RimWorld

RimWorld

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Spartan Foundry Warcraft
   
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Mod, 1.0
File Size
Posted
Updated
715.052 KB
10 May, 2019 @ 9:24am
10 May, 2019 @ 1:27pm
3 Change Notes ( view )

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Spartan Foundry Warcraft

In 1 collection by Trunken
[Trunken] All my Mods (Deutsch/German inkl.)
17 items
Description
Makes all marine armors by Spartan Foundry craftable:

List of Warcraft

- Powered Assault Armor + Powered Assault Armor Helmet *present
- Engineer Power Armor + Engineer Power Armor Helmet
- Explorer Power Armor + Explorer Power Armor Helmet
- Grenadier Power Armor + Grenadier Power Armor Helmet
- Commando Armor + Commando Armor Helmet
- Hazard Operations Armor + Hazard Operations Armor Helmet
- Diplomat Power Armor + Diplomat Power Armor Helmet
- Defender Power Armor + Defender Power Armor Helmet
- Scout Power Armor + Scout Power Armor Helmet
- Samurai Power Armor + Samurai Power Armor Helmet
- Shock Trooper Armor + Shock Trooper Armor Helmet
- Recon Power Armor + Recon Power Armor Helmet

All Power armors and helmets are available at the Fabrication Bench now after Research. A Power Cell (when installed) or an AI Persona Core is needed in some cases, to balance out the access to this superior warcraft.

Requirements

- Fabrication Bench ("Advanced Fabrication")
- Research ("Mechanoid Portable Energy")
- Crafting Skill 12

Load Order

1. RimWorld: Spartan Foundry (needed)
2. Available Translations
3. Spartan Foundry Warcraft (patch)



4. More Crashed Ship Parts (optional: 2,4,5,6)
5. Mechanoid Power Source (Auto balance, when found)
6. Mechanoid Master Blaster (swap this three in front, for harder research and MPC crafting costs)

Covers the private parts of your colonists in an appropriate way!

Notes
Small interactive patch to make all the gear craftable. Can be combined with any of the listed mods.

Credits
RimWorld: Spartan Foundry * by Oskar Potocki
Idea & request * by hawkbluetear
Code * by Trunken

Links
RimWorld Spartan Foundry: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1695609511
German Language: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1724846368

Discord: https://discord.gg/sT4zdXt
42 Comments
engager6 14 Jul, 2020 @ 11:51am 
Also i heavily suggest to remove overshield ability from all armors to remove OP element and to fix yet another original author's mistake by providing shield that not even utilizes belt layer in clothing and belts can still be equipped over his armors. To do this simply remove "<thingClass>D9ASB.RangedShieldBelt</thingClass>" in xml entries, as well as <EnergyShieldRechargeRate> and <EnergyShieldEnergyMax>, also remove tag <li>BeltDefense</li> so those spartan armors stop screwing up normal pawn clothing generation. With all changes i suggested those armors will be like something specialized in the middle between vanilla power armor and 1.1 cataphract armors, that is reasonable.
engager6 14 Jul, 2020 @ 11:45am 
[2/2] As for manufactoring part i suggest to keep up with vanilla scheme that item's cost (normal quality) should be aproximately equal to cost of it's components. All armors cost 2600 according to files and where is strong reason not to raise the cost, so some elite raiders/pirates can still afford it during raid generation (Elite mercenary clothing budget is 2500-3500 according to wiki). So removal of stupid AI core is a obviously essential, but to keep those armors harder to make and more tech dependent i suggest to introduce hyperweave for building recipe. It's hard to get and is high tech armor material that makes sense, instead of some mechanoid mystery tech, so change research name to something like "Infused hyperweave" or "Hyperweave composite armor". As for the base point i can suggest a recipe like this: 5 advanced components, 80 plasteel, 80 hyperweave, 20 uranium, total cost of mats is 2560, armor cost in files is 2600.
engager6 14 Jul, 2020 @ 11:34am 
[1/2] Spartan armors are broken in many ways due to original authors refusal to balance & fix issues with them. He severely messed up their stats, not understanding many game mechanics, for example samurai is meant to provide dodge and melee hit, but instead it provides exactly nothing because author messed up stat bonus with 100 magnitude less than it was neeeded, same thing goes for accuracy and shit. You will be all surprised but that's true, just check out colonist stats while wearing to find more of those funny stuff (try samurai for melee hit and dodge or commando for shooting accuracy). Author said it's not his "priority" to fix his armors, maybe you can do this instead?
Peon 7 Jun, 2020 @ 11:39pm 
This mod is cool, however you made it a bit too OP, imo. You halved the adv. comp. costs (both helmets and armors) and improved some stats. Worst part that makes it super OP (if you dont use mechanoid power source) is removing the AI Persona Core cost from some of strongest armors. Just a warning for players who enjoy a more balanced playthrough.
denni 2 Apr, 2020 @ 11:19am 
Same issue as fallenscion. I've been able to make a Shock Trooper helmet in the past, but right now when I use the fabrication bench only the Powered Assault Armor shows up. Awesome mod btw
Mlie 16 Mar, 2020 @ 7:38am 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2024346916
Hope this helps anyone!
masuhararin 13 Mar, 2020 @ 1:32pm 
1.1 version please!
fallenscion 7 Mar, 2020 @ 1:35pm 
I'm only getting the recipe for Powered Assault armor - any thoughts as to what might be causing that?
Greatheart 3 Mar, 2020 @ 1:31pm 
Works fine in 1.1 :D
thorman123456789 29 Feb, 2020 @ 3:57pm 
update for 1.1?