RimWorld

RimWorld

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Vanilla Apparel Expanded — Accessories
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Mod, 1.4, 1.5
File Size
Posted
Updated
1.793 MB
19 Jun, 2021 @ 8:41am
22 May @ 3:01am
20 Change Notes ( view )

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Vanilla Apparel Expanded — Accessories

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]







This mod is CE compatible.



1.0.0 (19/06/2021): Initial release



Vanilla Apparel Expanded - Accessories is a new installment in the Vanilla Expanded series. This time, our sight fell onto the accessories system, which is quite heavily limited in vanilla game. Smokepop belt, or Shield belt - these are your only choices. Are you rich enough to sport Royalty in your game? You MIGHT be able to build jet packs too! And Broadshield generators.

Again, limited, isn’t it? Hence, we have decided it’s time to spice things up, and add some new equipment items for all technological eras of Rimworld - but as you all know, simply ‘adding X to Y skill’ isn’t the usual way we pick - therefor we tried to keep the bonuses and utility applications as varied as possible.

Your tribal archers will now be twice as efficient with quivers, while your construction crews will carry belts with tools to speed up work. Your military commandos might find themselves a new shoulder mounted friend, and if you’re lucky and ballsy enough to do quests, a resurrector belt will literally stop your pawn from dying.

Vanilla Apparel Expanded is part of a series of mods expanding on everyday life on the Rimworld. When paired together with a brand new Vanilla Weapons Expanded and Vanilla Armours Expanded, you can bring something to your game that will keep you interested in it for days.









[forms.gle]

















Q: Does this work on RimWorld 1.1?
A: No, it requires the latest game version.

Q: Is this mod CE compatible?
A: Please check with the CE team. We do not do CE patches, Combat Extended team is kind enough to do them on your end. Any questions about CE in this mod will be swiftly removed.

Q: Do these belts spawn on enemies?
A: Not yet, but if it’s a popular request, we might make it so.

Q: Can I request a feature?
A: Yes, comment down below!

Q: Where do I craft those belts?
A: They are spread all over the benches depending on what they are. Quivers, for example, can be made on crafting spots, whilst Ranged Shield belts on Fabrication bench.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however please remember removing a mod can cause issues.



Graphics are created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

XML by xrushha.

Code by Smash Phil and Legodude17!

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[www.patreon.com]



Check out our collection at:

Popular Discussions View All (12)
23
29 Mar, 2023 @ 10:31am
Soo... I found a bug
Rhunin
9
19 May, 2024 @ 6:32pm
Missing head after equipping a quiver
Jafex
0
30 May, 2024 @ 8:56pm
I found a fix for the backpack until the DEV fix it
goddling
823 Comments
MyBfSayMeNoob 12 Jun @ 1:14pm 
Can i please make enemy dont spawn with those item ?
Prikki 11 Jun @ 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:. 8 Jun @ 9:51am 
@RandomHero then dont craft and use it then?
RandomHero 18 May @ 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 4 May @ 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 29 Apr @ 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 29 Apr @ 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.
Realm Imp 21 Apr @ 12:11am 
edit xml file and remove the line that mentions explosive belt
Pfc. Hungry P Tiredman 14 Apr @ 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 7 Apr @ 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