RimWorld

RimWorld

Tasty Armory - Core
26 Comments
Serina  [author] May 24 @ 8:47am 
guess i shouldn't have just assumed people would go to my profile to see if there's more... do have profile links on the latest releases
lol May 24 @ 7:30am 
Cudos for the mods! Please consider making a Steam collection or adding links to your mods to the mods' descriptions
HIVEMIND May 19 @ 5:31pm 
did you forget to add the basket carry to the core mod?
pls fix ty, so essential <3
Serina  [author] May 18 @ 1:14am 
...the what? if by compatible you mean explicitly patched to use the new layers, my ignorance is your answer :/
Saber May 17 @ 10:14pm 
really strange question but is this compatable with the ffxiv mods?
Trouxulas May 17 @ 12:31pm 
i ain't got no clue what i did man, and it seems it's just me
Serina  [author] May 17 @ 12:15pm 
or alternatively wtf did I do...
Serina  [author] May 17 @ 12:02pm 
lol wtf did you do
Trouxulas May 17 @ 11:43am 
So, none of the tasty armory mods seem to be working with CE here, for some reason. All guns are just not patched for CE
Serina  [author] May 17 @ 5:06am 
fixed
Panda_da_Best May 17 @ 3:22am 
Hi it seems like the sharps material modifier on the cloak (that can change styles open / closed etc.) is 400% making the cloak depending on the quality just as strong of a armour as marine armour. upwards of over 100 - 170% sharp protection.
Serina  [author] May 15 @ 12:20pm 
oooor just use Mint Menus like a normal person.
Richard Watterson May 15 @ 11:41am 
Hi :steamhappy:
Pogrzebacz May 15 @ 5:29am 
Hi, what would you think about adding an option to select if all things from your mods are possible to craft in the smithing station or in a custom, new workbench or two (smithing, tailoring) dedicated to your mods?
steellll May 15 @ 2:10am 
k thanks works good
Serina  [author] May 15 @ 2:09am 
there's nothing labeled in a way that it should be hiding but these mods tend to work janky so who knows the actual results
steellll May 14 @ 8:14pm 
does this work with world tech level?
AdaChanDesu May 11 @ 9:40am 
Alright nice :D Thank you
Serina  [author] May 11 @ 9:25am 
images don't have the prefix, lost model so couldn't re-export and apparently forgot adjusting textpath accordingly, sent fix
AdaChanDesu May 11 @ 6:26am 
In the QuiverSling def, the texpath is pointing at

<ThingStyleDef>
<defName>TA_QuiverSling</defName>
<wornGraphicPath>Apparel/Accessories/TA_QuiverSling/TA_Quiver</wornGraphicPath>
<graphicData>
<texPath>Apparel/Accessories/TA_QuiverSling/TA_Quiver</texPath>

Which are not present. Haven't seen any missing textures for it in game personally but log is still erroring about missing a texture file, so I thought to report it anyways.
Serina  [author] May 8 @ 7:22pm 
improved color patches and did some background reshuffling that may or may not cause some minor errors on game load
CuriCuri May 7 @ 11:21am 
Thank you so much for your help!
Serina  [author] May 7 @ 9:04am 
Afaik Character Editor overrides work by copying the item and using that copy to override the item. So if you only have a few edits it's best to flush and redo them time to time. There are other mods that can do edits like this that probably work better, haven't used them yet tho.
CuriCuri May 7 @ 8:16am 
Installed character editor and it worked like a charm!
Does that mean Ill have to manually update?
Thank you so much for your help!
Serina  [author] May 6 @ 5:43pm 
Edit the files, use charcter editor to edit it (tho this will overrride future updates), patch it, whatever you want. MO's clothes are all kinds of oddly fitted anyway to begin with, can't do anything with that.
CuriCuri May 6 @ 1:42pm 
Hey! Is there any way to remove the TA_Underarmour layer from certain armours? Its making my pawns wear Medieval Overhaul armours as their first layer and it looks real funky.