RimWorld

RimWorld

Eccentric Tech - Angel Apparel
234 Comments
jjmalyen 13 hours ago 
Love all your mods so much. Thanks for the Odyssey updates. You are a star!
Aelanna  [author] 22 Jul @ 2:32pm 
@Cornuthaum - Carry weight is an odd stat in vanilla, as it's actually the max stack size of items that the pawn can carry. If you are not using increased stack size mods then this value won't do much when you're carrying standard stuff materials like wood or steel as they have a standard stack limit of 75, and mods like Pick Up And Haul use the inventory rather than normal carrying mechanics.
Cornuthaum 22 Jul @ 2:25pm 
For some reason the maid gear doesn't actually apply its carry weight bonuses. Do you know what mods might cause such a conflict?
BigGovernment 21 Jul @ 6:40am 
@aelanna - any chance for a vanilla-ish undersuit/helmet without legs? Or maid frills on helmet? The textures themselves are great, but want something for my men.
Aelanna  [author] 20 Jul @ 9:23pm 
@IceStorm - I personally find glove and boot mods to be a bit too much clutter, but Angel Apparel undersuits and uniforms cover hands and feet already. :)
IceStorm 20 Jul @ 9:19pm 
I love this mod a ton for my late game runs, and wish to make a suggestion. Any chance high heels and gloves to be added? Since a few mods (like VAE) add boots and combat gloves for Marine+ level armor, I think it would be a neat idea to have an eccentric tech equivalent with this.
Aelanna  [author] 13 Jul @ 3:31pm 
@SC_Reaper - Oh yeah, I should probably do that. Thanks for reminding me! XD
SC_Reaper 13 Jul @ 3:18pm 
@Aelanna No just those two really. I just checked your update notes and I can see you've already added it, which is wonderful. You didn't mention it in the mod description, so I wasn't entirely sure whether the properties had been added yet. Glad to see they're there.
Aelanna  [author] 13 Jul @ 2:04pm 
@SC_Reaper - You mean something besides the vacuum and cold resistance?
SC_Reaper 13 Jul @ 1:56pm 
Now is the big question, how about Odyssey integration? :)
SaltyStoryteller 11 Jul @ 2:51pm 
Much as I love these, I do have to ask... Why not just make them out of hyperweave? Since that seems to be basically the same stuff?
Head 5 May @ 1:02pm 
I love the outfit designs. I wish there were "prestige variants" with a gold or diamond trim though, I think that would be really beautiful!
blackrave 12 Feb @ 12:04am 
I think butler uniforms are outside the scope of this mod
If anything it's something more fitting for addon to have male versions for dresses, ideally each based on different suit style to look distinct.

Too bad about lack of prestige variants though.
While I understand that more "mundane" (for a lack of a better term) suits and uniforms don't have those, SERAPHIM undersuit and Angel Leader uniform should have either prestige versions or inherently be prestige outfit on it's own, given that it is considered leadership gear.
Mask of Humble 20 Oct, 2024 @ 4:39pm 
Battle maids, love it!
Now where are the battle butlers!
crashfly 11 Oct, 2024 @ 5:15pm 
@volpol - thanks for the info. much appreciated
volpol 11 Oct, 2024 @ 9:30am 
I have a patch that I use myself. Aelanna's rationale for not adding it by default is solid, but as most colonists are already more flexible with title requirements, let them be flexible just a little bit more. The XML patch is available at https://pastebin.com/vJN5ex9d
crashfly 7 Oct, 2024 @ 10:02pm 
@zanaikin - if you do make a patch for it, please share. it would be something i am interested in.
zanaikin 7 Oct, 2024 @ 4:58pm 
@crashfly Thanks for the info. I'll have to make a patch to deal with this on my run then.
crashfly 3 Oct, 2024 @ 9:53pm 
@zanaikin - i asked a similar question earlier this year on this comment thread. here was the response:

