RimWorld
[CP] The British Military Kit (B18)
127 Yorum
CaseyDavis1990 28 Kas 2022 @ 13:59 
@Chicken Plucker. Okay, and I'm sorry to bother you but. I'm huge military stuff.
Chicken Plucker  [yaratıcı] 28 Kas 2022 @ 13:57 
@CaseyDavis1990 - Will do when I get time mate :ccThumbsUp:
CaseyDavis1990 28 Kas 2022 @ 13:50 
1.4 please
Chicken Plucker  [yaratıcı] 10 Eyl 2019 @ 5:45 
Hello again folks, been working on a very detailed update lately.

What will happen to this mod?
- SAS Black Kit to be removed from this as a separate mod
- British Military Kit to be mostly focused on regiment and MTP stuff rather than counter-terror uniforms

Update is aimed to arrive by this week for British Military Kit, for the Black Kit however it may be after since a lot of polishing needs to be done for the new content.
Chicken Plucker  [yaratıcı] 18 Haz 2019 @ 3:01 
Greetings all. This is an announcement I will paste across some of my mods.

My HDD containing works in progress broke during May and I announced this in Ludeon. The incident has discouraged me from continuing modding until I manage to save money to pay the high fee in recovering the data from the HDD. The HDD contained over a thousand of unreleased textures and was the main hub for new mods and updates.

In the meantime I focus on my Army and Navy application for the UK, which has been neglected by me due to personal issues and modding to death as my runaway from problems.

I left more details here:
https://ludeon.com/forums/index.php?topic=40519.585

Lots of things were planned and in progress, but for now Red Horse is at a halt.
Commodore 12 Haz 2019 @ 21:10 
What's In The Canister? An outdated mod. It's best you don't ask
🏃‍♂ 3 Nis 2019 @ 4:01 
1.0 Please!
fran 18 Mar 2019 @ 11:32 
1.0 Please
Bjorn Ironside 20 Kas 2018 @ 1:11 
1.0
Donny 18 Kas 2018 @ 4:06 
1.0 please :)
Eisscrat 22 Eyl 2018 @ 10:58 
Would be awesom if someone could update this to B19.

Is one of the best bad ass looking Uniform mods. With the black gasmask gear the men look realy good. Also in the dark red version of devilstrand.

Hope u could update this soon. Maybe u someone who knows how i work could do it instead if the creator allows.

Awesome Mod! Hopfully soon in B19 !
Pescaxo 13 Eyl 2018 @ 20:18 
not london, Britain
Pescaxo 13 Eyl 2018 @ 20:18 
He will update this later on, as of now he is working on Rimmunation. However he is in college and in london, so your consistent posts asking for B19 will not speed up the process.
keylocke 11 Eyl 2018 @ 12:18 
b19?
GhosthammerRF 31 Ağu 2018 @ 6:51 
I hope there is an update to B19 :):steamhappy:
TrueandNorth 31 Ağu 2018 @ 5:41 
I hope there is an update to B19 :)
Azrael 29 Ağu 2018 @ 6:39 
Are you updating this to B19?
Pneumothorax 2 Ağu 2018 @ 13:39 
A bit odd of a request but..

Any chance of a new helmet sporting the United Nations blue cover? It would be pretty sick to play as the British UN!
Aarch-Angel 27 Haz 2018 @ 8:59 
Will you be upgrading this mod to 1.0?
_♣Caligula♣_ 5 Haz 2018 @ 15:04 
Embassy situation and lots of bang bang incoming :D
Chicken Plucker  [yaratıcı] 3 Haz 2018 @ 17:54 
AHA!

Okay lads, I just did some tests, here are the results.

The coveralls are fireproof alright, I had a colonist in dev mode get blown up by a fire bomb multiple times, they would get hurt by the blast but never get set on fire.

However, when the colonist is wearing something with the coveralls, such as a jacket or a hat or anything else for apparels that aren't -100% flammable, that is what catches on fire.

