RimWorld

RimWorld

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[ZAV] Stuffed and Sealed Power Armor
   
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Mod, 1.5, 1.6
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18 Jan @ 11:54pm
3 Aug @ 2:02pm
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[ZAV] Stuffed and Sealed Power Armor

In 1 collection by Alexander Zagirov
My mods
8 items
Description
Description
I had some time on Christmas holidays and decided to organize some of my personal patches and turn them into a proper mod. This series of patches started mainly because of another mod I adopted and rebalanced – Fantasy Metals. Back in the day I tried a lot of mods that added new materials to the game, but all of them felt either lacking, unbalanced or added a lot of unnecessary bloat. That’s when I decided to adopt an abandoned mod and turn it into something I myself will enjoy playing with. As I really liked to play low tech colonies everything worked fine, but when I wanted a normal playthrough those new metals always felt almost useless post medieval era. Vanilla and almost all of modded vanilla-like Industrial+ tier armor ain’t stuffable. Of cause you can still use those metals as trading goods, gifts… or build adamatine doors and walls to troll raiders, but that’s about it. So, I started looking for mods that allowed to stuff power armor, and I did find a few of them, but… yes… balancing issues. Yet again I didn’t like how things were balanced, and yet again I went the same route – if you don’t like it, make it yourself. That’s how I slowly started to write patches to vanilla and some modded armor to make it stuffable and fix some other issues.

Balance
As mod name suggests this series of patches mainly focuses on making armor stuffable and adding toxic / toxic environment resistance. It never made sense to me that futuristic power armor doesn’t have any environmental protection. So, how things are balanced? I decided to split plasteel cost of armor in half between… well… plasteel and a stuff material, and also to separate armor rating into flat and stuff bonus. I balanced it around plasteel stats, as it’s armor main material. The idea was that only the outer plating is stuffable in power armor. Let’s look at a marine armor as an example. Vanilla sharp armor is 106%, so with stuffable patch it will become 49% flat + 114%/2 (plasteel) = the same 106% as a vanilla one. Same with cost, it will become 50 plasteel + 50 stuff material instead of 100 plasteel. So, if you use plasteel as a stuff material then patched marine armor will have exactly the same stats and material cost as a vanilla one. But if you stuff it with adamantine than its sharp armor will become 49% flat + 150%/2 (adamantine) = 124%. Simple, right? If only writing those patches was as simple as it sounds… it was very tedious… and turning this mess into a proper mod with actual togglable options almost drove me mad. So, plz don’t bug me with requests to patch your favorite mods! I will mostly ignore them.

Ah, yes! Toxic and toxic environment resistance patches! First of all, toxic environment resistance was a Biotech-exclusive stat pre 1.6 patch, so on 1.5 you want be able to see it as an option if you don’t have Biotech installed. This is also true for all other mod options. If you don’t have Royalty, there will be no visible Royalty-related patches in the mod options and so on. Personally, I think that unlike with toxic environment resistance giving armor toxic resistance is a bit overpowered, but I added that option for those who don’t think that way. The amount of resistance armor gives depends on its tier. Recon and analogs – 50% (15% Helmet + 35% Body), Marine and analogs – 75% (20% Helmet + 55% Body), and Cataphract and analogs – 100% (25% Helmet + 75% Body).

Odyssey DLC added vacuum resistance to power armor but it’s not 100%. Honestly, it’s not such a big deal because with 90-99% vac resistance pawns can operate in space for quite a long time, but to those who don’t want to micromanage apparel swaps, mess with genetics, or look for other solutions I added togglable patches for all vanilla and supported modded armor to give it vacsuit's level of vacuum resistance. By default, only cataphract armor and its analogs have this patch toggled on.

Bonus patches
I had some other gear-related patches and decided to add them as a bonus. First section is a lightweight alternative to Packs Are Not Belts mod. After Rimvorld 1.4 release I’ve got fed up with its bugs and lack of proper support, so I wrote those simple xml patches to get rid of it for good. Second section is essentially a Gunlink with helmet analog but with support for Biotech headsets.

Compatibility
IDs
ID: 3410347095 Mod ID: zav.stuffedSealedPowerArmor
31 Comments
Latex Santa 28 Jul @ 1:00am 
@Alexander Zagirov
Then we thank you very much for your hard work, it is appreciated.
Alexander Zagirov  [author] 24 Jul @ 11:57am 
Proper 1.6 and Odyssey support now... I’m tired… spent 9 hours on this…
LS-Swapped HMT Olympic 18 Jul @ 1:25pm 
Just what I've been looking for! I've always thought it a bit silly that power armor wasn't stuffable in the base game. Imagine if you could cheap out and build it from steel as a stopgap before you get a lot of plasteel, or if you're running mods that add new endgame resources - build it out of some wibbly wobbly archotech BS to create nigh-impenetrable armor with more HP than all your enemies' armor combined, but at an astronomical cost and the risk of being raided far more often due to wealth increase.
Dath 18 Jul @ 11:26am 
No worries, thanks for the update.
Alexander Zagirov  [author] 18 Jul @ 8:54am 
@Dath Yeah, if that’s the case I’ll add togglable option. Also not a fan of constant apparel switching. But it’ll probably take me a week or two to finish my current playthrough. If you in a hurry then I recommend using “RIMMSqol” mod for now.
Dath 18 Jul @ 7:43am 
Power armour (helm+armour) vac resistance is only between 90-99% atm, and you need 100% to survive in space long term.

Not a huge fan of being forced to use vacsuits lategame so was wondering if it was possible to make a tweak to increase it to 100%?
Alexander Zagirov  [author] 17 Jul @ 6:25pm 
@Dath Is there something wrong with it? I’m still on 1.5.
Dath 17 Jul @ 5:39pm 
Any chance of tweaking the vac resistance from power armors as well?
Alexander Zagirov  [author] 12 Jul @ 4:33am 
1.6 Update
I’ll add Odyssey support later after finishing my current 1.5 playthrough and going through Odyssey content.
Alexander Zagirov  [author] 16 Jun @ 7:18am 
@doom587 I have very limited amount of free time, and wring those patches is quite time consuming. Especially for mods I don’t use. I may do it when I’m going to update my mods to 1.6.