RimWorld

RimWorld

[XND] Stuffed Flaks
39 Comments
XeoNovaDan  [author] 23 Mar, 2020 @ 12:23pm 
@bearhiderug - Because all flak items will have null stuff
XeoNovaDan  [author] 21 Mar, 2020 @ 1:07pm 
Thanks!
Mlie 21 Mar, 2020 @ 12:53pm 
I made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2030239912
Hope this helps anyone!
Fungus Kreeman .$ 14 Mar, 2020 @ 8:15am 
Why won't this mod be updated?
BlueTressym 22 Feb, 2020 @ 1:04pm 
Thank you for letting us know.
XeoNovaDan  [author] 22 Feb, 2020 @ 9:24am 
Note for 1.1: This mod will not be updated
ashhhh2 7 May, 2019 @ 5:42am 
the mod seems to work fine if added before you research flak armor
BlueTressym 27 Mar, 2019 @ 4:50pm 
I've received the error below for both the pants and the jacket. I'll post a log asap. The errors appear upon starting, as in as soon as the pods open upon landing.
BlueTressym 27 Mar, 2019 @ 4:49pm 
MakeThing error: Apparel_FlakPants is madeFromStuff but stuff=null. Assigning default.
Verse.Log:Error(String, Boolean)
Verse.ThingMaker:MakeThing_Patch2(ThingDef, ThingDef)
RimWorld.<PlayerStartingThings>c__Iterator1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:AddRange(IEnumerable`1)
RimWorld.ScenPart_PlayerPawnsArriveMethod:GenerateIntoMap(Map)
RimWorld.Scenario:GenerateIntoMap(Map)
RimWorld.GenStep_ScenParts:Generate(Map, GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap(IEnumerable`1, Map, Int32)
Verse.MapGenerator:GenerateMap_Patch0(IntVec3, MapParent, MapGeneratorDef, IEnumerable`1, Action`1)
Verse.Game:InitNewGame_Patch2(Object)
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Torres 1 Jan, 2019 @ 5:31pm 
any way you could do the same with the marine power armor?
CrazyOdd 12 Dec, 2018 @ 11:28am 
Possible to make this also work with different cloth/leather?
Late game I often have little cloth, as its used to make a lot of stuff. So being able to use something else, would be nice.
Daxo 30 Nov, 2018 @ 8:59am 
No problems - easy enough to revert.
XeoNovaDan  [author] 29 Nov, 2018 @ 2:55pm 
@Daxo - Ah, that must be because their stuff would be null, meaning that there's nothing for the game to actually derive from. Sorry that you had to come across that; I'll update desc!
Daxo 29 Nov, 2018 @ 2:29pm 
Not sure if this is a bug or a mod conflict. Anywho... just installed this on an existing save and all my existing flak armour items lost their protection.
d3f4uLt 23 Nov, 2018 @ 6:02am 
Great mod! Can you include Marine Armor?
FlamingBlade 18 Nov, 2018 @ 12:19am 
now i can finally make beta poly flak armor
error-man 29 Oct, 2018 @ 2:07pm 
Any chance you could make it so that we can use materials other than cloth? ai synthtread, devilstrand or furs? Would be nice to put all those furs to use thats just stacking up, also a change of colour wouldn't hurt either. Kinda sick of all grey flak clothing.

Awesome mod anyways thx!
Katieclysm 17 Oct, 2018 @ 12:54pm 
That's fair. I mostly used it as an excuse not to use them because they're ugly as sin. <.<
XeoNovaDan  [author] 17 Oct, 2018 @ 12:53pm 
@Jarin - It did, yeah. Mainly because in vanilla, the flak jacket is worse than any half-decent material duster which is somewhat counter-intuitive.
Katieclysm 17 Oct, 2018 @ 12:50pm 
Am I misunderstanding the table, or did the flack jacket just get a massive effectiveness boost across the board?
Torres 29 Sep, 2018 @ 6:22pm 
PLEASE make a marine armor one
StoicLemming 27 Sep, 2018 @ 4:11am 
@XeoNovaDan You are a legend sir :D
XeoNovaDan  [author] 27 Sep, 2018 @ 3:03am 
@FluffyPineapple - Done
StoicLemming 27 Sep, 2018 @ 2:14am 
@XeoNovaDan Any chance for a protection stat guide for the metals that can be used? Like how uranium and steel differ in Sharp/Blunt/Heat.
Enlonwhite 29 Aug, 2018 @ 10:12am 
Looks like a Flak vest and pant where added to Base Vanilla B19, guess its just the jacket then, didnt check that one?
Jaxx - pshoooo 9 Mar, 2018 @ 7:58pm 
Could you make this compatible with Vegetable Garden's Loom Table? It normally lets you break down armor vests into a little bit of steel and cloth, so it could do that still, just breaking down into the component pieces and cloth.
XeoNovaDan  [author] 23 Jan, 2018 @ 4:10pm 
@Zilenan91 Yes. 100% protection simply means 50% damage reduction and 50% chance to deflect; every 4% above that adds 1% to both reduction and deflection. This caps at 90% for both, so 260% is the effective cap for armour rating.
Zilenan 23 Jan, 2018 @ 2:50pm 
If a piece of armor has above 100% protection does the pawn still take damage?
Depleted 12 Jan, 2018 @ 12:32am 
is there any way you could make it so when selecting what to craft or which to wear, you can see the relavant protection statwise?

I know it's petty but i dont want to waste uranium and plasteel making armors if they are barely any different to steel.
Flesh Forge 28 Nov, 2017 @ 6:56pm 
This is cool, thanks for this :)
legislatrice 24 Sep, 2017 @ 6:49am 
Found it, thanks.
Guts 23 Sep, 2017 @ 5:36pm 
would be nice if in the next update it would be possible to make alloys of metals so you could mix your results
XeoNovaDan  [author] 21 Sep, 2017 @ 12:23am 
@Prime Nexus I'm done with modding for A17; I will do for A18 though.

@legislatrice Description.
legislatrice 20 Sep, 2017 @ 4:50pm 
Is it compatible with Dryxsteel?
Prime Nexus™ 19 Sep, 2017 @ 1:16pm 
Can you meke compatible with gliter tech metal?
XeoNovaDan  [author] 15 Sep, 2017 @ 12:18pm 
@Ebola chan I believe that's how gold is right now; 115% blunt to 70% sharp
Guts 15 Sep, 2017 @ 11:09am 
gold should be heavier and more blunt armor than sharp because you can cut pure gold with a knife, and can probly be easily pearced with a spear and sniper bullet
XeoNovaDan  [author] 12 Sep, 2017 @ 1:26pm 
@123nicky Thanks!

As the description states: I will. However, I'll only add based on suggestions.
123nick 12 Sep, 2017 @ 1:22pm 
OMG this mod is AMAZING ive always wanted stuffed armors! :D :D :D :D :D

will you make patches that add sharp/blunt modifiers to other mod materials?