RimWorld

RimWorld

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Eccentric Tech - Angel Apparel
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
5.101 MB
26 Aug, 2021 @ 7:42pm
10 Jun @ 6:30pm
19 Change Notes ( view )

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Eccentric Tech - Angel Apparel

In 2 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
Description
Originally posted by Aelanna "Anna" Cessara:
Never forget the memory of the hardships of your previous lives nor the feeling of humble, honest labor, for though we have been blessed with His gifts, we cannot truly appreciate them without the context of what we rise above.

Originally posted by Unknown:
It's not a proper maid outfit unless it has both a frill and an apron!

On a forgotten glitterworld in ages past, engineers of great skill invented the fantastic material known as nanoweave. Interwoven with fine plasteel fibers and laced with circuitry and micro-actuators, this smart fabric is capable of reshaping and adapting itself as its wearer's situation and activities demand and even enhancing their natural physical aptitudes. These outfits embody both form and function, capable of expressing fashion while protecting and assisting its wearers with everyday tasks.

Mod Content

Angel Apparel adds 11 apparel items and 2 headwear from The Eccentric's Angels, a Rimworld webcomic on Reddit:

  • 3 types of nanoweave undersuits that augment their user' strength, speed, and endurance in addition to role-specific bonuses and excellent protection,
  • 5 types of integrated uniforms that offer multi-faceted protection as well as powerful bonuses to specific tasks,
  • 4 types of outer gear that complement and enhance primary outfit bonuses, and
  • 5 types of fashionable headwear to complete the look of a proper Angel!

Angel Apparel items can be crafted at the Nanoassembler.

This mod requires Eccentric Tech - Core to function:



Mod Compatibility

This mod is natively compatible with Combat Extended and will self-patch if loaded after CE!

Nanoweave undersuits and halo helmets grant decompression and hypoxia resistance and thus can be used as space suits for Save Our Ship 2. With SOS2 loaded, you can also craft the nanoweave tactical EMU and nanoweave tech EMU that grant their wearers vacuum mobility.

Credits & Links

A big thanks to LingLuo for [SS] Maid Project, without which The Eccentric's Angels would never have been created!

The hairstyles used in mod previews can be found in this Steam collection.

Emmie and Foxy's cosmetic implants are from Eccentric Extras - Cosmetic Modifications
Popular Discussions View All (1)
0
10 Jun @ 12:54am
Is it possible to create a male or more masculine apparel of the mod?
ronwinni
213 Comments
DanTheMan 17 Jul @ 7:05pm 
thank you for the answer hope you have good day
Aelanna  [author] 17 Jul @ 9:45am 
@DanTheMan - As you say, it's a change that the devs made to the base game and they did not give us any means to fix it. There may be ways to fix it, but it'll need to be a systemic fix, not something that individual mods adjust for.
Aelanna  [author] 17 Jul @ 9:43am 
@Left Nut - CarryWeight is much older than 1.5 and Angel Apparel uses the stat just fine. If you have a local copy of Combat Extended (such as one of the release candidates from GitHub) and you're going back to the live Steam copy, then you need to *completely delete* your local copy for other mods to recognize it properly due to a long-standing bug in the vanilla game that causes intercompatibility features such as MayRequire and LoadFolders to not recognize the Steam copy when you have a local copy.
DanTheMan 17 Jul @ 12:31am 
hi Aelanna i have a bit of a problme with the all the uniforms all long hair seems to render under the uniform i dont get errors or anythen thet tells what the problem is all i no is its a bug with rimworlds 1.5 update with layering if you or anyone can help ty
Left Nut 12 Jul @ 10:38am 
It seems like the CE patch in this mod doesn't change the "Carrying Capacity" stat into "CarryWeight" ever since they updated CE to 1.5. I haven't properly tested but I think the other CE patches are also not working.
Pegasus Device 6 Jul @ 2:53pm 
I don't know if this has been brought up in a while, but the full-head helmet is showing the hair from the back. From the front and side it looks normal, just noticed that while playing around with sos2. Other than that, still looks great, still my favorite series of mods here!
Nuacepony 4 Jul @ 5:56am 
@Life's Protagonist oops, I'm a CEmod player
Life's Protagonist 3 Jul @ 11:15am 
@nuacepony Angel apparel's gear isn't meant to be used until after you've hit the raid cap. A flak vest and flak helm or just wearing bioferrite plate armor and a flak helm will outperform any armor from this mod signifigantly, in terms of incoming damage reduction and chance of death reduction. (using a normal charge lance as the metric).
TL:DR this mod is for ultra late game colonies. Even if you deliberately intend to use this mod on a 60% difficulty run you'll beat the game before this armor becomes best in slot.
Aelanna  [author] 3 Jul @ 6:38am 
@Nuacepony - Raw protection is what is sacrificed for the high skill and stat bonuses given by the full ensemble, which includes significant movement speed increases and combat enhancements. Furthermore, Angel Apparel is intended to be used alongside phased and modulated shield belts from Advanced Shields to fit the Angels' doctrine of ranged fire superiority, mobility, and skirmish tactics.
Nuacepony 3 Jul @ 6:25am 
Seems this mod's clothing defense isn't as good as power armor? I'd like to know other advantages of these clothes.