RimWorld

RimWorld

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Vanilla Apparel Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
6.693 MB
25 Jul, 2019 @ 10:30am
22 Jul @ 1:04pm
43 Change Notes ( view )

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Vanilla Apparel Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description


[www.patreon.com]







1.2.1 (25/02/2020): Formal wear now counts as royal apparel.
1.2.0 (19/02/2020): This mod is now 1.1 compatible.



After a hundred hours playing RimWorld you notice that every pawn wears somewhat the same things. The base game apparel is not really as interesting, unique and various as I would like it to be, hence me and Trunken have decided to provide you, our audience, with 40 new pieces of apparel!

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.





Apparel is distributed into several new technologies that need to be researched, expanding the life of the game and possibly leading to some interesting choices - research a way to get off this planet? Or maybe learn how to craft jeans and workwear?

This mod adds a wide selection of apparel with useful effects, including but not limited to:
Gas masks protecting from toxicity;
Jumpsuits and aprons for work speed boost;
Doctor scrubs and Chef’s uniforms.



Pawns go bald when wearing a scarf/glasses/gasmask - this is currently hard coded into the game and I have no way around it. I recommend using [KV] Show Hair with Hats mod to get rid of this problem:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1180826364

No other issues are currently being tracked.

[forms.gle]


















































Q: Headgear is clipping through another headgear / Balaclava renders over the helmet
A: The way the game code is written, there are no separate layers for headgear, which means I can't tell the game to render balaclava under the helmet. The game renders the latest worn apparel higher, so wear balaclava first and then the helmet and it should work fine. Nothing I can do about it until the game code is updated to allow for layers on headgear.

Q: Do these clothes spawn on enemies?
A: Yes, these pieces of apparel have necessary tags to spawn on all the pawns in the game.

Q: Can I request a feature?
A: Yes, please use “Requests” discussion board.

Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn't suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I've created these clothes to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is - nothing in this mod is special at all. Nothing will make you go "Oh that's unusual", because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like. Bear in mind that if you add it to an existing save, you need to update all the stockpile settings to include these items.

Q: Do you accept commissions?
A: Yes, I do. Please find me on RimWorld discord which I will link in the Links section below. Name is OskarPotocki.

Q: Will you keep updating this mod?
A: Yes, but not often. I have worked hard and for a long time to make a list of apparel that I’d like to see added and I have added them. If some feature request catches my attention, I will add it. I plan to release several add-ons to this mod, most notably “Raiders” add-on and “Spacer Apparel” add-on.



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

XML and C# created by Trunken.

Rimworld is owned by Tynan Sylvester.

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



[www.paypal.com]

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

[discord.gg]

Ludeon forums link: https://ludeon.com/forums/index.php?topic=49259.0

[discord.gg]










Popular Discussions View All (12)
234
18 Jul @ 12:49pm
Requests
Oskar Potocki
4
11 Feb, 2024 @ 6:27pm
Confirmed list of items removed in 1.4?
Key WiteWolf
4
21 Feb, 2023 @ 8:42am
Anyone got a listing of what clothing occupies which layers?
generallyoverwhelmed
655 Comments
LavendarDrop194 28 Jul @ 9:41am 
Are there any plans to enable shoes and gloves for children?
asdlfehasdkwjaghsdm 27 Jul @ 12:13am 
The buffs for surgeons mask and scrubs should be swapped
asdlfehasdkwjaghsdm 27 Jul @ 12:10am 
jf theres a red square with an x on it that means it cant find the texture or it couldnt load it
T145 25 Jul @ 2:06pm 
Not sure if this is a known issue, but I'm getting a bug with the apparel from this mod being labelled as tainted after stripping a downed enemy and then equipping the stripped apparel. It's not labelled as tainted for w/e reason. It seems to be happening with shoes a lot.
chocoavena 25 Jul @ 1:11pm 
I think with the babies it is a conflict to the mod Toddlers which is odd. Its only for the onsie
chocoavena 25 Jul @ 1:03pm 
i keep getting a red square with an X on it on all vanilla expanded clothes on children and babies
SnuffSaid 22 Jul @ 7:23am 
OK, after a bit of messing around I discovered the jumpsuit problem is actually a conflict with the popular mod "Character Editor". Looking at the log, I noticed the line "VAE_apparel_jumpsuit modification loaded", so I disabled Character Editor and sure enough, jumpsuits went back to normal. So it's that mods fault, though I can't even begin to fathom why they would target a single item from this mod like that when it has nothing to do with their mod's functionality. Bizarre.
SnuffSaid 22 Jul @ 4:59am 
+1 for jumpsuits needing an urgent tweak. I just made a bunch of devilstrand ones and they have 182% sharp defence before even taking quality bonuses into account. They're about 4-5x more effective than devilstrand dusters at the moment.
[ ] 21 Jul @ 7:30am 
Jumpsuit values need to be tweaked. Gave my colonists a starting jumpsuit each of normal quality and made out of synthread. They have over 100% sharp and heat protection essentially rendering them immune to damage outside of blunt damage (only 38% protection).
blue 20 Jul @ 3:27am 
Prestige Siegebreaker helmet is missing vacuum resistance, while regular helmet has it