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I tried to update this mod to reflect the change and 100% ToxicEnvironmentResistance from cataphract did not stop it, only slow it. Not sure what I did wrong unless its a weird rounding error.
Only a few things appear to have it above 0 by default and they have a may require biotech tag: rat, boomrat, boomalope, raccoon, iguana, insect, warg, mechanoid, and warveil.
Load order shouldn't matter,unless you have another mod that does something with Toxic Sensitivity offset with the suits of armour patched by the mod (Check the Changelog thread!),such as Combat Extended. In that case,whichever mod's lower will overwrite the other,where applicable. That said,I've gotten conflicting reports on this front with no identifiable common thread,so just to be safe,load Sealed Powered Armour after every mod it patches.
I use neither Spartan Foundry nor Rim Effect,and I've already rejected the former on the grounds that all of the suits are nearly statistically identical. Additionally,they're not actually Vanilla Expanded,though they do come from the same team. Someone just threw money at Oskar and Crew to make their RimWorld dreams come true.
For all future suggestions,please see the Patch Suggestions thread,and any issues please report them in the Issue Tracker thread. From now on,any patch suggestions or issues posted in the main,general comments will be summarily ignored. Use the systems provided.
[Sealed Power Armour - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ThingDef[defName = "VAE_Apparel_RoyalSiegeArmor"]"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=/Defs/ThingDef[defName = "VAE_Apparel_RoyalSiegeArmor"]/equippedStatOffsets): Error in <nomatch>
Verse.PatchOperationSequence: Error in the operation at position=3
Verse.PatchOperationFindMod(Vanilla Armour Expanded): Error in <match>
[End of stack trace]
[Sealed Power Armour] Patch operation Verse.PatchOperationFindMod(Vanilla Armour Expanded) failed
file: U:\Games\SteamLib\steamapps\workshop\content\294100\2358330745\Patches\Sealed Power Armour VAE.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
etc
It's applied on a per-piece basis,as it's just a stat offset on the pieces. Not a lick of proper code to be found in this mod. It's pure XML.
However,if I do that,it establishes the perception that I'll be maintaining backwards compatibility,and updates for backwards compatible versions,going forward. Which I have no intention of doing. Even if I explicitly state as such,people will still disregard it and get toxic when I tell them the score. All I want to do is give people a window to use this mod while they wait for the rest of their mods to update.
Didn't they make a post about this, that's still up? From what I understand you can just toss the current 1.2 mod in a folder labelled '1.2' and abandon it, put your update in a folder labelled '1.3' and you're all good for backwards compatability
this mod fixes it, though.
Recon Armor protects from the vacuum IIRC, but hypothermia from being out there will still affect your pawns.
By my understanding,no. Radworld's radiation doesn't target the Toxic Sensitivity stat,from what I've been told.
"Looking at the mod,there's just way too many suits there,on top of the HazOp suit already providing Toxic Sensitivity Reduction. Sorry to say,but I don't see myself using Spartan Foundry,simply because it adds way too many statistically-similar suits of armour."
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1695609511&searchtext=%22spartan+foundry%22