RimWorld

RimWorld

Tactical Extremity Protection [BAL]
51 Comments
Luneyl 13 Jul @ 7:18am 
Why this has so little subscribers :(
Sumatris 11 Oct, 2024 @ 12:31pm 
@balistafreak: Thanks for the explanation. It sounds just weird enough to be plausible within the confines of how Rimworld operates ^^. That said, I still advocate for a big plastic shield in front of my face to also protect my nose, regardless of where the textbooks place it ^^. Full helmets do so after all, so there has to be a way to implement this somewhat elegantly.
balistafreak  [author] 11 Oct, 2024 @ 7:29am 
@Sumatris: I recall, from the last time I poked at this mod's code, that the nose is actually treated as being "inside" the head, much like how organs are categorized as being 'inside" the torso. The jaw is not, and is actually separate from the head, meaning you can lose your jaw entirely but not take any "head" damage. By contrast, the nose is "inside" the head and is damaged by the head being damaged and transferring partially to the nose, similar to how internal organs like the heart, lungs, kidneys, stomach, and liver are inside the torso and are damaged by torso damage.

This was a long time ago however and it's entirely possible I'm misremembering.
Sumatris 7 Oct, 2024 @ 9:24am 
Cool mod, but is there a particular reason why the face shields don't protect the nose? I mean, they do cover the jaw, which is further down than the nose, so... ^^
The Blind One 7 May, 2024 @ 1:59pm 
We are able to upscale all the textures you are interested in having upscaled. The flak parka's might also look really nice upscaled.
The Blind One 7 May, 2024 @ 1:54pm 
Hey man, me and Crimson (another modder) were looking to update and upscale the Flak Dusters mod to 512x512. That's when we realized you also already have a version of flak dusters so we didn't think it necessary to update the old flak dusters mod anymore. However we were working on upscaled flak dusters till a moment ago, would you be interested in having 512x512 versions of flak dusters? We can finish them up and hand them over to you if you are interested.
PremierVader 22 Apr, 2024 @ 9:46am 
I like what you did here. Thank you. Nice job.
Bosh 9 Apr, 2024 @ 8:51am 
1.5?
Emperor 21 Nov, 2022 @ 10:04am 
I have to wonder if you bothered making this CE compatible?
balistafreak  [author] 22 Oct, 2022 @ 11:37pm 
Updated to 1.4. This a fully XML mod, so it seems to work with no updates needed.

The ancient "face shield sprite appears on both face and chest" seems to be a CE-specific error which I have no clue how to fix on my end.
H4RDPWN3R 2 Jun, 2022 @ 3:03am 
To fix the faceshield issue with CE, make a patch that changes the "EyeCover" layer of the faceshield defs to "StrappedHead".
Shavius 2 Apr, 2022 @ 12:57pm 
The face coverings would be much cooler if they are not transparent
Amber 9 Dec, 2021 @ 1:27pm 
apparently its a problem with ce itself, which is unfortunate
Amber 29 Nov, 2021 @ 11:26pm 
getting that problem too as well as in other rh2 clothing, but the debug doesnt show any problems when i try to look for it
Richard Mc Nutbuster 23 Sep, 2021 @ 7:04am 
same.
[EIG] Kat 22 Sep, 2021 @ 9:54am 
I'm also getting a case where the face shield sprite appears both on the face and on the chest.
Lenin's Cat 13 Sep, 2021 @ 5:08pm 
I'm getting a case where the face shield sprite appears both on the face and on the chest
Papito 28 Aug, 2021 @ 1:43am 
Is this compatible with combat extended?
ASMR gaming 12 Aug, 2021 @ 7:12pm 
any plans for industrial area footwear / boots ?
balistafreak  [author] 12 Aug, 2021 @ 5:16pm 
Found and fixed the problem with some helpful pointers from the Rimworld discord's modding channel. It seems the patch that fixed the new Ideology blindfolds did so by inherently reworking the entire headgear system, or something. It seems that changing faceshields from <layers>Overhead (old) to <layers>EyeCover (new!) did the trick.