@crashfly - I've mentioned this in the past, but I will not likely be making any psycaster variants myself; I don't personally play with Royalty and no matter how high tech they are, maid uniforms are for servants, not nobility. It doesn't make a lot of sense for me, but I am not opposed to someone else making a patch mod to change this. :)
zanaikin 3 Oct, 2024 @ 6:44pm 
@Aelanna is there any chance of updating these outfits to satisfy noble apparel demands?
Left Nut 26 Jul, 2024 @ 1:19am 
@Aelanna whoopsie you're completely right on that one chief I cleared the github version and it works great now, thanks!
DanTheMan 17 Jul, 2024 @ 7:05pm 
thank you for the answer hope you have good day
Aelanna  [author] 17 Jul, 2024 @ 9:45am 
@DanTheMan - As you say, it's a change that the devs made to the base game and they did not give us any means to fix it. There may be ways to fix it, but it'll need to be a systemic fix, not something that individual mods adjust for.
Aelanna  [author] 17 Jul, 2024 @ 9:43am 
@Left Nut - CarryWeight is much older than 1.5 and Angel Apparel uses the stat just fine. If you have a local copy of Combat Extended (such as one of the release candidates from GitHub) and you're going back to the live Steam copy, then you need to *completely delete* your local copy for other mods to recognize it properly due to a long-standing bug in the vanilla game that causes intercompatibility features such as MayRequire and LoadFolders to not recognize the Steam copy when you have a local copy.
DanTheMan 17 Jul, 2024 @ 12:31am 
hi Aelanna i have a bit of a problme with the all the uniforms all long hair seems to render under the uniform i dont get errors or anythen thet tells what the problem is all i no is its a bug with rimworlds 1.5 update with layering if you or anyone can help ty
Left Nut 12 Jul, 2024 @ 10:38am 
It seems like the CE patch in this mod doesn't change the "Carrying Capacity" stat into "CarryWeight" ever since they updated CE to 1.5. I haven't properly tested but I think the other CE patches are also not working.
Starman 6 Jul, 2024 @ 2:53pm 
I don't know if this has been brought up in a while, but the full-head helmet is showing the hair from the back. From the front and side it looks normal, just noticed that while playing around with sos2. Other than that, still looks great, still my favorite series of mods here!
Nuacepony 4 Jul, 2024 @ 5:56am 
@Life's Protagonist oops, I'm a CEmod player
Life's Protagonist 3 Jul, 2024 @ 11:15am 
@nuacepony Angel apparel's gear isn't meant to be used until after you've hit the raid cap. A flak vest and flak helm or just wearing bioferrite plate armor and a flak helm will outperform any armor from this mod signifigantly, in terms of incoming damage reduction and chance of death reduction. (using a normal charge lance as the metric).
TL:DR this mod is for ultra late game colonies. Even if you deliberately intend to use this mod on a 60% difficulty run you'll beat the game before this armor becomes best in slot.
Aelanna  [author] 3 Jul, 2024 @ 6:38am 
@Nuacepony - Raw protection is what is sacrificed for the high skill and stat bonuses given by the full ensemble, which includes significant movement speed increases and combat enhancements. Furthermore, Angel Apparel is intended to be used alongside phased and modulated shield belts from Advanced Shields to fit the Angels' doctrine of ranged fire superiority, mobility, and skirmish tactics.
Nuacepony 3 Jul, 2024 @ 6:25am 
Seems this mod's clothing defense isn't as good as power armor? I'd like to know other advantages of these clothes.
Life's Protagonist 15 Jun, 2024 @ 8:22am 
@aelanna
The +2 to melee and ranged accuracy aren't as impactful on dps or accuracy as bionic arms would be, though the -10% aiming time is an appreciable dps increase of about 5% depending on the gun. It's really the -50% flammability that makes the angel and guardian combat uniforms unique, as the vanilla equivalent is just using bionic limbs (4120 silver) and excellent flak vests (335 silver). (don't have to protect the limbs if they're already bionic, gives better dps bonuses and dodge chances too)

Those +# to stats are effectively offsetting your pawn's level by that value and those functions have diminishing returns from levels. at 20 melee the armor's buffs are halved and a single bionic eye is 75% as good as the buffs.

