RimWorld

RimWorld

Suicide Vest
140 Comments
Randolph Cherrypepper  [author] 30 Jun @ 6:54pm 
At some point I should try to write my own damage process, or find someone who already did it better than mortar. But work got me too tired to think that hard
King-Of-♥♥♥ 30 Jun @ 6:58am 
You're the best, of course it's rimworlds fault lol. Thank you.
Randolph Cherrypepper  [author] 29 Jun @ 1:06pm 
It seems like Rimworld's explosion mechanics choose a random part to assign damage to, rather than assigning some damage to all parts. I could be wrong here. But in my experience, I've upped the damage and seen a leg get blown to absolute smithereens, but chest was fine, so the pawn lives. It's using the same damage logic as mortars.
Randolph Cherrypepper  [author] 29 Jun @ 1:03pm 
There's a discussion on how to change damage by editing the XML file here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1272186441/1631916406849535446/
King-Of-♥♥♥ 29 Jun @ 10:03am 
Naked pawns have been surviving the blast, how do I up the damage?
Diamondman0607 23 Aug, 2024 @ 2:42pm 
im going to mix this and biotech cloning. now no faction base is safe
sPoky 4 Aug, 2024 @ 5:05pm 
I got an idea. severe mental breaks have an extremely low chance to cause suicide, although my pawns already do that with the nearest antigrain warhead:steamfacepalm:.
Randolph Cherrypepper  [author] 14 Jul, 2024 @ 11:46am 
Good point. There was a discussion on it, but it makes sense to make it more clear in the description!
kenyer 14 Jul, 2024 @ 4:56am 
Based mod. Might worth adding to the description that you can craft these at the Machining Table and it is unlocked by the Flak Armor research.
Nkstu 27 Jun, 2024 @ 1:26am 
I plan to use this in save our ship 2, bombs inside ships = gud
Pizzalord 11 Jun, 2024 @ 3:06am 
@censored58 i think you might want some help
censored58 5 May, 2024 @ 2:23am 
I'm a big fan of this mod. I have one request. Could you develop a Suicide vest for children? I want to outfit under-13 suicide attackers, mass-produced in the population growth tanks, with them:steamhappy:
Johnny Silverman 29 Apr, 2024 @ 8:08am 
Poor man's death acidifier
Nic 25 Apr, 2024 @ 5:54pm 
Guaranteed to get my attention when I see an inhuman thing that allows me to commit even more war crimes that I could only dream of doing before the mod
Randolph Cherrypepper  [author] 31 Mar, 2024 @ 11:17am 
Back in 2020, a user commented:
"It does work with CE. But, you could maybe use CE as base. One thing I really like about combat extended explosives is that they're shrapnel based, like real life. Maybe someday you will implement this :)"

I don't mess with CE myself. This mod is open source for any CE users who want to go wild with rebuilding the mod for CE though.
Mumblez 31 Mar, 2024 @ 7:07am 
This play ok with combat extended?...I'd love to use disposable meatsacks as a munition this way, but still use combat extended if possible.
Randolph Cherrypepper  [author] 21 Mar, 2024 @ 6:45pm 
Updated for 1.5
Vartarhoz 1 Feb, 2024 @ 2:20am 
for the GLA
Sasha Pines (no brain) 27 Aug, 2023 @ 11:11pm 
time to do some suicide bombing
SalmonToastie 11 Aug, 2023 @ 9:26pm 
So i just used the thin texture for the kid suicide vest.
SalmonToastie 11 Aug, 2023 @ 8:58pm 
Children are DLC only, each clothing item is brand new for kids, i edited the suicide vest to fit the children bodies and got it working. But i suck at texture work so it looks wonky as fuck.
Randolph Cherrypepper  [author] 11 Aug, 2023 @ 8:47pm 
I don't think I've played with that DLC yet. Definitely haven't seen textures for children. I wonder if those are in the base game files or only with the DLC.
SalmonToastie 11 Aug, 2023 @ 9:47am 
For kids you have to make a smaller version and edit the texture for child bodies. I attempted it but I suck at texture work but I got a vest working for kids.
StepMurp 6 Mar, 2023 @ 5:20am 
Finally, a use for those unwaveringly loyal slaves.
Randolph Cherrypepper  [author] 13 Jan, 2023 @ 11:31pm 
Mother of pawn wearing a suicide vest. Someday.
Hostile Delfim Netto 11 Jan, 2023 @ 10:07am 
Mother of god... vvv
TaM_tHe_JaM 3 Jan, 2023 @ 4:00pm 
Thank you very much.
Randolph Cherrypepper  [author] 3 Jan, 2023 @ 9:34am 
I don't know anything about children. I don't have that DLC. If I had to guess, it is probably a minor XML change to allow children to wear them, or a version of them. If any XML modders out there know the answer and can drop that info here, I can update the vest appropriately.
TaM_tHe_JaM 3 Jan, 2023 @ 2:41am 
Can children fit into these?
ed155 13 Dec, 2022 @ 9:38am 
thx that useless flesh waste can be help me now. Blazing glory time
Hi5Ghost 19 Nov, 2022 @ 9:42pm 
Thanks for update :)
1989 Toyota Corolla 18 Nov, 2022 @ 1:12am 
Nice! thanks mate
Bobby_Hill (♀) 17 Nov, 2022 @ 8:14pm 
YAAAAY
Randolph Cherrypepper  [author] 17 Nov, 2022 @ 7:10pm 
Updated for 1.4. Thanks for your patience everyone.
Bobby_Hill (♀) 31 Oct, 2022 @ 7:29pm 
hope you can update it again someday mate
Randolph Cherrypepper  [author] 29 Oct, 2022 @ 8:51pm 
Sorry, I don't have a system to update this mod and run RimWorld right now. Real world stuff took some stuff out. Writing this from a phone.
1989 Toyota Corolla 26 Oct, 2022 @ 1:30pm 
1.4 would be lovely
Goosey, the Whimsical 26 Jun, 2022 @ 12:42pm 
where do i make it?
FungalFish 19 May, 2022 @ 3:00pm 
>:)
Thanks man, looking forward to seeing them use it!
Randolph Cherrypepper  [author] 18 May, 2022 @ 9:25pm 
Hi FungalFish. Yes raiders can spawn with vests. There's an option in mod options to enable or disable spawning suicide vest on raiders. Can they use it? Not yet. There is a chance that they can blow up when taking damage, which can go bad if they're near your walls or pawns.
FungalFish 17 May, 2022 @ 11:06pm 
Do raiders ever spawn with these?
Randolph Cherrypepper  [author] 11 Aug, 2021 @ 11:59pm 
After disabling every tag that was in the XML one-by-one, it turns out 1.3 will now crash if the <projectile> tag is on the suicide vest and the vest is on the ground. I don't know why.

