RimWorld

RimWorld

Layers: Capes and Armor
612 Comments
GabeKnight 20 hours ago 
Okay that mod sounds fantastic. Can't wait to try it out. Thanks.
Thetaprime Aug 21 @ 4:09pm 
Hey can we gate the capes etc, behind the Complex Clothing research node? Please and thank you.
Neutromancer Aug 21 @ 3:38pm 
My religious leader chose Cape as his preferred apparel. Normal capes can't be worn over the prestige Marine Armor (but with normal marine armor can?)
Unfortunately, neither the Prestige Cape or Large Cape seem to count towards his happy thoughts. :steamsad:
I tried reforming the Ideoligion but neither of those options are possible (and I'd rather not have to change it each time I want to use a different armor or no armor)
Schadenfreude Aug 21 @ 1:14pm 
May I humbly ask for support of Collapse's Dune Apparel mods?

https://steamcommunity.com/sharedfiles/filedetails/?id=3498219715
https://steamcommunity.com/sharedfiles/filedetails/?id=3441453108

I was so excited about this apparel, but they're not supported yet, and they are really not better than clothing options, even with the best materials and highest qualities crafted.
Phanlix Aug 21 @ 11:36am 
Love everything that your mod does, definitely fixes all my issues with certain things not being wearable above armor and allows for some really cool combos.

But I hate, hate, hate the vanilla hoods and capes. Simple Cape and Hood Retexture fixes this but does not affect your added large cape or prestige cape. Meaning if I want to use those items I have to look at those god awful vanilla models.

I've asked the author of Simple Cape and Hood Retexture if they could retexture your capes as well, but... honestly I thought you should see what they've done and how much BETTER the capes and hoods look with Simple Cape and Hood Retexture. It might be something you'd consider incorporating, or adding some kind of compatibility with.

What this mod does is amazing though, it's something that should honestly be in the base game, and makes everything look sooo much cooler! Thank you for this!
Rex705 Aug 19 @ 12:59pm 
Seems to have isses with the GrimWorld mods getting some red errors
Rovstam Aug 19 @ 5:50am 
The mighty Limestone consumer

I kinda miss this mod. The other one is good but... not as good.

But because of the Limestone I'll forget about it. Good luck with that bug!
Souly Hatin Aug 18 @ 7:36am 
Thanks for the mod!

I've made a patch for Alpha Mechs . It is available on GitHub [github.com]. Please add it to the next update if you feel so inclined.
Criz Aug 17 @ 10:56pm 
Hello, i'm the new caretaker of the dusk armory and i wanted to let you know
that the defnames has changed in the new 1.6 version

the "DF_Dusk_Hood" is now JDS_DF_Dusk_Hood
and "DF_Dusk_Cloak" is now JDS_DF_Dusk_Cloak
CrazyBuns Aug 16 @ 5:05am 
Hi, is there a way to stop pawns from layering helmets on helmets?
Petre27 Aug 16 @ 3:52am 
Hello! Coud you add patches for:
- Rimsenal Faction Pack - Spacer
- Alpha Mechs
Princess Katsume Aug 16 @ 12:51am 
everyone wants to wear a helmet over their helmet
Zork Badfellow Aug 14 @ 2:21pm 
Could we get the large versions of capes added to Ideology role apparel?
programmed.messiah Aug 13 @ 7:46pm 
@Ticket - I would follow lloki's very good advice step for step - he legit helped save my 30 hour colony!

Orginal Text:

Ok, I found a workaround. Not perfect, but it worked.

1. Download Save Maps (Continued) mod which allows to save your current map.
2. Very carefully draw the home area to match only your base, not touching the Limestone -> save the game.
3. Then take all your colonists, prisoners, animals and vehicle to caravan to a different tile (you can do a different save in case you want to adjust the home area later).
4. Now use devtool and pick option Save in home area w/o colonists (it's from Save Maps mod).
5. Next, use devtool and pick option Regenerate Current Map - it will go back to map's starting state.
6. Now use devtool and pick option "Load blueprint" (first one) -> pick the one you saved.
7. The map should now be overwritten with your saved home area, so basically you have your base again. Just go back with the caravan.
Hammer Goblin Aug 13 @ 12:10am 
Dev-Mode, Ticket. I guess since the mod is still eating Limestone with no fix; guess its time to just add it to the no fly list?
Ticket Aug 12 @ 11:53pm 
Any tips on restoring limestone to a save where it disappeared? My map is a bit too complex to put it back by hand in a timely manner.
YobarIsushcatel  [author] Aug 12 @ 8:23am 
They’re not interested because they’re not my mods but this mod could do everything those do except packs are not belts
V ! P Aug 12 @ 12:47am 
Q. with ur 2 mods this cape and hats mods... do i need this mods or is all integrated?
Packs Are Not Belts https://steamcommunity.com/sharedfiles/filedetails/?id=2509511179
Masks with Hats https://steamcommunity.com/sharedfiles/filedetails/?id=2869261852
Gunlink with helmet https://steamcommunity.com/sharedfiles/filedetails/?id=3421100576

