RimWorld

RimWorld

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TSIND Power Armor QA
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Mod, 1.6
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1.387 MB
22 Jul @ 9:14am
1 Aug @ 9:17am
19 Change Notes ( view )

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TSIND Power Armor QA

Description






TSIND Power Armor QA is a tweak-collection for power armor type apparel and related gear. As most of our projects, it is meant to combine the features of many smaller tweaks which are commonly used and package them thematically fitting to reduce the mod-count of people's modlists while also improving on those features and providing a modular experience via mod-settings that allow you to only use the features you really want. Keep in mind that besides actual improvements of those features, this will not magically make your game load faster or run better, it's just a convenient way to combine similar tweaks & changes and to unify patches for better compatibility.

While the core-functionality is already in place, we have some more features planned to be added in the near future. You can check the mod-settings to keep track of which those are and what our current focus on updates is. All mod-features are turned OFF by default, so make sure to enable what you need before starting a new save. Most options only apply to newly generated items, so if you activate or change tweaks mid-save, you will have to regenerate already existing gear to benefit from changes.

Current Features Of The Mod Include:
  • Improved Environmental Protection
  • Increased Temperature Insulation
  • Armor Covering Hands & Feet
  • Lower Equip Delay
  • Movement Speed Changes
  • Slave Suppression Changes
  • Uniform Power Armor Coloring
  • Integrated And Improved Gunlinks
  • EXPERIMENTAL: Individual Rextextures
Specifically Supported Mods:
  • Alpha Mechs
  • Altered Carbon 2: ReSleeved
  • Biotech Prestige Mechlord Armor
  • Gravship Captain Helmet
  • Odysseus Vacsuit Set
  • Prestige Mechlord Armor
  • Prestige Specialist Armours 1.5
  • Prestige Vacsuit Set
  • Sanguine Armor
  • Rimlord Armor
  • VAE Handwear and Footwear Addon
  • VAE Handwear and Footwear Addon Updooted
  • Vanilla Armour Expanded
  • Vanilla Quests Expanded - Cryptoforge
  • Vanilla Factions Expanded - Pirates
  • Vanilla Prestige Specialist Armours Reworked
  • Royal Arsenal
  • W1NG Vacsuit Set
  • Spacer Arsenal
  • Impact Weaponry Reloaded
  • Phase Weaponry
  • Pulse Weaponry
Features From Other Mods Completely/Mostly Covered By TSIND PA QA:
  • Cataphract Helmet Gas Protection
  • Cozy Power Armor
  • Feet and Hands coverage for Vanilla
  • Full Armor - Hands and Feet
  • Full Armor - Hands and Feet [1.6]
  • Gunlink sucks less
  • Hands Are Not Outside
  • Insulated Power Armor
  • Simple Insulated Power Armor
  • Toxic Resistant Power Armour
  • Vacsuits are sealed!
  • Vanilla PA Tweaks
  • [SBV] Gunlinks Affect Mortars
  • [WD] White/Grey/Black Power Armor
  • [ZAV] Stuffed and Sealed Power Armor
  • spacer armor buff
  • Power Armour Slave Suppression
  • PA Has Vacuum Resistance



Q: "Can I add/remove this mod mid-save?"
  • Both should be fine, but is not recommended. Especially mod-removal mid-save is not as safe as many people think. Some tweaks of the mod will be reversed when removed or disabled in the settings, some might be stuck on already generated items. Make sure to set things up before starting a new save for the best experience! Instead of mod-removal, just disable all features in the mod-settings. (Texture-fixes are not able to be turned off yet)

Q: "CE compatible?"
  • Obviously not. CE has its own armor system and inherent balance, the simple answer is that if you're using CE, your don't WANT this mod here.

Q: "Do you have a fancy spreadsheet listing all the stat-changes?"
  • Oh but of course we do! Have THIS HERE![docs.google.com]
    (Yeah, we made that question up - sue us!)



Please report bugs, issues, etc. ideally in the Bug Reporting Discussion, by contacting us directly on the RimWorld Community Discord[discord.gg] or via contact-form on VOID ARCHIVES[sites.google.com].

The same goes for any questions, ideas, recommendations or whatever. Any ideas for features, feasible to be added to the mod? Any balance-related concerns and recommendations? Domestic troubles? Lost pets? Feel free to use the respective thread in the Discussions and ask away!

Planned And Worked On Features:
  • Mod Support For Rimsenal
  • Tweaks For Specialist Armor Abilities
  • Texture Fixes For Supported Mods
  • Marine & Recon Helmet Retexture

With most of the core tweaks now covered, some focus will be on getting an actual useful helmet retexture running. Thanks to lacking art-skills, this can take a while though. So if you have ideas and concerns about balance, just let us know!



Visored versions of vanilla/prestige vacsuit, odysseus vacsuit, regular/prestige gravship captain helmets - and more to come - all by the author of the vacsuit-series mods; Kilo. In direct collaboration with us. Thx for that!

