!
crashfly Oct 11, 2024 @ 5:15pm 
@volpol - thanks for the info. much appreciated
volpol Oct 11, 2024 @ 9:30am 
I have a patch that I use myself. Aelanna's rationale for not adding it by default is solid, but as most colonists are already more flexible with title requirements, let them be flexible just a little bit more. The XML patch is available at https://pastebin.com/vJN5ex9d
crashfly Oct 7, 2024 @ 10:02pm 
@zanaikin - if you do make a patch for it, please share. it would be something i am interested in.
zanaikin Oct 7, 2024 @ 4:58pm 
@crashfly Thanks for the info. I'll have to make a patch to deal with this on my run then.
crashfly Oct 3, 2024 @ 9:53pm 
@zanaikin - i asked a similar question earlier this year on this comment thread. here was the response:

@crashfly - I've mentioned this in the past, but I will not likely be making any psycaster variants myself; I don't personally play with Royalty and no matter how high tech they are, maid uniforms are for servants, not nobility. It doesn't make a lot of sense for me, but I am not opposed to someone else making a patch mod to change this. :)
zanaikin Oct 3, 2024 @ 6:44pm 
@Aelanna is there any chance of updating these outfits to satisfy noble apparel demands?
Left Nut Jul 26, 2024 @ 1:19am 
@Aelanna whoopsie you're completely right on that one chief I cleared the github version and it works great now, thanks!
DanTheMan Jul 17, 2024 @ 7:05pm 
thank you for the answer hope you have good day
Aelanna  [author] Jul 17, 2024 @ 9:45am 
@DanTheMan - As you say, it's a change that the devs made to the base game and they did not give us any means to fix it. There may be ways to fix it, but it'll need to be a systemic fix, not something that individual mods adjust for.
Aelanna  [author] Jul 17, 2024 @ 9:43am 
@Left Nut - CarryWeight is much older than 1.5 and Angel Apparel uses the stat just fine. If you have a local copy of Combat Extended (such as one of the release candidates from GitHub) and you're going back to the live Steam copy, then you need to *completely delete* your local copy for other mods to recognize it properly due to a long-standing bug in the vanilla game that causes intercompatibility features such as MayRequire and LoadFolders to not recognize the Steam copy when you have a local copy.
DanTheMan Jul 17, 2024 @ 12:31am 
hi Aelanna i have a bit of a problme with the all the uniforms all long hair seems to render under the uniform i dont get errors or anythen thet tells what the problem is all i no is its a bug with rimworlds 1.5 update with layering if you or anyone can help ty
Left Nut Jul 12, 2024 @ 10:38am 
It seems like the CE patch in this mod doesn't change the "Carrying Capacity" stat into "CarryWeight" ever since they updated CE to 1.5. I haven't properly tested but I think the other CE patches are also not working.
Starman Jul 6, 2024 @ 2:53pm 
I don't know if this has been brought up in a while, but the full-head helmet is showing the hair from the back. From the front and side it looks normal, just noticed that while playing around with sos2. Other than that, still looks great, still my favorite series of mods here!
Nuacepony Jul 4, 2024 @ 5:56am 
@Life's Protagonist oops, I'm a CEmod player
Life's Protagonist Jul 3, 2024 @ 11:15am 
@nuacepony Angel apparel's gear isn't meant to be used until after you've hit the raid cap. A flak vest and flak helm or just wearing bioferrite plate armor and a flak helm will outperform any armor from this mod signifigantly, in terms of incoming damage reduction and chance of death reduction. (using a normal charge lance as the metric).
TL:DR this mod is for ultra late game colonies. Even if you deliberately intend to use this mod on a 60% difficulty run you'll beat the game before this armor becomes best in slot.
Aelanna  [author] Jul 3, 2024 @ 6:38am 
@Nuacepony - Raw protection is what is sacrificed for the high skill and stat bonuses given by the full ensemble, which includes significant movement speed increases and combat enhancements. Furthermore, Angel Apparel is intended to be used alongside phased and modulated shield belts from Advanced Shields to fit the Angels' doctrine of ranged fire superiority, mobility, and skirmish tactics.
Nuacepony Jul 3, 2024 @ 6:25am 
Seems this mod's clothing defense isn't as good as power armor? I'd like to know other advantages of these clothes.
Life's Protagonist Jun 15, 2024 @ 8:22am 
@aelanna
The +2 to melee and ranged accuracy aren't as impactful on dps or accuracy as bionic arms would be, though the -10% aiming time is an appreciable dps increase of about 5% depending on the gun. It's really the -50% flammability that makes the angel and guardian combat uniforms unique, as the vanilla equivalent is just using bionic limbs (4120 silver) and excellent flak vests (335 silver). (don't have to protect the limbs if they're already bionic, gives better dps bonuses and dodge chances too)

