RimWorld

RimWorld

Tasty Armory - Fire and Steel
148 Comments
ecliptin 22 Jul @ 2:59pm 
rhymes with grug
Rubus 21 Jul @ 5:30pm 
krug
Tinda 20 Jul @ 3:50am 
I know right?!
Serina  [author] 20 Jul @ 3:15am 
fffffucking fffinally
Tinda 20 Jul @ 1:45am 
Hey headsup:
in 1.6, MO removed their own tailoring tech in favour of renaming(?) the vanilla one (as well as their own tailoringbench), so this mod throws errors (harmlessly) at launch about not being able to find it when you have MO loaded
crock pot 19 Jul @ 10:53pm 
Checked in game, the recipes and armors are actually craftable now!
Serina  [author] 19 Jul @ 10:05am 
should be fixed
Serina  [author] 19 Jul @ 9:49am 
oh, ok, i see now, forgot to change material category in vanilla on the metal armors
Serina  [author] 19 Jul @ 9:47am 
got home, checked, all recipes showing up normally.
hmmm, are you on 1.6 or 1.5?
Rick Locker 19 Jul @ 7:54am 
Some do, others show up as a blank space in the smithy bills, *all* show up without material requirements, no cloth, no steel, nothing. I haven't tried crafting these out of far of crashing. Orginally I thought this might be a mod list conflict, but I decided to launch with just TA-Core and this mod. Still happens.

Also I can not find any "share log through github" links. Where would that link be found, am I blind and it's on this mod page somewhere or is it found in-game?
Serina  [author] 19 Jul @ 6:46am 
there should be a "share log through github" link
do the recipes show up ingame?
Rick Locker 19 Jul @ 4:28am 
I hate to ask, but is anyone else getting really bad errors with this mod? A lot of the armour is showing up corrupted and I'm getting error messages saying they aren't smeltable. I'd post the full error message, but it's too long for the steam comment character limit.
Anton Con Otto 17 Jul @ 9:09pm 
Flint and Steel
BehJam 16 Jul @ 1:20pm 
Thank you for the update, love your mods <3
oscarmdsh69 11 Jul @ 2:04pm 
1.6 update coming?
qwedcxza 9 Jul @ 11:48am 
BÓG HONOR OJCZYZNA
dust08 9 Jul @ 8:01am 
Oh can't edit comment, I forgot to add: Simple helmet and coronet have way too much armor compared to all the other low tech helmets and can be worn with skin layer, maybe buff the rest of the metal helms to be competitive, or allow skin layer?
dust08 9 Jul @ 7:58am 
Loving these armors, quick balance thing I noticed though, you can wear TA_Underarmor and TA_GlovesBoots with power armor, a little OP. Maybe add those layers to the power armors like it is for Three Quarters plate?
gunns22 5 Jul @ 11:23am 
No errors on the new update. Cheers!
gunns22 5 Jul @ 11:19am 
I see the update now. I'll install it on RimPy and get back to you once I test it.
gunns22 5 Jul @ 10:55am 
I don't see an update to this mod on July 5 yet. Does that matter?
Serina  [author] 5 Jul @ 10:42am 
fixed (i think)
gunns22 5 Jul @ 9:41am 
@Serina
LOG! https://gist.github.com/HugsLibRecordKeeper/5bf455a03e5f6f029c8e4f44947079ec

Found an incompatibility with Medieval Overhaul, regarding a recipe missing from Tasty Armory - Fire and Steel. I took this up with the developers of that mod as well.
Serina  [author] 3 Jul @ 4:22am 
wym? I have the pike and don't have the lance
Azerbaijan_Technology 1 Jul @ 2:53pm 
No pikes? I know there's a lance, but it's different and looks different.
Golkarath 19 Jun @ 11:43am 
I have the World Tech mod and set my world to medieval, and i can't resaerch any of your mods, is it set to industrial or isn't it compatible ? So far your mods are such a great addition to any playthrough i love it !
Serina  [author] 14 Jun @ 11:37am 
no idea what you did there
sk4p3g04t 14 Jun @ 7:08am 
the accessories are giving errors:
Failed to find any textures at Apparel/Accessories/TA_PowderPouch/TA_PowderPouch while constructing
All of the accessories except the hussar wings for whatever reason are doing this. they show up fine in storage, but throw and error and show as a pink square when equipped.
gorpacus 14 Jun @ 1:24am 
what happened to the lance from the original mod...........
Yatoro煜 13 Jun @ 10:19am 
Sleep a little longer...Good for your health.
Serina  [author] 13 Jun @ 10:05am 
btw i might be slow to respond from now on for a bit
Serina  [author] 13 Jun @ 10:04am 
lmao, my sleep-deprived headass was imediately thinking about the sashimono banners without even noting which modpage this was...
thanks for the notice!
Yatoro煜 13 Jun @ 9:54am 
Weapons are selected to spawned according to tags to NPC, 0 tags means it won't be spawned by NPC. I don't know what CE works, but vanilla works like this. You can try spawn some mercenary slasher, they will still carry many banners.
Serina  [author] 13 Jun @ 9:35am 
The "blank" part is necessary because otherwise the game thinks it can just do whatever with it if there are 0 tags
Yatoro煜 12 Jun @ 5:29pm 
Yes, i was wrong, it should be <weaponTags Inherit="False"/> , it means you don't inherit from parentName, but still will be inherited by which use it as parentName.
Serina  [author] 12 Jun @ 4:43pm 
i'm fairly sure it works the other way around
Yatoro煜 12 Jun @ 3:38pm 
<weaponTags/> can achieve the effect you want.
Yatoro煜 12 Jun @ 3:32pm 
Inherit="False" only make itselt uninherit, but still inherit from parentName......
Serina  [author] 12 Jun @ 9:47am 
took the tags off, to be manually assigned now
Yatoro煜 12 Jun @ 7:44am 
Banner is too much...It's easy too see 10 people with 5 diffrent kinds of banner...Because they are cheap and has total 10 times generateCommonality with 10 kinds, each one has 1 time. Maybe it should have like <generateCommonality>0.1</generateCommonality> or something...
theDehumanized 12 Jun @ 4:02am 
No need for an insult. I just don't like modded items having an advantage over their vanilla counterparts. Needless to say they are even invisible when worn.
Serina  [author] 12 Jun @ 2:56am 
@theDehumanized if you're a silly goofball and think armoring hands if completely unnecessary (like Rimworld devs), sure, go for it, just get Cherry Picker and disable the def from in-game menu.
Serina  [author] 12 Jun @ 2:53am 
fixed ...but damn, vanilla combat calculations still sound so stupid
Yatoro煜 10 Jun @ 4:18pm 
Rapier shaderType is CutoutComplex, but without mask, so it can't be colorful.
Yatoro煜 10 Jun @ 4:01pm 
<armorPenetration> defined can't be increased by damage or other something, like zweihander or bardiche, vanilla armorPenetration is damage * 1.5%, like longsword 23 damage has 34.5% armorPenetration, but zweihander 26 damage only has 30% armorPenetration, because it's defined.:steamsad:
Yatoro煜 10 Jun @ 2:40pm 
Padded Doublet's vanilla stat seems like CE version, it has 70% sharp and 140% blunt base armor......
theDehumanized 10 Jun @ 1:41pm 
Nah I meant from the mod itself
Serina  [author] 10 Jun @ 12:08pm 
come off easier if you loosen em at the fingertips first
theDehumanized 10 Jun @ 11:22am 
Is it possible to remove gloves and boots for myself?
Serina  [author] 9 Jun @ 2:14am 
hats probably, body clothes don't have kid's textures