Faceshields should be wearable with helmets again without any issues.
sarfear 6 Aug, 2021 @ 6:15pm 
Yeah same, I can't wear faceshields with helmets or any other headgear like i used to. Could it be the recent 1.3.3080 patch?
Java Engomado 3 Aug, 2021 @ 11:12pm 
it seems you cant put on the face shields and flak helmets, i tested with royalty, ideology and harmony loaded
Eggnog 31 Jul, 2021 @ 12:48pm 
@Smooth Criminal The ce team would literally rather you ask them than continue to bug mod authors
Regent 22 Jul, 2021 @ 1:44pm 
After all this time, I still wait for the reply
Teholb 24 Apr, 2021 @ 3:21pm 
This is a fantastic addition to the lineup, thank you for creating it!
Darkequation 15 Apr, 2021 @ 6:48pm 
Great job.
I'd assume it can't convert the original flak duster into yours?
Stallion 28 Mar, 2021 @ 3:53am 
Regarding the visors balistafreak you may want to consider vertically straightening the side-on view.

The rest of the layered armor look is very cool. Well done.
Stallion 28 Mar, 2021 @ 3:50am 
Considering how uselessly underpowered armor is in vanilla I see that as a bonus Treyway.
Treyway 25 Feb, 2021 @ 6:02pm 
Are the limb protectors supposed to be able to fit under marine armor? It seems a little op to have both at the same time
Sgt.Jo 27 Jan, 2021 @ 3:47am 
I see, thank you for the detailed explanation btw great mod.
balistafreak  [author] 26 Jan, 2021 @ 5:26pm 
@Sgt.Jo: Due to how Rimworld's bodyparts are organized in their "hierarchy" coded, the nose is only coverable by helmets with FullHead. Attempting to define a piece of gear to "cover the nose" does not cause anything to happen, similar to how attempting to define a piece of gear to "cover the heart" or a specific organ causes nothing to happen.

Initial attempts to somehow patch this behavior seem like they will require completely reworking the PawnDef itself, which is bound to lead to a hundred thousand issues down the line, especially with non-Vanilla races.

As it stands, a shot to the nose SHOULD never "transfer" to the rest of the head: that is to say, if you get hit in the nose by an attack, you weren't/aren't at risk of losing your entire head. So in that sense, the nose being left unarmored is not "leaving your head unprotected".

Think of it as the impact of an attack breaking your nose through the faceshield or something.
Regent 22 Jan, 2021 @ 4:24am 
CE Compatible ?
Sgt.Jo 22 Jan, 2021 @ 2:47am 
Is it intentional that faceshields do not cover the nose?
1 21 Jan, 2021 @ 4:18am 
Plus this mod creates conflict with vanilla expanded hairs (bears) while using Hats display selection.
balistafreak  [author] 20 Jan, 2021 @ 3:32pm 
@Operation_Potato: I admit I have no idea what would go into that to make it compatible. However, I can say for a fact that it works perfectly with Hats Display Selection, which you can find here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1542291825

I find Hats Display Selection to be more robust and flexible than either of those two mods.
1 20 Jan, 2021 @ 1:40pm 
Doesnt work properly with [KV] Show Hair With Hats or Hide All Hats mod.
MONSTER SOMMELIER 19 Jan, 2021 @ 5:08pm 
@balistafreak It does make sense. Maybe you can remedy the Outer-Middle layer interaction with a Full-Body Industrial like a Bomb-Vest or something.
Even if you make them with higher protection than fast power armor, you could balance it with a load of movement speed penalty and reduced melee dodge chance if necessary.
You know this better than I do, you'll figure it out.
Tank Commander 19 Jan, 2021 @ 1:14pm 
Could the face shields be a bit more flat because they stick out way more than they should.
404 19 Jan, 2021 @ 11:51am 
I don't want to be that guy but does this work with Combat Extended?
balistafreak  [author] 19 Jan, 2021 @ 6:16am 
That said, you've convinced me that perhaps there needs to be an industrlal-era apparel item that fits in the same model as plate armor and recon/marine armors. I'll be looking into getting some art and stats for that down the line.
balistafreak  [author] 19 Jan, 2021 @ 6:14am 
Because the link in the About and Acknowledgements section might be easy to miss (as it's hyperlinked to save space): https://docs.google.com/spreadsheets/d/1P92RfwiYK7pctjCAOgYoyRJUYwHBX9We1XcBceU-Hc4/edit?usp=sharing [/url

