RimWorld

RimWorld

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Advanced Marine Armor
   
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Mod, 1.0
File Size
Posted
Updated
1.261 MB
20 Oct, 2016 @ 6:59am
11 Sep, 2019 @ 9:23am
21 Change Notes ( view )

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Advanced Marine Armor

In 1 collection by PartyCowboy
Fallen Pantheon
128 items
Description
Marine armor. The most effective late-game armor.

Not anymore! Now you can sink your leftover resources into EVEN BETTER marine armor! Using a revolutionary alloy called modificarium, you can upgrade your boring marine armor to not-boring ADVANCED marine armor. But that is not all! No, no, nooo. You can also create helpful combat tools such as vizors that enhance your vision, electrodes to stimulate your brawling potential or exoskeletons to be better at combat! And again, that is not all. Using the aforementioned not-boring advanced marine armor and the combat tools, you can make specialised melee and ranged marine armors!

Disclaimer: these creations will require research to be done. The inventor of these magnificent items is not you, so you do not yet comprehend how to fabricate these items. Contact your nearest researcher if you are interested.

Also, the thumbnail is no longer accurate, as I have switched the recipes to the fabrication bench.

If you have issues with the mod, comment in the comments section of this mod on Steam.
Popular Discussions View All (1)
1
21 Oct, 2018 @ 8:43am
Changes I've made to the Advanced Power Armour
Wacoede
106 Comments
Mister Buisness Mann 23 May, 2022 @ 8:33am 
1.3 when? I can't seem to find a different mod with the same concept as this one
PartyCowboy  [author] 17 Aug, 2020 @ 7:19am 
I don't think so... I kind of lost the passion for it, and there are other mods out there that do a better job with introducing specialised equipment...
Dark Echo 17 Aug, 2020 @ 6:59am 
Is this mod ever gonna get updated?
PartyCowboy  [author] 10 Mar, 2020 @ 11:41am 
Thanks!
level 35 boss 9 Mar, 2020 @ 1:23pm 
B)
honestly hearing that it could get an update is good enough for me, no matter how long the wait. take care of yourself my dude!
PartyCowboy  [author] 9 Mar, 2020 @ 9:45am 
I unfortunately have not been able to spend as much time as I'd like on Rimworld, since I am in my exam year. I have just recently started making a list of my two mods and all the stuff that I will have to check and work on for them. I do not yet know when I will have time to work on any of the points on the rather large list, but I have good hope to commence updating around the beginning of June.
I also do not think anyone would want an updated mod with constant red error messages, but I do think this will be the first of my two mods to get updated, since its to-do list is absolutely tiny compared to the other one...
I hope to get it done as much as you do, but hearing requests for a new version is absolutely wonderful to hear, since it means I have done a good job. So thank you for that, and thank you for your patience.
level 35 boss 8 Mar, 2020 @ 12:15pm 
1.1?
PartyCowboy  [author] 11 Sep, 2019 @ 9:30am 
@bearhiderug I have uploaded the mod with the offset stats for the modificarium.

I have set the sharp armour offset to a tad below steel, since modificarium is just a metal used to modify power armour and shouldn't be used to make other really good armour.
The blunt has been set to between steel and plasteel. It isn't good at sharp, so in my opinion it should be somewhat better at blunt.
And lastly the heat has been put above plasteel, since I felt that because modificarium is used to modify and basically functions as supercable for all the new gadgets and gizmos inside the advanced marine armour, it should be able to stand some heat.

If you, or anyone else for that matter, has some other moderately fleshed out ideas for the stats of modificarium and supports them with reasonable arguments, feel free to post them here and I will at least consider them. If I like it, I think I'll put it to a vote that lasts a week or two.
PartyCowboy  [author] 8 Sep, 2019 @ 8:27am 
@bearhiderug Thanks for this report. I'll hopefully fix it in the coming week and will let you know when the update has been posted. Thanks!
PartyCowboy  [author] 12 Aug, 2019 @ 1:23am 
@Blindmouse I'm sorry to hear that. My advice to you is the same as my advice to NickGreenTV: The things I changed were the defName xml nodes for better distinction. I added to every defName the "AMA_" bit. I think that if you make a local copy of the mod and remove those 4 characters you should have a significant chance to make your save work again, so long as you haven't deleted it, deleted the mod or saved it again.