Those +# to stats are effectively offsetting your pawn's level by that value and those functions have diminishing returns from levels. at 20 melee the armor's buffs are halved and a single bionic eye is 75% as good as the buffs.

I don't mean to bother you though. The mod is wonderful and I'll just tweak the values on my end so that I can enjoy it the way I play rimworld.
Aelanna  [author] Jun 14, 2024 @ 1:37pm 
@Life's Protagonist - Thanks for the feedback! The market values are definitely probably a bit out of date, but comparing purely on the basis of raw armor protection is not even remotely fair considering the secondary benefits of each of the armor sets. Should they be twice as much as vanilla marine armor? Probably not, but they definitely aren't an "order of magnitude too high" because flak vests aren't a fair comparison.
Life's Protagonist Jun 14, 2024 @ 1:03pm 
it's hard to balance the undersuits with direct comparisons, as the vanilla best in slot skin layer is hyperweave pants + button down shirt for 780 silver, but nobody uses hyperweave or thrumbofur pants/shirts because they're a bad deal. 800 for APSARA, 1000 for SERAPH and 1200 for AREL feels right for the tox resistance and armor values they've got, but they're still definitely a "keep this one pawn alive at all costs" item until you hit the raid cap and everybody gets ARELs.
Life's Protagonist Jun 14, 2024 @ 12:53pm 
I really like the designs and concept of this mod and have been playing it myself, but I have some feedback. The armor have market prices an order of magnitude too high for their armor values. A prime example is that you've set the market price of a Combat Uniform to 5000 silver and given it a Sharp resistance of 90 and a blunt resistance of 60 for a pawn's middle armor layer, but a flak vest only costs 225 silver for 100 sharp and 36 blunt resistance. Given that the only sources of blunt damage are melee attacks and projectiles that partially penetrated your higher armor layers, I don't think +24 blunt and -10 sharp is worth +4775 silver. I know the flak vest only protects the torso while the combat uniform protects everything but your head, but slightly better limb protection than a devilstrand duster (480 silver) isn't worth the astronomical asking price.
TAWM Jun 11, 2024 @ 4:18am 
Got it, I just used AI to upscale the resolution.
:LetiHeart:
Aelanna  [author] Jun 10, 2024 @ 4:28pm 
@TAWM - I do not mind if people want to make retexture mods, so long as they are pure retextures that require the original mod as a dependency, HOWEVER I do not and will not ever consent to any of my art or assets being used in AI generation.
Luneyl Jun 9, 2024 @ 1:36pm 
I see, thanks!
Aelanna  [author] Jun 9, 2024 @ 11:34am 
@Luneyl - You also don't need to use PatchOperationFindMod and PatchOperationSequence in this situation at all, you could simply do a straight PatchOperationAdd or PatchOperationReplace with the stat using <VEF_MassCarryCapacity MayRequire="whatever.vef.package.id">25</VEF_MassCarryCapacity>
Aelanna  [author] Jun 9, 2024 @ 11:33am 
@Luneyl - Replacing the entire stat block is definitely more liable to cause issues than using PatchOperationAdd to insert a single stat value.
Luneyl Jun 9, 2024 @ 7:33am 
@Aelanna, I've made a patch for Vanilla Expanded Framework for carry capacity that i'll be using. Not sure if it will break something but here is pastebin link just in case:
https://pastebin.com/qswB0bRg
TAWM Jun 7, 2024 @ 8:52am 
MT
I want to use AI to enlarge the resolution of the textures of this mod... and then upload it to the creative workshop. Can I do that?
Aelanna  [author] Jun 6, 2024 @ 6:44pm 
@Luneyl - The vanilla CarryingCapacity stat is a bit misleading, it is the maximum stack size that a pawn can haul at once, which doesn't affect a mostly-vanilla game very much when a healthy human can already carry 75 which is the max of most common resources. It is only really noticeable when a pawn is hauling small-volume items like silver/jade/gold or if you have mods that increase the max stack size of items.