We now know the secret, I'm gonna sort out all SAS CT gear to be -100% flammable when I have time sometime next week
Lurmey 3 Haz 2018 @ 17:51 
How is a negative percentage treated by the game? Would that actively put out a fire on the pawn who's wearing it or would it just not allow the pawn to catch fire? I'm not sure on the logic... I've never really paid attention to the flammability of clothing since I try to avoid them catching fire at all costs.

Yeah, materials! It wouldn't make sense to make them from highly-flammable wool and the end product be fire retardant now, would it? I feel like a little bit of realism helps, not only for immersion, but also avoiding annoying tid-bits that the game may not handle quite right. :P
Chicken Plucker  [yaratıcı] 3 Haz 2018 @ 17:49 
@HMS-Captain Lurmey - Materials you say? Interesting.

I am working on a futuristic faction called UAC, they make all kinds of products in the DOOM universe, maybe I could make something super fancy using their lore.
Chicken Plucker  [yaratıcı] 3 Haz 2018 @ 17:47 
@HMS-Captain Lurmey - 1.0 is 100%, I left it at -100%, even looking in game at the stats the clothing would say -100% (for the coveralls)
Lurmey 3 Haz 2018 @ 17:46 
Like for example, I make my UKSF BDUs out of C-weave from the Carbon mod, which gives them 20% the normal deterioration rate and reduces their flammability to 0%, along with buffing the armour somewhat. Maybe if you want the SAS coveralls to be fireproof, you have to use the right material. Makes sense to me. I wouldn't want to make coveralls out of muffalo wool and somehow they're magically fireproof. :P
Lurmey 3 Haz 2018 @ 17:43 
The flammability of an apparel item can definitely be affected by the material it's made from, I know that much. Maybe the scale changed? -1 seems like it would overflow back around to 1 but I don't know the scale. It makes sense in my mind that it'd be from 0.0 to 1.0 where 0.0 is 0% and 1.0 is 100% flammable.

You tell me, Chicken Plucker. ¯\_(ツ)_/¯
Chicken Plucker  [yaratıcı] 3 Haz 2018 @ 16:05 
@Butterg0lem_1510 - <Flammability>-1.0</Flammability> It's still there, but it seems the game just doesn't like 100% fireproof, or perhaps, it only applies to the clothing when it's on the floor.

Either way, since my tests from A17, I have been aware that the fireproof thing isn't working how it should be, and it sucks cause it happens with power armors too
_♣Caligula♣_ 3 Haz 2018 @ 15:52 
Did you change the sas overalls/stuff to 100% flammable? Could have sworn they were inflameable which would make a lot of sense :D
Lurmey 2 Haz 2018 @ 19:17 
Ah, fair enough. Thanks for the quick response!
Chicken Plucker  [yaratıcı] 2 Haz 2018 @ 18:17 
@HMS-Captain Lurmey - I have explored NVGs and head mounted lighting with these helmets early on during the development of these mods, sadly I found out the hard way that it required C#, which is a different and more complex type of coding for these mods.

I could only do the low level .xml stuff, maybe in the future these smaller features would come around when I have current projects sorted out
Lurmey 2 Haz 2018 @ 18:01 
You know what this mod needs? Helmet flashlights.
Chicken Plucker  [yaratıcı] 2 Haz 2018 @ 5:58 
@Paleolithic - Yes, this mod is 100% CE compatible, it has no weapons that would tamper with CE's overhaul of the firearm and melee system.

However, the downside is the armors and clothing do not have any bulk or reload speed and etc coded into them to balance into CE, but there won't be any errors or bugs that would break your saves, just stuff being absent that would add into the Combat Extended experience.
Paleolithic Politics 2 Haz 2018 @ 5:22 
just wondering and i bet you get asked this a lot but i just couldnt be bothered clicking next page over and over again; is this compatible with extended combat mod?

I've been using this mod ever since i found it out long long time ago and would be a shame to have to let this go so that I can make it slightly more realistic (ammunition feature). My default equipment for pawns are basically stuff from this mod.

Not expecting you to answer this at all since I myself cant be bothered to click numbers several times.
Chicken Plucker  [yaratıcı] 28 May 2018 @ 6:50 
@Major Ghostly - This is a simple to fix issue, it happens when the mod is freshly enabled on an old save.

