RimWorld

RimWorld

Sealed Power Armour
Riddle 78  [developer] 11 Jan, 2021 @ 6:11am
Patch Suggestions
While my mod shouldn't outright break other mods,or be generally incompatible,I still need to write a patch to ensure that my mod can give modded power armours resistance to Toxic Fallout. Make such suggestions here,but I need you to provide a link,and more importantly,I need you to try and sell me on the mod in question. If you can't interest me in giving it a stab,then I won't consider patching it.
< >
Showing 1-15 of 19 comments
Neptimus7 11 Jan, 2021 @ 12:10pm 
It would be great to patch the EVA suites from Save our Ship 2. It's got almost 150k current subscribers, so I'm sure you'll get inundated with requests.

If you actually want me to sell you on it, here goes:
You build spaceships. In space. With big pew pew lasers and energy/thermal management and everything. Now, building a spaceship isn't the end, but the beginning.
Last edited by Neptimus7; 11 Jan, 2021 @ 12:11pm
Napstablook 11 Jan, 2021 @ 12:15pm 
Hey! Perhaps make a patch for https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1695609511&searchtext=Spartan+Foundry, its a really cool vanilla-friendly mod which adds some specialized power armor so you arent stuck with recon, marine and cataphract armor for the late game
LoggerC4 12 Jan, 2021 @ 4:41am 
One I'd like to see is the Crypto Heavy Armor from Vanilla Vikings Expanded, as that seems to be a mostly fully sealed helmet too. I don't know about the light crypto, though it is the 'recon armor' of the set. https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2231295285
Riddle 78  [developer] 12 Jan, 2021 @ 8:57pm 
Originally posted by LoggerC4:
One I'd like to see is the Crypto Heavy Armor from Vanilla Vikings Expanded, as that seems to be a mostly fully sealed helmet too. I don't know about the light crypto, though it is the 'recon armor' of the set. https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2231295285

...I use VFE-Vikings,and the Crypto Armour completely slipped my mind. I'll look into it.


Originally posted by War Raccoon:
Hey! Perhaps make a patch for https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1695609511&searchtext=Spartan+Foundry, its a really cool vanilla-friendly mod which adds some specialized power armor so you arent stuck with recon, marine and cataphract armor for the late game

Looking at the mod,there's just way too many suits there,on top of the HazOp suit already providing Toxic Sensitivity Reduction. Sorry to say,but I don't see myself using Spartan Foundry,simply because it adds way too many statistically-similar suits of armour.

Originally posted by Neptimus7:
It would be great to patch the EVA suites from Save our Ship 2. It's got almost 150k current subscribers, so I'm sure you'll get inundated with requests.

If you actually want me to sell you on it, here goes:
You build spaceships. In space. With big pew pew lasers and energy/thermal management and everything. Now, building a spaceship isn't the end, but the beginning.

SoS2 seems to be a near-constant subject of discussion on the RimWorld Discord. Next colony I roll,I'll look into it. But at first blush,EVA suits are,by every definition,sealed up tight with their own life support systems,and very heavily shielded against radiation to boot. If they don't have Toxic Sensitivity Reduction as you say,then that's just laziness on the part of the mod dev.
Napstablook 13 Jan, 2021 @ 12:16pm 
oh well, it was worth the try :)
Robob 15 Jan, 2021 @ 9:36am 
Could you make a patch like this,but for fire resistance?
Last edited by Robob; 15 Jan, 2021 @ 9:36am
Riddle 78  [developer] 15 Jan, 2021 @ 9:49pm 
No,because a suit of armour would actually make getting set on fire a significant risk. You're effectively strapped into a pressure cooker.
Robob 16 Jan, 2021 @ 4:17am 
But you could probably last a second or two of heat,enough to run through a small fire,better than having your flesh burn
Riddle 78  [developer] 16 Jan, 2021 @ 4:47am 
Look up what happened to knights when they got under machicolations,sometime. It involved pitch.
dan at the van 16 Jan, 2021 @ 6:15pm 
I would personally love to see the rimsenal series patched with these changes (there's a few sub mods which add various armours):

https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=725947920
Killsode 16 Jan, 2021 @ 9:03pm 
The hazard suit from rimsenal already has some toxin protection but it also has psychic protection, so i think adding toxin protection to the rest of them would be fine
Dirnilgaan 18 Feb, 2021 @ 7:43pm 
Originally posted by Riddle 78:
Look up what happened to knights when they got under machicolations,sometime. It involved pitch.
Wouldn't this be different for space-age power armor that likely has a cooling system in it?
Kaedys 15 Jul, 2021 @ 2:22pm 
Patch submission for Mechanoid Bench 2: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2521636816&searchtext=mechanoid+bench

