See change notes for details.
Added Siegebreaker (former Heavy Marine) and Trooper armors as well as their prestige variants:
Thanks Avery, Logger and Chowder for help!
We can all agree that in vanilla game, the peak of technological progress is a set of power armor. The way to get there? Through Flak pants, jackets and vests. After playing this game for so long, I became tired of using the same armor over and over again — no variety in content leads to no variety in gameplay. This is exactly the reason why me and Trunken decided to create an Armour Expansion!
Vanilla Armour Expanded is part of a series of mods expanding on everyday life on the Rimworld. When paired together with a brand new Vanilla Weapons Expanded and Vanilla Apparel Expanded, you can bring something to your game that will keep you interested in it for days.
Armor is spread across several new technologies that need to be researched which in turn adds valuable game time before you achieve everything there is to achieve. New items cover all technological eras, from wooden armours of neolithic tribes, through chainmails and chestplates of medieval kingdoms, bulletproof vests and ghillie suits of the modern era combat all the way to two, brand new variants of a regular marine armor — one of them with an integrated ranged shield belt!
Pawns go bald when wearing a ballistic goggles — this is currently hard coded into the game and I have no way around it. I recommend using [KV] Show Hair with Hats mod to get rid of this problem
Headgear is clipping through another headgear / Balaclava renders over the helmet
The way the game code is written, there are no separate layers for headgear, which means I can’t tell the game to render balaclava under the helmet. The game renders the latest worn apparel higher, so wear balaclava first and then the helmet and it should work fine. Nothing I can do about it until the game code is updated to allow for layers on headgear.
No other issues are currently being tracked.
Please report any bugs in a discussion board called “Bugs”.
Q: Is it Combat Extended compatible?
A: The patch is integrated into the github version of combat extended. Once you download it, it will automatically be applied if this mod is found.
Q: Do these armours spawn on enemies?
A: Yes, these pieces of apparel have necessary tags to spawn on all the pawns in the game.
Q: Can I request a feature?
A: Yes, please use “Requests” discussion board.
Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn’t suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I’ve created these sets of armor to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is — nothing in this mod is special at all. Nothing will make you go «Oh that’s unusual», because the whole purpose of this mod is to blend into the existing game.
Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like. Bear in mind that if you add it to an existing save, you need to update all the stockpile settings to include these items.
Q: Do you accept commissions?
A: Yes, I do. Please find me on RimWorld discord which I will link in the Links section below. Name is OskarPotocki.
Q: Will you keep updating this mod?
A: Yes, but not often. I have worked hard and for a long time to make a list of armors that I’d like to see added and I have added them. If some feature request catches my attention, I will add it. I plan to release several add-ons to this mod, most notably “Raiders” add-on and “Spacer Apparel” add-on.
Q: Raiders wearing ghillie suits have their name removed and I can’t click them!
A: That’s a feature, making it harder for you to spot them on a map.
Q: Pawns with prosthetics/bionics can’t wear boots or gloves!
A: it’s because of a vanilla limitation/feature. replaced bodyparts will lose their child bodyparts, but the game won’t show you that.