RimWorld

RimWorld

TSIND Power Armor QA
Showing 1-10 of 19 entries
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Update: 1 Aug @ 9:17am

Fixes:

- Fixed wrongly placed MayRequires for different vacsuit-helmet retextures. Shouldn't have caused actual issues, just threw unnecessary errors if the feature was previously used and the mods in questions removed from the modlist afterwards.
- Added some additional conditions to prevent remnant 'gapLines' in the mod-settings menu after mod-removal.

Update: 1 Aug @ 5:29am

Changes:

Added support for the following mods:

- Spacer Arsenal
- Impact Weaponry Reloaded
- Phase Weaponry
- Pulse Weaponry
- W1NG Vacsuit Set

Added temporary fix for inversed vac-protection values in Spacer Arsenal.
Added optional (visored) textures for the W1NG Vacsuit Helmet.

Update: 30 Jul @ 9:13am

Changes:

Added the first patch of alternate textures for the following helmets:

- Vanilla & prestige vacsuit
- Basic & prestige gravship captain
- Odysseus vacsuit

All 'visored' variants and made by the author of the 'Vacsuit-mod-series' Kilo

More alternative textures (and supported mods) to come in the next days.

Update: 29 Jul @ 1:24pm

Changes:

- VQE Cryptoforge armors can now be colored
- Rewrote all relevant (yes, that was a lot) patches to use XML Extension's safe-patches again. The prior idea was interesting, but caused too many issues, even if only in fringe cases. Patches targeting stats of all armor should now work nicely no matter which other mod touches them as well. Tested the change with all supported mods & additionally on a ~200, somewhat representative modlist. Nothing should be erroring - but I might have missed the one or other stat not being correct or failing to apply just in general. If you find such a case, please let me know - those cases are easier to fix than they are to spot. :)


Fixes:

- Prestige Vac-Suit slave suppression value
- Vanilla Vac-Suit movement-value
- VFE:Empire tox-protection
- VAE Handwear and Footwear Addon compat re-instated after packageID-change

Update: 28 Jul @ 1:10pm

Fixes:

- Fixed patches for Altered Carbon 2 helmets. Hopefully once and for all now.

Update: 28 Jul @ 3:32am

Changes:

- Added bugfix for wrong shaderType for the absolver body armor in VFE:Empire
- Added bugfix and corrected mask-files for Altered Carbon 2

(Both fixes reported to their authors. Those fixes are applied automatically right now - no need to activate the "TSIND_PAQA_ModFixes" setting for them.)


Fixes:

- Hardened all colorGenerator patches to prevent fringe errors with other mods and inheritance.

Update: 27 Jul @ 3:07pm

Nothing to see here!

Update: 27 Jul @ 1:31pm

Changes:

- Well, that didn't take long. After people requesting it, the new vac-resistance setting now also covers all recont-type and the rest of the currently supported modded armors. VE trooper armor still excluded, so are 'headsets' and similar headgear. But let me know if you people really want the full 'cheat-option'.

Update: 27 Jul @ 12:49pm

New Features:

- Added Tweak to give marine-tier power armor and higher the same vacuum-resistance as vac-suits. Does not apply to recon armor and modded armors derived from it. In addition, there are currently some modded armors not supported on purpose. Those include armors from;

* Altered Carbon 2
* Alpha Mechs
* VQE Cryptoforge

If you want some of those armors to be supported, just hit me up - I wanted to double-check their specifics first, before including them though.

Update: 27 Jul @ 9:07am

Changes:

- Added colorGenerator patches to some/most of spacer-tier utility items, packs, mechanitor gear, etc. Some items with too dark/pre-colored textures were left out for the time being since they will need custom patches & texture-masks at some point. Even some of the now included items might not look particularly good when used with too dark colors, but that basically applies to the armors as well. It also doesn't only apply strictly to spacer-tier items but all items that follow their texture-design. Will add an extra, optional toggle for them (or a whole color selection) at a later date if people want to use dark armors but not have those utility-items use the same one.

Fixes:

- Further adjustments to patches against bases, should change nothing for the user, more to come.