TY! for a gr8 mods! :chug:
Boogie Boar Aug 11 @ 10:09pm 
Tonight my colonists died of acute onset limestone deficiency. And their animals vanished into the great gray fog, never to be seen again. This is their just and deserved punishment for fraternizing with stylishly layered capes, the floozies of the sartorial world.
eisvogel123p Aug 11 @ 4:27pm 
This can also be done with Character Editor. Select the item and modify its layer.
lucky_one 🍀 Aug 11 @ 3:22pm 
@Red Jones You can go to the mod folder and edit the XML of VAE. Just change the "EyeCover" to "Overhead". That's what I did when most of the settings didnt work
Hammer Goblin Aug 11 @ 2:58pm 
Does this still eat Limestone?
Red Jones Aug 11 @ 3:24am 
also ive turned off the hat option in the mods! sorry should of said that
Red Jones Aug 11 @ 3:15am 
Hey a few hats are 'drapes' for example the beret for VAE, so visitors are spawning with berets on top of bowler hats, is there anyway I can fix this myself? Thank you
alijons Aug 10 @ 1:29pm 
@Iloki: That's totally fair! And yea, if your entire map is FULL of limestone, then it might be a bit too much to do it by hand. I figure it's a good alternate solution if it's just few mountain tops here and there.
alijons Aug 10 @ 1:24pm 
@DragonZephyr: Here is an example https://imgur.com/a/30tzQYm

On the first screenshot there is a mountain with all limestone walls missing all around. On the second imagine you can see I spawned some limestone walls in such way that it connects to that "fake" mountain and then destroyed them. I believe in order to get rid of errors on loading, you have to get rid of all those "floating" mountains.

Now that the terrain is revealed, you can make good educated guesses on where the limestone used to be. In this case it was definitely covering this entire space that's now empty. If you destroyed walls and revealed, for example, grass, one can assume there was no limestone there, but it was some sort of pocket of free space etc.
alijons Aug 10 @ 1:11pm 
@DragonZephyr: When you place that one cell of rock wall and then press "Destroy" on it, the limestone was more or less in the entire area that now becomes revealed. Like, now you have those mountains you cannot dig into, because they have no edges, right? You have those "shadows" on the map. You attach a rock wall to it, "destroy" it through dev mode and it takes all all the "emptiness" away with it. You will see it will reveal any compacted steel, gold or whatever else was under. You can just fill in empty spaces with limestone now. Or just leave it empty. But the mountain is still on top of it, so the roof will collapse if you start mining through normal means.
DragonZephyr Aug 10 @ 11:51am 
Anyone know how to get Regen Section to work? It seems to be targeted but does not want to work by just left clicking and i don't know what section i need to select for it.
lloki Aug 10 @ 11:25am 
@alijons in my case it's a mountain map with limestone being huge chunk of it - spawning hundreds individual spots would not be possible :) I already played few hours after regenerating the map and I found no issues connected to this method :)
DragonZephyr Aug 10 @ 11:21am 
Tracing the rock back in would be better then a map regen since that might also respawn things i should not have or remove things i should. But the problem is i can't know where the limestone began or ended if you dig into the outer edges of it.
eisvogel123p Aug 10 @ 11:13am 
Also, since the update, the texture of the Prestige recon armor has started to overlap with that of the cape on the back of the pawn. https://ibb.co/Tx0sNKqG
DragonZephyr Aug 10 @ 10:20am 
*Tynan
DragonZephyr Aug 10 @ 10:20am 
Equivalent exchange, you create the alchemic ritual for the phoenix cape and tynana takes something of equal worth for it. This time its the limestone...
alijons Aug 10 @ 9:00am 
@Iloki: Alternatively you really can just spawn all the limestone back in. Just "Spawn Thing", pick "Limestone" or "Smoothed limestone" or whatever rock you desire and trace the walls back in, cell by cell.

The main problem are those mountains that became unmineable, since they don't really exist anymore. If you spawn in a cell of some rock touching that area and then use "Destroy" on that spawned in rock, it will take out ENTIRE attached piece of mountain. Since there isn't really anything there anymore, I guess the game updates the terrain and just reveals the area. The side effect, I guess, is that you will see where all the valuable deposits are. But once you remove all the trouble areas, you can also just cell by cell put the limestone back in.

