RimWorld

RimWorld

Tasty Armory - High Medieval
125 Comments
John Human 1 hour ago 
Is it alright to criticize the design a little? The armor is great but some of the weapons' scaling feel off. The greataxe doesn't feel as great as it should be and the arming sword felt flimsy, only the handaxe and spear felt right. The other weapons from In Shining Armour felt short too, especially when compared to their Medieval Overhaul counterparts. The design themselves are alright, it's just the scale that's off.
Umasouu 4 Oct @ 11:25pm 
how to repair cloth?
GrassTypeFire 17 Sep @ 8:20am 
There seems to be a issue with the bag item, it doesn't seem to be available in game. I tried spawning via dev mode but it does not show up on the menu. I've tested with only the Core mod and High Medieval installed but no luck.
Egamerx 6 Sep @ 6:05pm 
for layering i use compatibility i use Rimmsqol mod, it let me edit lots of stuff without having to touch the code in the game, so mods can run smoothly with each other
Egamerx 4 Sep @ 9:07pm 
ok cool thx for the response
Vaarelsauce 3 Sep @ 2:28am 
Why does the (cloth) Aketon have a base Sharp armor protection of 45% AND covers body+legs?

For reference, a Devilstrand button-down shirt has 28%, while a Flak pant has 55%?

Here's a screenshot, I think there legit might be a typo with this: https://imgur.com/a/AfeBwNj
Serina  [author] 26 Aug @ 9:32am 
i *think* i initially based the vanilla values on MO, yes, dunno about current state of CE MO patch but it should be about same overall, tho my layering works a bit differently so idk, I haven't actually had a proper colony run in 2y i think...
Egamerx 24 Aug @ 5:05pm 
do you play your mods with Medieval overhaul ?, if yes is it balance with MO on (with CE too)
Guarwo 24 Aug @ 4:17pm 
Values good way they are and good alternative to higher tech level. There also mods to limit what tech level world is so good if you don't go industrial - spacer run. Also even with armor way it is if a bunch of ai running at you with better guns prob don't matter to much if chasing them down in melee.
Serina  [author] 24 Aug @ 3:50pm 
@Soyuz separate coif item not implemented in vanilla due to layering and coverage features missing, included helmet combined item instead.
Serina  [author] 24 Aug @ 3:47pm 
Use CE if you want combat that somewhat works, I can't fix the basegame combat system being garbage with minor values tweaks.
k|Aquila Mars 24 Aug @ 8:28am 
Stats on these are absolutely busted. Greathelm has the same protective value as cataphract power armor.
Soyuz. 21 Aug @ 10:40pm 
hey, so I'm not sure if I'm going crazy but I don't see any of the coifs, both padded or maille.
y1per 20 Aug @ 4:05pm 
Good mod
OneOldCake 12 Aug @ 6:53pm 
Just an FYI, the aketon has absurd defensive values. Likely a typo since everything else is balanced well-enough. It's stronger than most end game armors despite being a cloth skin layer shirt.

