RimWorld

RimWorld

Vanilla Apparel Expanded — Accessories
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
Realm Imp 7 Apr @ 9:47am 
@Sverd use cherry picker and block the item
Gerewoatle 6 Apr @ 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 6 Apr @ 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 31 Mar @ 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 31 Mar @ 1:12am 
don't click unknown links below V
separat.mn 28 Mar @ 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 26 Mar @ 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 25 Mar @ 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 11 Mar @ 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 9 Mar @ 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 26 Feb @ 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™ 29 Jan @ 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 31 Dec, 2024 @ 12:54am 
What does quality do for stuff like medicine bag/tool belt/etc?
Eyeless Deceiver 24 Dec, 2024 @ 3:11am 
Sanicek, the mod description says the belts are not added to enemies. Is this changed then?
Oskar Potocki  [author] 3 Dec, 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 2 Dec, 2024 @ 6:52pm 
FCP Ghouls disagrees with you, as well as the mod Handy Lantern, and a 1.3 mod, Flashlights
Oskar Potocki  [author] 27 Nov, 2024 @ 7:03am 
Light sources cannot be put on moving objects.
Elmano 27 Nov, 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 26 Nov, 2024 @ 1:46pm 
Hello, my colonists no longer automatically change their accessories.
sanicek 21 Nov, 2024 @ 9:11am 
Explosive belt is just plain dumb especially when combined with stuff like zombies or VRE Androids. I'm sorry, I'm not going to check every dying pawn from a 10k point raid, I right click the finished command and "Finish off all downed creatures". Removing the xml defs or cherry picker it is then.
ShadowX116 16 Nov, 2024 @ 8:43pm 
@Beef I figured it out. The no research needed tag in the image is incorrect. Quivers are unlocked with the Recurve Bow research, which is not auto-unlocked in many cases. It can be crafted at smithies and Crafting Spot/Bench.
Mask of Humble 12 Nov, 2024 @ 9:32pm 
Anyway we could get a Utility belt that combines the shield belt in the middle, the medical belt to the left or right and the ammo pack on the other side, because me personally I'd have a much utility as I could if I was kitting my self up, I'd use a shield belt and just attach a ammo pouch and a med bag to each of my hips
ShadowX116 12 Nov, 2024 @ 7:24pm 
It isn't in the smithy either. Apparently only Tribal starts can make quivers, and I don't know why. There's no config option for this mod, and Cherry Picker shows that the item and recipe xmls are enabled.

I guess if I do any start other than tribal, I'll just have to add quivers to the starting drop pods.
ShadowX116 12 Nov, 2024 @ 10:38am 
Right, now I'm confused. I did a tribal start, and they can make quivers at a crafting spot, but my naked brutality saves can't. :DSTskull:
ShadowX116 12 Nov, 2024 @ 9:21am 
Huh. I didn't really think about that because it's a leather item. Thanks!
Beef 12 Nov, 2024 @ 2:25am 
@ShadowX116 You can't craft them on those stations, you can craft quivers on the electric/fueled smithy.
ShadowX116 8 Nov, 2024 @ 4:24pm 
Quivers don't appear to be craftable. Neither the Crafting spot, (electrical) Tailoring bench, or Crafting Bench have the option to make them. Not sure if it's a mod order thing, but the Backpack and Banner show up in those bill lists just fine.
Kelven 1 Nov, 2024 @ 12:05pm 
I'd like to 2nd the request from @Hawk Two to be able to hide the accessories from being displayed on the character sprites.
Crimson Shadow 18 Oct, 2024 @ 7:15am 
could you mabye make it the exploding belt does nto detonate if they are in a bed becuase its annoying me grabbing them and then them dying and killing many patients and docters
BloodySteel 15 Oct, 2024 @ 10:49pm 
Is there an option to hide all the accessories being displayed on your character sprite?
Felcat 12 Oct, 2024 @ 11:20am 
@ASS check out the mod cherrypicker for this. Allows you to turn off parts of mods I had literally the same request and cherrypicker solved it
ASS 6 Oct, 2024 @ 6:57am 
how to remove explosive packs from zombies? it seems wrong that they know how to detonate explosives...
SonOfNitrous 4 Oct, 2024 @ 3:38pm 
Setting up my modlist and getting startup error with dualwield + VAE_A
submitted report via form

my log >>>
https://gist.github.com/HugsLibRecordKeeper/2c2a98f35c39632b7f9260f588bbded4
odinmobi 28 Sep, 2024 @ 12:06pm 
hello there all of a sunden across the saves i have the mini turret backpack is like HUGE! aha! like big dude like guns look that this back pack and are like dammmn thats a big gun lol any help
Pappi_Rabbi 11 Sep, 2024 @ 9:03pm 
anyway to remove visibility
Ωats 11 Sep, 2024 @ 5:55pm 
there's a overlap issue with the backpacks in this and the turret packs from anomaly
Fredini 3 Sep, 2024 @ 3:09pm 
@Gerewoatle it is absolutely not fine, it makes a lot of raids an absolute nightmare - especially sniper raids as you cannot deal with them in close quarter anymore. This mod made me download cherry picker to remove the explosive belt and the backpack turret
mrChips 2 Sep, 2024 @ 5:52am 
I wouldn't call this a bug so much as a very-edge case, but it's possibly unintended and was most certainly very funny once I figured out what had happened.

This pawn arrived in a trade caravan equipped with an explosive belt:

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3322982831

I guess he refused to accept it was time to retire and decided to go on one last mission, because he was in his seventies and after pitching up in my crop fields he dropped dead from a heart attack and exploded:

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3322982859

I have no objection to the explosive belt as a concept, but should civil outlander traders be packing these? Do they have a distinct equipment pool vs pirate raiders etc? Obviously they don't draw the player's attention like an active threat and I don't think he generated a medical emergency notification either, so the first I knew about it was the bang.
Knolsman 31 Aug, 2024 @ 1:22pm 
Hey there @author, just informing you that the comments indicate that the accessories are spawning on enemies, but in the FAQ section above it still says they do not (" but if it’s a popular request, we might make it so"). Should probably be updated, thanks for the hard work though :steamthumbsup:
Gerewoatle 30 Aug, 2024 @ 8:41pm 
@Fredini: The explosive belt is fine. Call it the price of negligence.