RimWorld

RimWorld

Vanilla Apparel Expanded
668 Comments
Buster80 20 Sep @ 8:32pm 
What happens with the Labcoat if you have Anomaly installed
One-Eyed 20 Sep @ 10:44am 
I'm just going to say... You guys should totally expand on masks as well!
hoteldoor538 11 Sep @ 5:08am 
is there a way to stop male pawns spawning in with skirts?
girk 4 Sep @ 4:59am 
everyone is wearing the apron
Lindsiria 1 Sep @ 7:38pm 
I cannot find the trappers hat and summers hat either.
Tiberius Rex 31 Aug @ 5:51pm 
The medic items register as "smeltable" .ie metal which makes sorting more difficult. I'm using 1.4 is there a way around this?
Excel.exe 20 Aug @ 11:57pm 
@Sakuuta1918 you need https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2739055353 It's a problem with the base game unfortunately
Sakuuta1918 20 Aug @ 7:41am 
Cannot equip gloves and boots with bionic arms and legs from EPOE-Forked cause hands and feet have been removed. Is it a feature or a bug?
Ra1n 20 Aug @ 3:45am 
For some reason I can't find the gas mask in the game, as well as the summer hat and the trapper hat. Are they tied to any specific DLCs? I play on 1.5 vanilla only.
judith_21 17 Aug @ 9:22pm 
Just as @cjhouston mentioned in his comment on 16th July, I can only force my pawn to wear this apparel. They will not wear it on their own. I.e. if I remove the "forced" setting on the boots, my pawns prefer being bare foot instead of wearing the boots. Same applies for all the other items, but with the boots it is most recognizable because they prefer "nothing" over the apparel from this mod. I added the mod mid-save, maybe this makes a difference?
Sammyboi 14 Aug @ 12:51pm 
@Vhis2enty you can use the mod cherry picker to remove content from mods you do not want
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3521312241
Vhis2enty 8 Aug @ 11:19am 
is there a way to remove gloves, scarfs and ´´foot apparel´ (my english is not perfect, so i don´t really remember what´s the appropriate word here)
because they make my pawns wear so much extra stuff that when it starts breaking down below 50% they get angry, and the more extra stuff they wear the more of a problem this is.
Gaijoob 3 Aug @ 11:46am 
Is it intentional that gloves are now Middle layer? Because they've been Skin layer for as long as I can remember.
LavendarDrop194 28 Jul @ 9:41am 
Are there any plans to enable shoes and gloves for children?
asdlfehasdkwjaghsdm 27 Jul @ 12:13am 
The buffs for surgeons mask and scrubs should be swapped
asdlfehasdkwjaghsdm 27 Jul @ 12:10am 
jf theres a red square with an x on it that means it cant find the texture or it couldnt load it
T145 25 Jul @ 2:06pm 
Not sure if this is a known issue, but I'm getting a bug with the apparel from this mod being labelled as tainted after stripping a downed enemy and then equipping the stripped apparel. It's not labelled as tainted for w/e reason. It seems to be happening with shoes a lot.
chocoavena 25 Jul @ 1:11pm 
I think with the babies it is a conflict to the mod Toddlers which is odd. Its only for the onsie
chocoavena 25 Jul @ 1:03pm 
i keep getting a red square with an X on it on all vanilla expanded clothes on children and babies
SnuffSaid 22 Jul @ 7:23am 
OK, after a bit of messing around I discovered the jumpsuit problem is actually a conflict with the popular mod "Character Editor". Looking at the log, I noticed the line "VAE_apparel_jumpsuit modification loaded", so I disabled Character Editor and sure enough, jumpsuits went back to normal. So it's that mods fault, though I can't even begin to fathom why they would target a single item from this mod like that when it has nothing to do with their mod's functionality. Bizarre.
SnuffSaid 22 Jul @ 4:59am 
+1 for jumpsuits needing an urgent tweak. I just made a bunch of devilstrand ones and they have 182% sharp defence before even taking quality bonuses into account. They're about 4-5x more effective than devilstrand dusters at the moment.
WimRorld 21 Jul @ 7:30am 
Jumpsuit values need to be tweaked. Gave my colonists a starting jumpsuit each of normal quality and made out of synthread. They have over 100% sharp and heat protection essentially rendering them immune to damage outside of blunt damage (only 38% protection).
blue 20 Jul @ 3:27am 
Prestige Siegebreaker helmet is missing vacuum resistance, while regular helmet has it
Shiinx 19 Jul @ 10:28am 
visual bug issue: Bluefur pelt coat is fine when not worn. But once it's worn, it's a broken image (red square with x in square). This only seems to appear on children
RimWorld_Player 16 Jul @ 2:46am 
and also i cant see the gas mask either.
RimWorld_Player 16 Jul @ 2:33am 
i cant see the trapper hat on the complex clothing or the clothing bench thing, any help please? i really wanted the trapper hat.
cjhouston 15 Jul @ 4:49pm 
anyone else having issues with VE Apparel and Armor not being recognized by outfit management? I.E. if you assign colonists to wear a TankTop and Shorts they will never automatically wear them.
Wintermist 14 Jul @ 6:09am 
Thinking we need Vacsuit gloves and boots too :D
Argyropoeia 21 Jun @ 4:19pm 
So I'm having a very strange issue where the suit jacked and shirt and tie which are supposed to give trade price improvement 0.15 aka 15% are instead giving negotiation ability 0.15/15% instead. I have other mods that add clothing with trade price improvement that work correctly and I have gone into things_def_misc and confirmed that the file definitely says trade price improvement and not negotiation ability.