<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Mechanoid Bench 2</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <!-- Mecha Armor --> <li Class="PatchOperationConditional"> <xpath>/Defs/ThingDef[defName = "Apparel_MechaArmor"]/equippedStatOffsets</xpath> <match Class="PatchOperationConditional"> <xpath>/Defs/ThingDef[defName = "Apparel_MechaArmor"]/equippedStatOffsets/ToxicSensitivity</xpath> <match Class="PatchOperationReplace"> <xpath>/Defs/ThingDef[defName = "Apparel_MechaArmor"]/equippedStatOffsets/ToxicSensitivity</xpath> <value> <ToxicSensitivity>-0.50</ToxicSensitivity> </value> </match> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[defName = "Apparel_MechaArmor"]/equippedStatOffsets</xpath> <value> <ToxicSensitivity>-0.50</ToxicSensitivity> </value> </nomatch> </match> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[defName = "Apparel_MechaArmor"]</xpath> <value> <equippedStatOffsets> <ToxicSensitivity>-0.50</ToxicSensitivity> </equippedStatOffsets> </value> </nomatch> </li> <!-- Mecha Helmet --> <li Class="PatchOperationConditional"> <xpath>/Defs/ThingDef[defName = "Apparel_MechaHelmet"]/equippedStatOffsets</xpath> <match Class="PatchOperationConditional"> <xpath>/Defs/ThingDef[defName = "Apparel_MechaHelmet"]/equippedStatOffsets/ToxicSensitivity</xpath> <match Class="PatchOperationReplace"> <xpath>/Defs/ThingDef[defName = "Apparel_MechaHelmet"]/equippedStatOffsets/ToxicSensitivity</xpath> <value> <ToxicSensitivity>-0.50</ToxicSensitivity> </value> </match> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[defName = "Apparel_MechaHelmet"]/equippedStatOffsets</xpath> <value> <ToxicSensitivity>-0.50</ToxicSensitivity> </value> </nomatch> </match> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[defName = "Apparel_MechaHelmet"]</xpath> <value> <equippedStatOffsets> <ToxicSensitivity>-0.50</ToxicSensitivity> </equippedStatOffsets> </value> </nomatch> </li> </operations> </match> </Operation> </Patch>

The armor in that mod, despite being described as Marine Armor, has protection comparable to Cataphract Armor (120/50/150, vs. Cataphract 120/50/60), so I gave it the 50% resistance.

In addition, I've noticed that in couple of your patch definitions, you have an extra trailing slash after ThingDef and before the name specification, which will break that patch if that section is hit under the conditionals (I spent a fair amount of time this afternoon debugging exactly that issue when I copied one of your patch files to make mine above). In the Royalty patch file, the second and third xpath for the Locust Armor:

<xpath>/Defs/ThingDef/[defName = "Apparel_ArmorLocust"]/equippedStatOffsets/ToxicSensitivity</xpath>

Similarly for the third xpath for the Prestige Recon Armor:

<xpath>/Defs/ThingDef/[defName = "Apparel_ArmorLocust"]/equippedStatOffsets/ToxicSensitivity</xpath>

Both should use `/Defs/ThingDef[defName =` instead of /Defs/ThingDef/[defName =`

A files search for that pattern shows only those three instances, though, so fortunately it's not a widespread issue (and those would only be hit if the armor in question was given an `equippedStatOffsets` stat by another patch, or a vanilla change, first).

That said, I really like your conditional patching style.
Last edited by Kaedys; 15 Jul, 2021 @ 2:23pm
Vazrua 26 Sep, 2021 @ 10:38am 
So I've not used this yet or peeked at the code, does this patch the ApparelArmorPowerBase and the like or do you write patches for specific apparel? Wondering as I've got a few mods that add power armour that i'd like to have this too.
Riddle 78  [developer] 27 Sep, 2021 @ 12:46am 
It patches specific apparel items,because I'm taking a tier-based approach based on protection factor and apparent coverage factor.
< >
Showing 1-15 of 19 comments
Per page: 1530 50