You can see how carefully I tried to balance the various armors in the images section above, with the snippet of the screenshot. I ignored some example lines with "less optimal" setups like the steel Assault rig + elephant leather duster as I mentioned below: perhaps I should have added some to show that the numbers (should) hold up with lesser materials as well.
balistafreak  [author] 19 Jan, 2021 @ 5:16am 
Try comboing the assault rig with something as light and unassuming as an elephant leather duster (33.6/7.2). Use the calculator I linked in the About And Acknowledgements section to experiment.

All the way up until around 16% AP, the combination of a 33.6/7.2 outer layer and 59.2/33.4 middle layer is actually MORE protective than just a steel plate armor (65.7/32.9). That strong blunt protection on a non-outer layer is EXTREMELY significant when it comes to damage mitigation, if the outer layer is capable of blocking some damage. It does, however, make you more vulnerable to single high AP sharp attacks, such as charge lances and certain melee weapons like spears and longswords; which is intentional. And note that you're suffering far less of a mobility penalty than plate armor while doing so!
balistafreak  [author] 19 Jan, 2021 @ 5:16am 
@MONSTER SOMMELIER: There's one very vital fact you're likely missing: the Assault Rig (and Frontier Carapace) do not take up two layers, but only ONE, the middle layer. Medieval-era plate armor (and by extension, spacer-era recon and marine armors) take up both the middle AND the outer layers. If I made the Assault Rig objectively stronger than medieval plate armor by itself, if you then combined it with a strong outer layer such as a thrumbofur duster or even just a humble flak jacket/duster/parka, you would actually achieve better protection against most attacks than marine armor.

While it's true that the individual armor piece is less protection for your initial material investment, think of it that you're paying for its "compactness" and capability to be combined with an outer layer.

MONSTER SOMMELIER 18 Jan, 2021 @ 8:21pm 
Assault Vest needs a slight Buff to either Sharp or Blunt armor, or a big buff to one of them.
Currently an industrial-level armor is tanking less than the Full Plate, or Light Plate if you are into other mods (I believe Vanilla Expanded - Armors).
My suggestion would be increasing the movement speed penalty from 0.3 to 0.4 but increasing base stats (Steel) to Steel Plate Armor values, effectively giving similar protection for 1/2 the movement penalty. You could even keep the -0.3c/s and it would still be balanced, as it covers less of the body.
Another suggestion would be to create a Heavy Assault Vest, reducing movement speed by 1.0 but giving it Recon Power Armor stats (and coverage) with a slight buff to blunt armor.
balistafreak  [author] 16 Jan, 2021 @ 9:32pm 
@Lenny1013, @Medic Olkie: That's what I get for trying to reorder the extremity protectors within the .xml. Should be fixed now.
Medic Olkie 16 Jan, 2021 @ 5:22pm 
The heavy arm protectors are bugged in that they cover the legs, instead of the arms.
itchy urethra 16 Jan, 2021 @ 2:23pm 
ANON DELIVERS
Lennybolt7 16 Jan, 2021 @ 1:53pm 
Great mod! Thanks for integrating flak dusters into this, was completely unaware that its unsupported now.

I did run into a problem though. It seems heavy arm protectors are set to legs and not the arms. Haven't checked the others but might be worth looking into.
lloki 16 Jan, 2021 @ 10:58am 
That's cool! I'll be using it with my next base, since I'm still using Flak Dusters mod (it's still working on 1.2).
BeyondFubar 15 Jan, 2021 @ 5:11pm 
Was looking for wall lights and found this. Returning to the game very happy that I'll start a game where legs won't be optional mid game!