RimWorld

RimWorld

[FM] Apparels and Weapons Fixes
44 Comments
Ryuuoo_ 1 Sep @ 7:07am 
Do non-supported mods go to the original categories or are those removed?
Scorpio 24 Aug @ 8:43am 
mini turret backpack is set has utility for some reason instead of you know backpack
trlightwing 14 Aug @ 5:10pm 
@Farx I don't suppose you could adjust the slot coverage for the Cerebrex Node reward from the Gravship/Mech Hive quest? It's like the Bandwidth Pack, but still takes up the utility slot.
maqadamia 10 Aug @ 6:56pm 
any chance to get a fix for the Plague Mask from VFE medieval 2 so you can wear it with hoods & such?
L. Velociraptor 30 Jul @ 8:42pm 
I will say I was using this mod since 1.6's update even without the 1.6 tag and it worked fine, as well as pawns just didn't spawn with gas masks all the time.

I think one of the issues was that the gas mask is cheap, in terms of raid points, and it was one of the few options for that slot. I think now there are more options, especially if you use mods that add masks or face coverings.

I love adding fun masks to my modlist, so I never encountered the gas mask issue... because there was always a wide variety of nonsense to pick from.
Farx  [author] 30 Jul @ 7:46am 
Should be fixed now, I hope =___=
Scorpio 30 Jul @ 7:34am 
Gas mask issue fixed?
L. Velociraptor 29 Jul @ 6:16pm 
Heck yeah! Thanks for the update!
Farx  [author] 29 Jul @ 4:57pm 
I've not test it with Capes and Armor yet, but feel free to left comments here about compatibility
Frank 29 Jul @ 4:19pm 
Hell yeah 1.6 update, very nicely done! I'm excited to use this again
Do you know if Layers: Capes and Armor mod works with this or would there be a conflict?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3344566457
Marty in the multyvers 14 Jul @ 12:54am 
1.6?
Soviet Swede 12 Jul @ 4:55pm 
Can't wait for this to be updated to 1.6
Egoist 8 Apr @ 7:19pm 
is it intended that array HEADSET can be worn alongside airwire HEADSET
Dyspeptic Icarus 25 Mar @ 7:59pm 
I have not. I would really like it fix, my fix has been to delete the GasMask patches from the files.
swanchyboi 20 Mar @ 12:20am 
has anyone found a fix for the gas mask bug?
Dyspeptic Icarus 23 Feb @ 8:16am 
There seems to be an issue where Gas Masks nearly always spawn on randomly generated characters.

I love the mod otherwise.
Scorpio 22 Nov, 2024 @ 6:05am 
yeah the mask issue is very annoying
Bluebottle 18 Jul, 2024 @ 12:04pm 
@Sovereign i think the author may have intended for the cataphract helmet to not be worn with the gunlink, as there is a specific line in the xml that changes the cataphract helmet
ShielÐ 24 Jun, 2024 @ 1:34pm 
Another mod from the GOAT. Thanks
Sovereign 1 Jun, 2024 @ 12:31pm 
for some reason gunlinks cannot be worn along with cataphract helmets? super weird. it is possible to wear gunlinks with other helmets. thoughts?
Torkkar 8 May, 2024 @ 6:02am 
so I noticed there's 2 mods not in the list of compatibility section they are: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2478833213
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2739055353

so are these compatible? and does this allow me to have Multiple in the same layer? like Marine Armor & a Cape with shoulder Plates? or multiple utilities like a Ranged Shield belt + ammo bag?