The current placeholder texture for the recon helmet is by Sgt Dornan and we are grateful for them giving us permission to use it in this mod.

If some of you have their own - vanilla-like - retexture and you don't want (or can't) release it yourself on the Workshop, feel free to contact us and we'll see if it can be made available via our mod!



Aside from contacting us in the comments or discussions, there's also the way to use the contact form on VOID ARCHIVES[sites.google.com] as already mentioned. Void Archives is a site dedicated to anything related to RimWorld with a focus on troubleshooting and modding. It's meant as a hub collecting and publishing News about ongoing issues with mods, offers a list of guides on troubleshooting game- & mod-issues and has links to all kinds of helpful tools and apps every serious mod-user should know about.

In our role as 'troubleshooter' for RimWorld - in the past on Reddit and now predominantly on the RimWorld Community Discord - we try to help as many people in this great community to enjoy their mods to the fullest, so the knowledge collected over many years should be preserved and made available publicly to reach as many players as possible. The direct result of that idea was Void Archives, to move on from insider-knowledge and esoteric Goggle spreadsheets to a more user-friendly outlet.
Popular Discussions View All (3)
8
12 hours ago
PINNED: SUGGESTIONS & CONTRIBUTIONS
tide{S}haper industries
3
25 Jul @ 7:05am
Grenadier-Phoenix-Locust armor tweaks
lucky_one 🍀
0
22 Jul @ 9:23am
PINNED: BUG REPORTS
tide{S}haper industries
35 Comments
tide{S}haper industries  [author] 1 Aug @ 11:29am 
Thx, and; not an issue at all. There's always a chance for some weird interactions, so despite knowing that I don't touch layering at all (yet, at least ^^) I still had to check myself to make sure.
Zoe, the Bad Wolf 1 Aug @ 11:18am 
Sorry for the wrong report, then! :D
Thank you so much for your support! <3

And for the work in the mod. It is amazing. :D
tide{S}haper industries  [author] 1 Aug @ 10:32am 
Yeah, it's 'Layers: Capes and Armor' just by itself as it seems.
I have a feeling they are running into similar headaches I did until recently, trying to patch the armorBases directly. But I'm not familiar enough with the mod to really put my finger on the exact issue. Since it just updated recently, it probably just needs to be looked into by the author.
tide{S}haper industries  [author] 1 Aug @ 10:21am 
Seems weird - we're not doing anything to layers on armor here in the first place.
Can you just try loading the game without his mod - to see if the errors remain.
Maybe also trying without https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3344566457 for once, since that one also updated coincidentally in a similar timeframe and comments there suggest that they might have changed something significantly - enough to break ppls games via hash collisions it seems.

The errors in the log specifically tend to happen with mods adding new layers to gear in general - and THAT we're not touching even remotely either. So while I'm checking that mod on my end, to see what the issue might be try to find out if it's related to them.
Zoe, the Bad Wolf 1 Aug @ 9:30am 
@Author,
After this latest update, I am getting some errors which seem related to Alpha Mechs, in which some armors don't seem to have a layer.
https://gist.github.com/HugsLibRecordKeeper/55dec300b7d45cd245a7f18f3db1964d

Would you be able to help?
tide{S}haper industries  [author] 1 Aug @ 7:59am 
PSA: Put some MayRequires onto the wrong nodes. Only affects some of the new vacsuit-retextures and won't cause any issues. It just errors needlessly when you're not using those mods but have used their retexture in the past - so highly unlikely someone even runs into it. Please ignore for now - fix is already done, but Steam's servers are currently freaking out, so upload could take a while...
csc001 31 Jul @ 7:36am 
thank your reply ,i know :steamthumbsup:
tide{S}haper industries  [author] 31 Jul @ 1:24am 
@csc001 - I'm actuall mirroring Donalds patches there to be in line with his implementation (which is about the safest and smoothest I know of) - I don't have any toggle (yet) to deactivate the setting on my end if his version is active in VCR, but the fact is that you can have it toggled on in both mods just fine without getting any errors. The relevant patches just run twice at startup, which means a tiny few ms more startup time in the worst case.

In fact, you should even be able to use most other mod's patches for the same feature, since most of them directly add the hand & feet coverage to the armors directly. Donald's (and our) patch actually changes the body-structure of pawns, putting hands and feet into the same group arms & legs are already in. In other words; many other mod's patches to achieve the coverage only work on the apparel they are specifically written for - while our implementation is just a global solution that works for all clothes out of the box.
csc001 30 Jul @ 11:29pm 
thank you mod:steamthumbsup:
i have a question : when i use Vanilla Combat Reloaded 's Armor Covering Hands & Feet setting,
if i also enable your TSIND Power Armor QA
should i enable your Armor Covering Hands & Feet?or just choses one Armor Covering Hands & Feet setting is ok
thank your mod again
tide{S}haper industries  [author] 28 Jul @ 1:12pm 
Fix should be up - reminded me on how buffed those helmets are just in general :D
https://i.imgur.com/FTCUShB.png