All you have to do is enable them in the stockpile, all the items related to this mod. The game automatically disables newly activated mod items for old saves and so all you have to do is re-enable them. For newly made stockpiles, they should work just fine.

If that wasn't your issue, then please make sure the "Allow non-deadman apparel" option is ticked in the stockpile, that's also a common reason why the stuff isnt allowed in stockpiles
Ghostly 26 May 2018 @ 5:04 
when i craft them i cant place them in a storge area it say there no room for it but i allow it in the menu and made a new space just for them but it does not allow me to place them there any help would be good
Carlos Bird person 27 Nis 2018 @ 9:17 
needs foocken lazer sights
Earl of Wessex 27 Nis 2018 @ 6:20 
OBE, for you!
R00222/Marido Rico 22 Nis 2018 @ 4:12 
CHEERS!!!!
Jaden.H 18 Nis 2018 @ 8:22 
Cheers!
Chicken Plucker  [yaratıcı] 18 Nis 2018 @ 7:05 
@MonOrkin - Needs machining research because the bench also has body armors and helmets

@wildjwilj - I love you
Jaden.H 18 Nis 2018 @ 5:56 
LONG LIVE QUEEN ELIZABETH!

Now that silliness is done. Firstly, Amazingly cool and brilliant, Nothing like having tea drinking bastards land on a planet and then fight their way through all manner of nasties with somepretty good style.

Secondly, I can't actually find anything to build the clothing once your down on the surface, though. Is it in the base fabric, or is there a seperate bench -and research- for it?

Cheers boss!
Wild 17 Nis 2018 @ 20:02 
This mod is ridiculous.




I love it.
Chicken Plucker  [yaratıcı] 15 Nis 2018 @ 5:19 
@bad internet stephen - Yes, I haven't detailed it out yet, but there's haribos and other stuff too that the beta british armed forces faction mod uses, they have a bunch of sweeats while patrolling or raiding
itchy urethra 14 Nis 2018 @ 19:46 
Did you add Lucozade? Haha I love having this in my game
Chicken Plucker  [yaratıcı] 29 Mar 2018 @ 8:05 
@DR. S - this is a problem with the vanilla's hard coded stuff I can't touch. Similar to the US military parkas, the ghillie and the gas masks are not tagged to spawn for anybody but the faction I'm gonna make them use (the military faction mods currently in the works) and yet they still spawn with this gear inspire of that since the game forces ANY gear that gives a certain amount of warmth to spawn on everybody even if they're tribals when the game gets to a certain season.

As stated in the other complaints about this, I'd need to pay another experienced coder with actual money just to solve this problem, even then it wouldn't be sorted in a day since no mod in the history of rimworld ever dealt with this parka bug
DR.S™ 29 Mar 2018 @ 3:24 
Can I restrict pawns from spawning with the new gear ? It feels a little off when a group of cavemen with sticks and bows attacks me; full kitted with ghillie suits and gasmasks.
Chicken Plucker  [yaratıcı] 28 Mar 2018 @ 12:06 
@DR. S - Hello, it depends on the outfit, the Black SAS fatigues for example has jacket stats when it comes to warmth, because it's a coat.

Combat shirt stuff like the BDU are catered towards keeping colonists cool under heat.

But yes, the multiple layers, I've made it so they add cold protection, just can't expect it to be as effective as a Parka when winter comes
DR.S™ 28 Mar 2018 @ 9:53 
Hey mate. Quick question; Are your clothing mods balanced around not using Jacket? If I put a duster on my boys, I cant look at all the cool shit I crafted.
Chicken Plucker  [yaratıcı] 27 Mar 2018 @ 22:20 
Creating new previews..
Chicken Plucker  [yaratıcı] 27 Mar 2018 @ 19:34 
New update coming live soon, massive changes to texture, compatability fixes for a faction mod that will be open for beta in Ludeon.

British army rations, dairy milk, polos, haribos and many other British food parodies will be included, which are going to be available to the troops in the faction, but uncraftable for the player colonies.


@spring_guigui - No promises, I don't know enough about the French military
@WalkingProblem - Now it's coming