I've moved the projectile tag into the mod tags area in the XML, and then updated the Detonate button code to find the explosion data there.

This resolved the save game errors for me and everything appears to work as expected. New version of the mod has been published. Mod visibility is public again.

I'm truly sorry for anyone who lost data from this. I don't know why the projectile tag caused this issue in 1.3 (worked since alpha 17).
Randolph Cherrypepper  [author] 11 Aug, 2021 @ 10:26pm 
I still can't find the source of the problem, but I found out something interesting:

Save game works if people are wearing the vests. The save game only breaks if there's a suicide vest on the ground. If I knew more about the inner workings of the save game system, I'm sure that would be meaningful to me.
Randolph Cherrypepper  [author] 11 Aug, 2021 @ 8:51pm 
@TENb I did a test where I loaded a long term save, used dev tools to add a vest, and when I save/quit, I get console showing errors. It's not at all obvious to me how the errors relate the vest, but it sure looks like the vest in the colony caused an issue. I've got something I can work with now.

I'm unlisting the mod while I figure this out.
Randolph Cherrypepper  [author] 11 Aug, 2021 @ 8:37pm 
Hmm. Thanks for the report confirmation.

I'm really not sure how to proceed without being able to reproduce the problem.

It's interesting that having the mod installed does not impact the save, but having the vest in game causes an issue. Seems like the issue would be related to the XML somehow?
TENb 11 Aug, 2021 @ 9:00am 
P.S. I had one base. But there is also a mod "Factional War"
TENb 11 Aug, 2021 @ 8:58am 
In my sad experience, I also found out that this mod breaks the save. Immediately after I bought this vest from a merchant, I could no longer load my saves made from that point on. Even if you delete this mod, all the saves that were after I picked up the vest are already broken. It's good that I only lost about 15 minutes of the game. But someone plays with only 1 save))
Most likely it's a mod conflict, but I couldn't figure it out from the log. I will only assume that this is a conflict with the "Remote Tech" mod. But I probably won't check it :D
Randolph Cherrypepper  [author] 7 Aug, 2021 @ 1:52pm 
I never tested with multiple bases. As for why? I'm really not sure. I can't imagine how this mod would affect a save game. If you go to options and enable dev mode, there will be some buttons along top. Click the far left button to see a log. Load the game and check the log. It might give a better indication of which item or mod or whatever is causing an issue.
Grannybasher 7 Aug, 2021 @ 1:26pm 
Ok, So I found out the hard way, that having these stored in your base and then saving/reloading will render that base unusable.. It just disappears and you can no longer interact with it or it's inhabitants. Is there any reason you can think of as to why this has occured, as I really want to use these vests for raiding :D

(This happens if you have multiple setllements, I've not tested it in a play with only one settlement, My main game atm has multiple settlements, And I just lost 2 of them.. Luckily I had back-up save files from before this mod, and was able to recover my bases.)
Robo 6 Aug, 2021 @ 2:55pm 
Excellent, thanks for replying. Great mod by the way!