RimWorld

RimWorld

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Unique Apparel & Armor
   
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Mod, 1.6
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158.275 KB
9 Aug @ 2:05pm
15 Aug @ 3:33pm
9 Change Notes ( view )

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Unique Apparel & Armor

In 1 collection by Amro
Amro's Mods
8 items
Description
- Description -
Introduces a unique trait system for apparel & armor, inspired by the Persona and Unique Weapons systems.
All clothing and armor can now have special effects and abilities, with the chance of receiving a trait increasing with the item's quality.

All apparel can roll 1–3 unique effects.

- Legendary apparel always has at least 1 effect.
- Masterwork apparel has a 50% chance for at least 1 effect.
- All other qualities still have a chance, but higher quality means better odds.

Safe to add mid-save.
Old apparel will not gain effects—only newly generated items.
Effects also apply to hostile pawns and raiders, so watch out.


<> If you enjoy this mod, please rate and favorite! <>
Your support helps keep my mods updated!

- Required Mods -
Requires Harmony

- Mod Compatibility -

<!> Unique Apparel effects should apply to modded apparel <!>

I have confirmed that the Eltex Bodysuit in Eltex Bodysuit (Continued) will gain Unique effects.

The Durable unique effect will work with Quality And Durability (Continued) but it probably wont work with other durability changing mods.


- Acquisition -
Craft or obtain unique apparel through quests, traders, raiders, or loot.

- Thoughts -
Late-game apparel was not worth it, as late-game melee pawns often burn through entire armor sets every raid, so this system adds more long-term value and variety to armor choices.

- Unique Effects -
- Unbreakable -
-> Doesn't let the apparel fall below 20% durability, so you still have to deal with the ratty/tattered apparel debuff

- Self Mending -
-> The apparel restores 1% of its durability every 3 hours, but only while being worn

- Wideband Nullifier -
-> The apparel removes the mood effects from both psychic drones and psychic soothes

- Simulacrum -
-> The apparel cannot become tainted, and never causes ratty/tattered apparel thoughts

- Durable -
-> The apparel's durability is doubled

- Reinforced Plating -
-> adds +30% sharp armor to the apparel

- Impact Padding -
-> adds +30% blunt armor to the apparel

- Insulating Mesh -
-> adds +30% heat armor to the apparel

- Adaptive Layering -
-> adds +10% sharp, blunt, and heat armor to the apparel


- Notes -
I didnt want to add any effects that overlapped with the Royalty (Persona weapons) or Odyssey (Unique Weapons), and temperature is already covered decently with the different materials and specific apparel.

So far there are 9 unique effects, and if you think one would be really good and on the same level as the ones already in the mod please tell me and I'll consider adding it.

(I had to remove the Regenerating unique effect as the only way to make sure it worked was to search the entire map frequently and update the item which caused bad performance issues.)

We're back in business! I got a form of regeneration to work with Self Mending that doesn't tank the fps!

- My Other Mods -
Seek Enemies – Lets player pawns automatically seek out enemies
Combat Speed Unlocker – Unlocks all game speeds during combat
Auto Close Research Popup – Auto-closes the research finished popup
Psychic Ritual Mechanoids – A mech helps invoke psychic rituals
Psychic Anchor – New psychic ritual to prevent low consciousness
Fleshmass Regeneration – Path to gain regeneration from the Dreadmeld
Archite Temperature Genes – Adds higher-level temperature genes

- Support -
[ko-fi.com]
If you like this mod, consider supporting me for as little as $1.
All my mods are free; support is optional and helps future updates.

- Change Log -
Version 1.0
-> Initial release

Version 1.2
-> Removed Regenerating unique effect because of performance issues
-> Added Simulacrum unique effect
-> will replace Regenerating unique effect with Simulacrum on old saves
-> Should actually have better performance now

Version 1.3
-> Added Durable unique effect

Version 1.4
-> Added Self Mending unique effect
-> Added Wideband Nullifier unique effect

Popular Discussions View All (1)
3
16 Aug @ 1:51am
PINNED: Bug Reports
Amro
32 Comments
Consho 19 Sep @ 5:40pm 
this is compatible with [ZAV] Stuffed and Sealed Power Armor? ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3410347095 )
morielen 19 Aug @ 8:48am 
No Idea if its possible, but maybe something like Darkvision / Nightvision for Helmets or something like that? (so, no workspeed/walking Penalty in darkness) Some possible negative modifiers, which would balance out the the better things, (like the Odyssey weapons sometimes have, or the persona weapons) things like "Ratty - this clothing always looks bad and ratty, even when fully intact" or, "Cumbersome - this Armor reduces Workspeed, since it gets in the way a lot, but increases stopping resistance" So, the player has to balance out wearing the armor, or having it ready in case of an attack. I personally like having to weight the good against the bad, and of course, if you happen to get an armor without any negatives, that just makes it that much better :)
Amro  [author] 14 Aug @ 10:03pm 
@Chime
Awesome, I like the effects! I'll try to get started on some of these. I'll see what I can do about certain unique effects spawning on only certain types of armor (might be above my skill level) but we shall see.

@El Marco
That also might be above my skill level but ill look into it
Chime 14 Aug @ 9:08pm 
Some of these have already been mentioned but

Lighter Materials : Small move speed buff
Integrated Smoke Pop Pack: Provides 1 use refillable smoke pop, only spawns on armor
Integrated firefoam Pack: Provides 1 use refillable firefoam pop, only spawns on armor
Fireproof : provides a little burn protection and reduced flammability significantly
Bulwark : gives the pawn unstoppable when worm, only spawns on very heavy armor
Gilded : provides a small social impact and trade buff
Extra Pockets : small increase to carry capacity ( good for caravans )
Heavy Plating : provides significant extra blunt and sharp armor but also a large movement speed penalty, only spawns on armor

Also you may want to make sure the unique effects can't spawn on things like gloves, boots, scarves etc from Vanilla apparel expanded since those fill uncommon clothing slots.

Very cool mod idea, love more RNG / lootbox elements to make each run unique.
El Marco 14 Aug @ 2:13pm 
Make an auto medic add-on which will auto heal if medic supplies are in the pawns inventory maybe?
Amro  [author] 13 Aug @ 8:29pm 
@Spess Merhreen
I tried to fix some more but without the logs I can't do much anymore, so I have made a "Bug Reports" discussion so if you still have the logs/if it happens again I can see what is going on.
Spess Mehreen 13 Aug @ 7:47pm 
Back again.
After playing for hours I made some armor with these traits and save quit - > load And it broke the game. I had to Debug destroy all armor and the mod to resume without error.

It said "couldn't find reference for trait X Y Z and broke things :C
Amro  [author] 13 Aug @ 6:52pm 
@Meina
Very interesting! I'll look into it but no promises!
Meina 13 Aug @ 5:58pm 
this looks very promissing, i love infusion which have the same idea however that mod is always running calculations which eats tps even when no armor or weapon is being used.

have you considered using templates by any chance? like increase, decrease, add, effect 1/2/3/4 or status 1/2/3/4 for x(20/40/60/80)%. instead of doing defined effects?

that way might help with the variety
Amro  [author] 13 Aug @ 4:49pm 
@lexcpa324
I like the ideas! I am working on more effects and every suggestion is appreciated (my imagination is limited), I am trying to make a backlog of effects that I will try to add eventually so I'll put your suggestions on it!