I'm at a loss for what could be going wrong here. If anyone has any ideas please let me know.
Akelusha 12 Jun @ 4:57am 
(Using translator)
I think it's a bug. The tribal poncho texture is superimposed over the pawn's head.
Savage Servant 1 Jun @ 5:15am 
Why so much of new apparell is UNCATEGORIZED, just thrown out into "apparell", not misc, not new category, just thrown in on top of everything so if you want to tick them on in your already existing storage or policies you have to manually tick every single one on every single policy etc becouse any alternative is to tick on EVERYTHING.
Senyria 29 May @ 5:30am 
Could the scarf be classified as neck gear rather than head gear? Currently, it can't be equipped simultaneously with a gas mask.
Dyadya Sol 24 May @ 8:35am 
For some reason I don't have the gas mask from this mod in the game
Jellicoe Cats 14 May @ 8:52pm 
Could we have either a miners helmet or add mining to the hard hat?
DividedSE 4 May @ 12:07am 
Why nothing for Mining Improvement ?
KookiePartrokie 19 Apr @ 11:42pm 
clothes from this mod cannot be hauled because "no empty spaces to store" even though there is spaces for things to store
Pyro Phoenix 7 Apr @ 1:52pm 
I have the complex jobs mod installed in my current playthrough and for some reason when I craft the doctors scrubs and surgical mask, it defaults to using the unskilled job type of 'production' instead of the crafting related worktype of 'tailoring' because of this I can't really make decent quality clothing as it is is being made with a worktype that has no skill attached. Is this something that is a problem on VAE side or is it a problem on complex jobs side?
Arlington 21 Feb @ 12:27pm 
the gas mask and lab coat are in DLC now so if they are still in...
Miha_metan 20 Feb @ 1:32am 
how do you make the trapper hat :steamsad:
Jellicoe Cats 7 Feb @ 2:32pm 
Can we get a classic bomber jacket, goggled fight helmet and scarf for my vehicles expanded warbird pilot to wear?
Colezeveryepik 28 Jan @ 5:50pm 
Might just be a bug on my end, But whenever anybody has the tank top equipped my frames tank to 5 and tps slows down past 1x, I disabled a second mod that was doing this with some of their clothing but havent found a fix. Is there a way to disable all pawns from spawning with tank tops or a fix?
theDehumanized 25 Jan @ 5:01pm 
Anyway to disable gloves and shoes?
thmp2007 22 Jan @ 2:29pm 
hey does anyone know if the gasmask is still in the mod? i can only find the low-res biotech one
Eyeless Deceiver 24 Dec, 2024 @ 1:51am 
@SKEETER Good call, thanks.
-=GoW=-Dennis 4 Dec, 2024 @ 7:45pm 
Can those be worn by kids? If not, is there an alternative mod adding some graphically nice stuff for them?
Fridgemagnet 29 Nov, 2024 @ 5:21am 
@Aria~ムキ If your pawn has bionic legs, Rimworld removes their feet (meaning you can't wear shoes).
There are some mods which work around that, but the underlying issue is in the base game.
Aria~ムキ 28 Nov, 2024 @ 3:50pm 
Clothing code for the shoes needs a look at can't wear it won't force wear
drshahramanvariazar 17 Nov, 2024 @ 10:40am 
also WHY THERE ISNT GAS MASK ITEM (in character editor mod menu)

you better not tell me gas masks need biotech DLC for it to exist
SKEETER 15 Nov, 2024 @ 11:35pm 
Love the mod! However I found I'm unable to sell a lot (if not all? didn't test fully) of the VE Apparel items to traders who should be willing to buy since they buy vanilla clothing items (e.g., Bulk Traders). I know nothing about modding Rimworld but did some digging and was able to see that item defs in Core had "tradeTags". Tried adding tradeTags to most VEA items and that seemed to fix.

Not sure if that's intentional, a bug on my end, a miss with the mod, or something that changed recently with Rimworld; just posting here for posterity!
BreakUrSelf 9 Nov, 2024 @ 6:07am 
Awesome mod, but like some reported there are some items missing/can't wear, glasses, beret etc