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If you're interested, it'll be great if you added backpacks from Toolmetrics Redux , and anything else from that mod, as it brings a LOT of utility stuff.
Thanks again!
It changes the shieldbelt to torso as well as many other areas so it can be equipped onto animals.
Its a shame I cant use both mods, but I never use animals any way.
Equipment ignores damage - If enabled, apparel on the equipment layers will not take damage in combat. Mod compatibility is not guaranteed.
does this mean the apparel below the torso utility item does not take damage, but the utility pack does? My mechinator bandwith pack disappeared/got destroyed, and im wondering if it soaked up all the damage instead of the torso apparel. I dont want it to happen again since my mechs go haywire and i dont have the signal chips to replace it immediately
There is currently an option in mod settings for all artifacts to have their own layer, which allows them to be worn with anything.
Love the mod btw!
To anyone having this problem: Is the hunter pack affected as well? Both packs are patched by the same file, so an upload/download issue would affect both. Do you have any other mods that alter the cerebrex node?
If you are having this issue, you can try verifying the integrity of RimWorld's game files, which should force any outdated Workshop items to update. If that doesn't work, try unsubscribing from the mod, waiting for Steam to finish updating Workshop content, then resubscribing.
It is. The table in the description is very outdated.
It should be on the torso, a patch exists for it and it appears to be working on my end. Not sure why there would be issues with it on your end.
In the base game, just the shield belt. Though you can make smokepop packs behave like belts by enabling the "legacy smokepop pack" mod setting.
Vanilla Apparel Expanded is supported by this mod and adds a few "true" belts.
Hi friend! I'm using this mod alongside Rimmu-Nation, but when I enable the Tactical Layer option for Rimmu, my pawns end up wearing several layers of the same gear. It's like it doesn't disable the original vanilla layer.
https://imgur.com/gallery/packs-are-not-belts-rimmu-AYoEGQS
Maybe I'm missing something here, I've only played the game for about a week.
Thanks for a great mod!
pls
This has been added in the latest patch. Try verifying your game files to make sure the update applies. The mods menu should display mod version 2.4.1.
into the VaeAmmunitionLayerPatch.xml file pls change PacksAreNotBelts_Tactical to PacksAreNotBelts_Ammo. This solves the missing texture.
Should be fixed now.
It may be an issue with Steam's content delivery, given recent issues I've been having. Try validating the game's files, or unsubscribing and resubscribing. That should force Steam to download all of the required files.
what could be the reason my pawn is unable to wear the 'Masterwork' jump pack alongside a shield belt (a normal one, not the ranged version added by the VE mod)?
Fixing this limitation is the purpose of this mod, or have I overlooked something?
Thank you. It doesn't seem to support the version of Linux I'm running, but that's what I keep the Windows laptop around for.
Bloat files should be removed now.
It should be feasible to remove the source files, but I need to figure out a way of doing it properly first.
As for Rim-Effect: It won't be immediately compatible unless the new version uses the same package ID and def names. I'll look into it when I can.
And an additional question that I don't think has been asked yet - do the settings for the Rim-Effect ammo belts effect the Renegade/Legacy versions of Rim-Effect being maintained and expanded by Neronix17 and their team?
What you've got going is pretty close, honestly, and I'm not sure if Farx will be returning to modding. I don't have any say, of course, just a fan of both mods... so I wanted to suggest maybe incorporating some of those changes or supported mods into your mod options, kinda make yours a "all in one" apparel layer tweaks mod like some of the other tweak bundle mods?
Link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3222566093
Totally understand if not, btw, just figured I'd suggest it as I really like your mod and would love to see more tweaks like this. Thanks for the great mod! :)
Fuckin' based, man, thank you.
My beyond-Ultratech colony that includes a thirty-one man program of clone supersoldiers was ever so slightly inconvenienced by the inability to wear Deadlife and Disruptor Flare packs with T3 EMPResist Ranged Shield Belts. Wheeze
Anomaly support is now live.
I will now be moving on to adding 1.6 support, for this and all of my mods.
Does the "Require Restart" implies in restarting a game or Rimworld? Cause I've been trying to change an option but everytime I reload my save, the itens are still in the tactical layer.
https://gist.github.com/HugsLibRecordKeeper/d64aecc17f4f299bcf48ead52b9e7830
Changing the mod order so Packs Are Not Belts is loaded before or after VAE Acessories makes no difference.