just a cupple questions as I'm looking to replace : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2212276413&searchtext=gear+layers cause its fallen out of compatibility with the CORE game.
Johnny Silverman 30 Apr, 2024 @ 5:59am 
Do you know if this mod will interfere with this one?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2275655161
AtomicRobot 25 Apr, 2024 @ 1:56pm 
I think it's because the Gasmasks have the IndustrialBasic tag. The PawnKindDef OutlanderBase that most other PawnKindDefs are based on, most likely, has IndustrialBasic as one of its apparelTags, and since the gasmasks are the only Apparel Item with the Teeth,Mouth BodyPartGroups that have the IndustrialBasic tag, it became over represented on most pawns.
AtomicRobot 25 Apr, 2024 @ 12:52pm 
I found the gasmask problem. The gasmask that generates on everyone is added by biotech and looking at the debug logging its Commonality and generateCommonality are set to 100.0 and 1.0 respectively. You would have to patch the values for the biotech DLC to adjust the spawn rate. Also might be worth removing the gasmask when the biotech DLC is present since it would be redundant...
Crippled-Knight 25 Apr, 2024 @ 4:40am 
but for sure it's because some part of vanilla code trying to fill available apparel slots, I once manually edited xmls to allow wearing face masks and nightvision goggles on eyes layer and everyone had those, I think the easiest but hacky fix that could work would be increasing market value on those items and disabling option to sell them
Crippled-Knight 25 Apr, 2024 @ 4:35am 
this plenty of gasmask issue really conflicts with Ushanka's biological warfare, because, what's the point of biological weapons if everyone have gas mask?
Weed Chewing Cow 21 Apr, 2024 @ 4:24pm 
I really enjoy the mod but my pawns are losing anonymity from masks no longer covering full face, any way you could add an option so it at least covers the eyes?
Crippled-Knight 21 Apr, 2024 @ 1:29pm 
What is the larger axe?
L. Velociraptor 20 Apr, 2024 @ 9:57am 
Yeah it's not necessarily a bug, I'd say, just something that naturally happens as a result of the apparel slot changes. Unintended side-effect, maybe?

My ideo has gendered face-coverings and I've noticed that if I have spare of basically any face covering lying around, a pawn will go to pick it up just because they want to wear one I guess. Regardless of gender.
Farx  [author] 20 Apr, 2024 @ 9:24am 
As for gas masks, to be honest, I don’t know how to fix it and I’m not even sure what I want. Usually I'm just glad I have a few at the beginning of the game, especially if I play through Biotech
Farx  [author] 20 Apr, 2024 @ 9:21am 
This mod add back a few headgear and tools from VE mods, but only if you already using this mods. I added this patch to my mod simply because I myself was missing these items and I liked them in earlier versions. Anyway, you could ignore those items that you don't like.
Puppydoll 20 Apr, 2024 @ 7:35am 
Does this mod have a toggle for re-enabling the VE content? I appreciate the layers this fixes, but I don't particularly want the cut content as I found it to be too much when it was standard.
L. Velociraptor 19 Apr, 2024 @ 9:08pm 
This mod is amazing, I love it, and I'd love to see it support more mods as they get updated to 1.5

For those not seeing goggles and stuff, try using one of the inventory mods. Your pawns likely have a facecover on.

For people seeing a lot of gas masks, my theory is that this is the same thing that suddenly saw everyone wearing visage masks in my colony. I think pawns try to fill the facecover (or whatever it's called) slot all the time, including visitors or traders or new joiners.

face coverings are fairly cheap and low tech, now no longer compete for a slot... and as a result suddenly everyone has one.
Soviet Swede 19 Apr, 2024 @ 8:50pm 
Oh, also i noticed.
The recon helmet seems to block the nose and jaw. That doesn't really correspond with the model.
Soviet Swede 17 Apr, 2024 @ 7:55pm 
Very nice, thank you for this.

Too bad those re-added goggles don't show up on any of the portrait mods
Nests 17 Apr, 2024 @ 5:23am 
Make an option for (on/off each of your re-texture items).
Roque the Rogue 15 Apr, 2024 @ 5:35pm 
It looks like a lot of work went in this, I salute your efforts thank you, I hope you keep expanding this mod.
Have this Award.
MadMax 15 Apr, 2024 @ 8:18am 
About the gas masks, I've read other comments in other mods, and people have said it might be because it's a very cheap item that has no technological limitation or other limitations, could it be something like that?
Farx  [author] 14 Apr, 2024 @ 11:31pm 
As for gas masks, I've noticed it, but truly not sure why it's happened...
Farx  [author] 14 Apr, 2024 @ 11:29pm 
My idea was to make a mod that would solve several problems that arose during game, including the one that Packs Are Not Belts solves. This mod does pretty much the same thing as Packs Are Not Belts, so yes, it can cause conflicts.
MeatBeatMarv 14 Apr, 2024 @ 3:40pm 
does this clash with Packs Are Not Belts? or is there an option to toggle off your pack and belt changes?
دانيال أيفان مولا 14 Apr, 2024 @ 3:36pm 
could u make a biotech and royalty standalone texture pack
Lexlag 14 Apr, 2024 @ 3:26pm 
For some reason the pawns start with gas masks when starting a game
Atrixas 14 Apr, 2024 @ 3:23pm 
This mod seems to result in almost all colonists spawning with gas masks on. Is this intentional?