I don't mean to bother you though. The mod is wonderful and I'll just tweak the values on my end so that I can enjoy it the way I play rimworld.
Aelanna  [author] 14 Jun, 2024 @ 1:37pm 
@Life's Protagonist - Thanks for the feedback! The market values are definitely probably a bit out of date, but comparing purely on the basis of raw armor protection is not even remotely fair considering the secondary benefits of each of the armor sets. Should they be twice as much as vanilla marine armor? Probably not, but they definitely aren't an "order of magnitude too high" because flak vests aren't a fair comparison.
Life's Protagonist 14 Jun, 2024 @ 1:03pm 
it's hard to balance the undersuits with direct comparisons, as the vanilla best in slot skin layer is hyperweave pants + button down shirt for 780 silver, but nobody uses hyperweave or thrumbofur pants/shirts because they're a bad deal. 800 for APSARA, 1000 for SERAPH and 1200 for AREL feels right for the tox resistance and armor values they've got, but they're still definitely a "keep this one pawn alive at all costs" item until you hit the raid cap and everybody gets ARELs.
Life's Protagonist 14 Jun, 2024 @ 12:53pm 
I really like the designs and concept of this mod and have been playing it myself, but I have some feedback. The armor have market prices an order of magnitude too high for their armor values. A prime example is that you've set the market price of a Combat Uniform to 5000 silver and given it a Sharp resistance of 90 and a blunt resistance of 60 for a pawn's middle armor layer, but a flak vest only costs 225 silver for 100 sharp and 36 blunt resistance. Given that the only sources of blunt damage are melee attacks and projectiles that partially penetrated your higher armor layers, I don't think +24 blunt and -10 sharp is worth +4775 silver. I know the flak vest only protects the torso while the combat uniform protects everything but your head, but slightly better limb protection than a devilstrand duster (480 silver) isn't worth the astronomical asking price.
TAWM 11 Jun, 2024 @ 4:18am 
Got it, I just used AI to upscale the resolution.
:LetiHeart:
Aelanna  [author] 10 Jun, 2024 @ 4:28pm 
@TAWM - I do not mind if people want to make retexture mods, so long as they are pure retextures that require the original mod as a dependency, HOWEVER I do not and will not ever consent to any of my art or assets being used in AI generation.
Luneyl 9 Jun, 2024 @ 1:36pm 
I see, thanks!
Aelanna  [author] 9 Jun, 2024 @ 11:34am 
@Luneyl - You also don't need to use PatchOperationFindMod and PatchOperationSequence in this situation at all, you could simply do a straight PatchOperationAdd or PatchOperationReplace with the stat using <VEF_MassCarryCapacity MayRequire="whatever.vef.package.id">25</VEF_MassCarryCapacity>
Aelanna  [author] 9 Jun, 2024 @ 11:33am 
@Luneyl - Replacing the entire stat block is definitely more liable to cause issues than using PatchOperationAdd to insert a single stat value.
Luneyl 9 Jun, 2024 @ 7:33am 
@Aelanna, I've made a patch for Vanilla Expanded Framework for carry capacity that i'll be using. Not sure if it will break something but here is pastebin link just in case:
https://pastebin.com/qswB0bRg
TAWM 7 Jun, 2024 @ 8:52am 
MT
I want to use AI to enlarge the resolution of the textures of this mod... and then upload it to the creative workshop. Can I do that?
Aelanna  [author] 6 Jun, 2024 @ 6:44pm 
@Luneyl - The vanilla CarryingCapacity stat is a bit misleading, it is the maximum stack size that a pawn can haul at once, which doesn't affect a mostly-vanilla game very much when a healthy human can already carry 75 which is the max of most common resources. It is only really noticeable when a pawn is hauling small-volume items like silver/jade/gold or if you have mods that increase the max stack size of items.

My legacy mod list uses Combat Extended, in which CarryingCapacity directly affects the inventory system and thus is far more powerful. I do not personally use Vanilla Expanded and thus have no reason to add it as a dependency.
Luneyl 6 Jun, 2024 @ 4:57pm 
Undersuits does not increase mass carry capacity that pawns use on map, only caravan carry capacity. Is that intended? If not, you can make them act like Vanilla Expanded backpacks.
Aranador 30 May, 2024 @ 9:27pm 
Support for Save Our Ships 2.7 - you legend !
Aelanna  [author] 17 Apr, 2024 @ 6:17am 
@Tannhauser - Character Editor infamously has a Def override system that can alter the value of any Def in the game, often without telling you it's doing so. It is on by default, cannot be turned off, and is annoying to undo; I would strongly recommend using Pawn Editor whenever possible from now on since Character Editor's dev is not very responsive to feedback about this feature.
Tannhauser 16 Apr, 2024 @ 7:44am 
Strangest thing I just figured out. The Character Editor mod currently has some sort of conflict with the Angel Apparel mod in 1.5/Anomaly. The Combat Halo, Seraph Undersuit, and Angel Guardian Uniform all have base defense values of 200% while Character Editor is active in my modlist, but the rest of the apparel have normal values. Swapped it out for the new Pawn Editor, problem solved.
r3xm0rt1s 16 Mar, 2024 @ 12:03am 
Any chance of apparel for our maids-in-training? Children yearn for the modded clothes.
crashfly 19 Jan, 2024 @ 3:09pm 
@KiTarn - i asked a similar question in Sept on this comment thread. Here was the response:

@crashfly - I've mentioned this in the past, but I will not likely be making any psycaster variants myself; I don't personally play with Royalty and no matter how high tech they are, maid uniforms are for servants, not nobility. It doesn't make a lot of sense for me, but I am not opposed to someone else making a patch mod to change this. :)
KiTarn 19 Jan, 2024 @ 10:23am 
Just wondering, any plans on making the apparel noble use? Had to edit the apparel so the Ennobled pawn didn't complain and saw that Rabbie apparel was added to noble clothing with their mod so am asking.