I did it for my map, just cleared out every problem area, and saved and loaded, and things seem stable. But to be fair, I didn't have too much mountains, so it took like maybe 10 minutes to make sure I cleared everything up.
meraDMG Aug 10 @ 8:24am 
@lloki Thanks for the Solution, you saved my current playthrough
lloki Aug 10 @ 2:23am 
Yes, the update from today does not help with the old save. So everyone, you can use my method I described few comments before. And create a local copy of the mod in case of any new changes!

@YobarIsushcatel you really need to upload all these versions on your github, especially if you know that there are potential save breaking changes. I literally spent 3,5 hours yesterday trying to fix it.
Thorvald Aug 10 @ 1:45am 
I dont know if this is because of the update of this mod in the last hours - but the fogged stone walls on my map disappeared.

Is this a thing that could be plausible?
programmed.messiah Aug 10 @ 1:42am 
Nope. Fix didn't work. Save still f*cked. Limestone still missing from ALL saves. Is there no way to give us the pre-updated version of your mod before you applied these recent 'fixes'?
alijons Aug 10 @ 1:01am 
I am sorry for three comments in a row, this is last one!

It does seem that it's only the homemap that's screwed up. Starting new game or caravaning somewhere else, limestone is there just fine. I did notice that a limestone meteor that fallen on my map long time ago is there though... I wonder if somehow the limestone that the map generated with had the same ID as the cape, and now that you removed it, it took my walls with it?

I did find a makeshift solution though. I used dev mode to spawn in walls wherever I am missing them, and I used "destroy" command to remove mountains. So I COULD just go on as if nothing happened.

I just wanted to ask if I should expect any further trouble? As far as I can tell, I removed all the "broken" limestone from my home and replaced it with "working" limestone. I saved and loaded, no errors showed up. So it seems fine, but I am not sure if you are still working on this.

Sorry you have to deal with this! Lovely mod otherwise.
alijons Aug 10 @ 12:30am 
To update on the situation, I quit the game, unsubscribed the mod, resubscribed, started game again, and loaded a save from five days ago. No limestone walls.

I don't understand. I was playing this colony for last five days completely fine, but now it seems there is no point in time where there is no issue with the walls.

To make things even more silly, it's ONLY home map. As a test, I sent out one colonist to caravan to a tile with limestone in it. The limestone on that new map was generated just fine.

Is there truly nothing that can be done to fix this?
alijons Aug 9 @ 11:52pm 
I just loaded a save that I last played a bit more than 24h ago, and there is no limestone walls, which I can see is definitely a known problem. You say to go further than when you made that update, but shouldn't a save that wasn't played today at all be okay? Is there anything I can do to regenerate those walls? I unsubscribed and resubscribed to this mod and I will see if that does anything now...
GetUrAssToMars Aug 9 @ 10:50pm 
Yup unfortunately something pissed off Rimworld about that phoenix cape. Honestly not the worst thing. That play-thru wasn't happy about some mid-game dev mode changes I made to my ideology anyways.
YobarIsushcatel  [author] Aug 9 @ 10:41pm 
if this next update doesnt work, im not sure, i reverted everything i did apart from some bug fixes to before the phoenix introduction, you cant load the save with missing limestone then load a previous save, someone talked about a quirk about it in the bugs discussion
GetUrAssToMars Aug 9 @ 10:21pm 
I didn't make any new saves since the last limestone break update.

Just to make sure i went back 3 autosaves. My mountain base is still free floating xD

Also, as I noted earlier removing your mod takes limestone down with it.
YobarIsushcatel  [author] Aug 9 @ 10:05pm 
You need to load a save before my limestone breaking update
Solpel Aug 9 @ 10:04pm 
with a save when limestone existed before? If it got wiped and you saved, its not going to come back, its not like its invisible
GetUrAssToMars Aug 9 @ 9:40pm 
limestone still not showing up with the update.
YobarIsushcatel  [author] Aug 9 @ 9:33pm 
i tried working around the hashcollision by changing the def name and some of its attributes so it wouldnt collide with limestone specifically but it worked opposite and was like adding another cape all over again
YobarIsushcatel  [author] Aug 9 @ 9:30pm 
removed phoenix cape, its done its over, im sorry i repent
GetUrAssToMars Aug 9 @ 7:55pm 
He added a new cape to the mod that somehow causes a hash collision with limestone. Its in the bug reports. Unfortunately disabling the cape won't reverse the effect either w/ this update.