My legacy mod list uses Combat Extended, in which CarryingCapacity directly affects the inventory system and thus is far more powerful. I do not personally use Vanilla Expanded and thus have no reason to add it as a dependency.
Luneyl Jun 6, 2024 @ 4:57pm 
Undersuits does not increase mass carry capacity that pawns use on map, only caravan carry capacity. Is that intended? If not, you can make them act like Vanilla Expanded backpacks.
Aranador May 30, 2024 @ 9:27pm 
Support for Save Our Ships 2.7 - you legend !
Aelanna  [author] Apr 17, 2024 @ 6:17am 
@Tannhauser - Character Editor infamously has a Def override system that can alter the value of any Def in the game, often without telling you it's doing so. It is on by default, cannot be turned off, and is annoying to undo; I would strongly recommend using Pawn Editor whenever possible from now on since Character Editor's dev is not very responsive to feedback about this feature.
Tannhauser Apr 16, 2024 @ 7:44am 
Strangest thing I just figured out. The Character Editor mod currently has some sort of conflict with the Angel Apparel mod in 1.5/Anomaly. The Combat Halo, Seraph Undersuit, and Angel Guardian Uniform all have base defense values of 200% while Character Editor is active in my modlist, but the rest of the apparel have normal values. Swapped it out for the new Pawn Editor, problem solved.
r3xm0rt1s Mar 16, 2024 @ 12:03am 
Any chance of apparel for our maids-in-training? Children yearn for the modded clothes.
crashfly Jan 19, 2024 @ 3:09pm 
@KiTarn - i asked a similar question in Sept on this comment thread. Here was the response:

@crashfly - I've mentioned this in the past, but I will not likely be making any psycaster variants myself; I don't personally play with Royalty and no matter how high tech they are, maid uniforms are for servants, not nobility. It doesn't make a lot of sense for me, but I am not opposed to someone else making a patch mod to change this. :)
KiTarn Jan 19, 2024 @ 10:23am 
Just wondering, any plans on making the apparel noble use? Had to edit the apparel so the Ennobled pawn didn't complain and saw that Rabbie apparel was added to noble clothing with their mod so am asking.
Aelanna  [author] Dec 29, 2023 @ 4:49pm 
@GIB-DOO - Angel Apparel was made against vanilla bodies, so any retexture mod that still follows vanilla silhouettes should be fine.
GIB-DOO Dec 29, 2023 @ 4:14pm 
is it made to work with any body retexture? just wondering due to the legs.
overgrown palico Nov 6, 2023 @ 10:00pm 
Yep, that was exactly it. It appears that when I used character editor to change the quality of the webbing gear, it overrode the def.
overgrown palico Nov 6, 2023 @ 9:20pm 
yeah that's what I'm thinking
Aelanna  [author] Nov 6, 2023 @ 8:58pm 
@overgrown palico - Character Editor infamously added a Def editing feature that persists changes you make. You may need to clear out the overrides and then restart Rimworld to fully clear them out.
overgrown palico Nov 6, 2023 @ 8:56pm 
Strange, but that just means that the issue is on my end. I'll troubleshoot on my own.

I suspect it could be a strange interaction with character editor or something.