Manually fixed it myself but figured I'd notify you as well.
Guarwo 1 Aug @ 9:14am 
You hit subscribe and then if you don't use a mod manager enable it in game. Make sure to get Tasty Armory - Core also cause it required.
shavimtz10 1 Aug @ 8:49am 
can someone explain me how to downlad the documents needed to use the mod?
I cant find how to do it propperly
Serina  [author] 24 Jul @ 8:14am 
ye, i hate stuff getting unnecessarily bundled
Guarwo 24 Jul @ 8:11am 
Thank you for updating this and the samurai mod to 1.6 it's cool to use your mods when do neolithic play through but what's cool about it you don't force new materials or some dumb overhaul like a lot of other medieval mods. But it's cool can make like a knight order colony without the annoying mechanics.
Serina  [author] 24 Jul @ 3:09am 
what? the 14th-15th century visored helmets? those are in the 14th-15th century equipment mod of course
Avokant 23 Jul @ 6:15pm 
@Serina, Just curious on what made you get rid of the lifting helmets?
dr650cp 23 Jul @ 6:51am 
1.6 pls
Geneva 16 Jul @ 7:08am 
okay <3
Serina  [author] 16 Jul @ 6:54am 
in a bit, okay?
Scionin 15 Jul @ 12:25pm 
1.6?
dr650cp 14 Jul @ 6:29pm 
1.6 pls
oscarmdsh69 11 Jul @ 2:05pm 
1.6 update coming?
Artesano_Bread 11 Jul @ 7:16am 
Thank you for the suggestions!
Serina  [author] 11 Jul @ 1:24am 
@CloakerM8 not an item in Vanilla (I really should mark these clearly on images, damn)
Serina  [author] 11 Jul @ 1:23am 
Wouldn't say I'd recommend, especially not making clothes textures...
as for graphics programs, RW modders mostly use vector based graphics (far more reuseable), Adobe Illustrator is the most capable in this niche, there are some compelling ethical arguments for avoiding it, main alternatives are Inkscape (freeware, really didn't like it's interface last time tried), Affinity Designer (one time purchase, haven't tried) and Krita (freeware, mix of vector and raster tools, haven't tried but heard it's good)
CloakerM8 11 Jul @ 1:17am 
What is the coif called in the dev menu? Can't seem to find it.
Artesano_Bread 10 Jul @ 1:54pm 
What program do you use to make your textures? I was considering getting into modding.
Some Cossack Fetus 25 Jun @ 11:51am 
Oh ok, thanks for answering my question, i like your mods very much, rn im making a through the ages kind of run and your mods fits perfectly.
Serina  [author] 25 Jun @ 11:33am 
shield draw is just fucked at the moment sadly, haven't checked 1.6 yet for if they've added the fix i need for em to work how i'd actually want em to
Some Cossack Fetus 24 Jun @ 11:27am 
Hey, there is a reason for my shields not to show the designs? In the inventory they apear with the design but in the hands of my colonists they are plain
Serina  [author] 23 Jun @ 8:40am 
The "relatively thin" is in context of textile body armor .

(apologies in advance for tired explicatory vomit, no personal aim)

Is my vanilla balancing lazy? Absolutely, I haven't played vanilla since long before I've gotten into modding. I did check a few major similar mods and they had similar numbers for similar items. (ok, stuff that has legit absurd numbers might likely be a typo but who the fuck knows with this game)

My actual honest answer is "the game's physics is fucking garbage and every minute spent on thinking about it is a minute wasted, use CE and we can have productive discussion about balancing then" which admittedly sounds rather arrogant and not a fair expectation to have towards the average player, alas, these are our circumstances.
Empowered fat activist 23 Jun @ 7:16am 
Not sure if this is already common knowledge but the Aketon has crazy unbalanced stats for a "Relatively thin form fitted jacket worn under armour" - otherwise great textures, thanks!!
Serina  [author] 15 Jun @ 10:03pm 
not save-compatible so do it on new run
cyu4770 15 Jun @ 9:02pm 
Hi! Thank you for these mods, they are amazing! I'm a little confused, I have the "depreciated" versions of these mods. Do I just subscribe to the new ones, move them to my mod list, and then remove the old ones? I'm new to modding
Yatoro煜 10 Jun @ 9:55pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3496956232
Made it, all of tasty armory mods have been patched, you can check some variants unfit.
Serina  [author] 10 Jun @ 3:47pm 
for player, you can select them with the, what i falsely assumed was well readably linked, mod for it, for NPC tho, ye, unfortunately can't be specified.
If it's just an issue of stuff not being centered the same, that's solvable, will be a bit til i could get to it tho.
Yatoro煜 10 Jun @ 12:19pm 
Or make some regional style in tasty armory core, to contain variable apparel and weapon, if their stats are basically same, some of these variants looks good, but they are completely random and unchoosable, sad.
Yatoro煜 10 Jun @ 12:12pm 
Can you make weapon variants have independent def? Such as Messar or Falchion, use parent name to copy a new thingDef just change texture and name. I was making melee animation patch, but i found there are random weapon textures you can't choose, and their hilt or blade is not totally overlapping, which is making it unfit...
Serina  [author] 10 Jun @ 4:05am 
fixed texpath, it'll have melee animation patch when someone makes it...
Yatoro煜 9 Jun @ 5:24pm 
TA_NasalCombi wornGraphicPath lose a "T", it tried to find A_NasalCombi but can'T.
By the way, really cool mod, will it have melee animation patch? I have seen light and cannot tolerate darkness......
Moxie 8 Jun @ 1:36pm 
yeh
Serina  [author] 8 Jun @ 1:04pm 
ooh, rights, the famous "the Archotech mod", the mod made specifically to add the archotechs, archotech mod... that mod?
Moxie 8 Jun @ 11:29am 
You know, the one with the archotechs
Serina  [author] 3 Jun @ 12:20pm 
...the hwat?
roach farmer 2 Jun @ 3:30pm 
Can this work with the Archotech mod?