RimWorld

RimWorld

SOS2 EVA auto patcher
41 Comments
Scorpio  [author] 16 Jun, 2024 @ 10:15am 
@Nox thanks for that , i am no longuer maintaining this due to a variety of issues , has long has credit is given your free to do has you wish
Nox 12 Jun, 2024 @ 2:06am 
This one no longer works because the method used here isn't used by SOS2 anymore.

I've updated it and fixed up detection somewhat. My fork is available at :

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3253195891

if scorpio comes back and is interested they are welcome to my code.
kinonothin 26 May, 2024 @ 12:07pm 
will this be updated?
Aschevacuum 9 May, 2024 @ 12:35pm 
is this 1.5 compatible?
Kriosiss 22 Feb, 2024 @ 12:55pm 
did this protect the robots from the robots++ mod from space?
Iturbah 1 Feb, 2024 @ 11:32am 
Hi! Doesn't seem to work with latest version of SoS2. For anyone looking to make their own micro patch, SoS2 actually has some code for vanilla\dlc armors you can use as a sample. It's located here: steamapps\common\RimWorld\Mods\SaveOurShip2Experimental-main\1.4\Patches\
Xakthos 16 Jan, 2024 @ 9:33am 
Does this work with the v97 release of SoS2? I saw they overhauled the EVA system.
Frog Z. 15 Jan, 2024 @ 12:02pm 
For people who found their protector/fusilier/dragoon helmets from Altered Carbon: Ultratech Unleashed to be not EVA capable, I made a mod to patch these three. Dragoon Helmet SOS2 EVA Patch
Killer Tamashi 9 Dec, 2023 @ 6:05pm 
The armor set will say EVA capable in the information tab
Lurmey 9 Dec, 2023 @ 4:49pm 
How do you tell if this mod has worked on a particular armor set without shoving someone out the airlock with it on?
Killer Tamashi 22 Nov, 2023 @ 12:19pm 
To an extent, honestly I'd prefer my colonists having to deal with decompression rather than hypoxia, since that can more or less be ignored for a while
Lone Fox 22 Nov, 2023 @ 4:48am 
It works on armour but not helmets. Still useful
Killer Tamashi 18 Nov, 2023 @ 3:08pm 
Doesn't work on protector helmets from "altered carbon: ultratech unleashed"
Does work on the protector armor though, which is weird
Highwayman 28 Sep, 2023 @ 6:26pm 
finally. warcaskets in space yet again!
神谕 28 Sep, 2023 @ 1:28am 
I like this mod, but it seems to only work on armor and not on helmets. The helmet does not have the label "EVA".
Omega 10 Sep, 2023 @ 6:31pm 
I mean the Github version and the steam workshop version are very much different, maybe the code regarding the EVA protection was changed in the process?
Scorpio  [author] 9 Sep, 2023 @ 3:30pm 
will have to check they must have changed something
Omega 9 Sep, 2023 @ 2:56pm 
'Fraid not. I'm going to check the assembly to see if there's anything I can do to patch it. Not a single modded armor except Warcaskets is patched with the EVA tag.
Scorpio  [author] 9 Sep, 2023 @ 1:31am 
It should work with it
Omega 7 Sep, 2023 @ 2:47pm 
Chances for a version that works with the latest experimental on their github?
♥♥♥♥♥♥♥ Pomni 3 Sep, 2023 @ 9:05pm 
Is it compatible with Rimsenal?
Scorpio  [author] 26 Jun, 2023 @ 6:38am 
I fine with a pull request will give credit for in description
Nox 26 Jun, 2023 @ 3:32am 
Well ok so the answer is even more complex than that. As it turns out, helmets from mods are a mess and very inconsistent. One of the mods even has inheritance set up wrong so the helmets don't have "FullHead" to check, so you have to do a conditional on their custom tags.

I got it mostly working with
(thingDef.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.FullHead))
|| (thingDef.apparel.tags?.Contains("MandalorianApparel") ?? false)

with one small thing where some outer rim empire open face masks are tagged FullHead instead of OverHead. Whatever.

I can issue a pull request for this fix, or - I can just keep playing it myself. Whatever works for you.
Nox 21 Jun, 2023 @ 1:16pm 
shouldn't -

if (((List<BodyPartGroupDef>) ((ApparelProperties) thingDef.apparel).bodyPartGroups).Contains((BodyPartGroupDef) BodyPartGroupDefOf.Torso))

be

if ( ((List<BodyPartGroupDef>) ((ApparelProperties) thingDef.apparel).bodyPartGroups).Contains((BodyPartGroupDef) BodyPartGroupDefOf.Torso)
or
((List<BodyPartGroupDef>) ((ApparelProperties) thingDef.apparel).bodyPartGroups).Contains((BodyPartGroupDef) BodyPartGroupDefOf.Head) )

?
Ophis Ouroboros 9 Feb, 2023 @ 8:42am 
hi, it seem this patch don't work for Astra "Militarum Imperial Guard Core Mod v2.41"

maybe its because the "metallic" armor from this mod use it own modded item
DavyJones0093 3 Dec, 2022 @ 11:09pm 
It looks by the logs that it isn't patching helmets. All spacer level armor was listed but I didn't see a single instance of helmets. Once I manually tagged a test helmet, the pawn was able to EVA without issue. Thanks for all your efforts!
kp-beeferella 15 Oct, 2022 @ 12:44pm 
Is it possible to use this without SOS2, if I just want the Thermal/Toxin(/Pollution?) protection?
excuseme 12 Oct, 2022 @ 10:58am 
Thought I'd mention this doesn't seem to be compatable with animal gear. The log says that 'animal power armor' and 'animal power helmet' have been patched, but the animals still suffocate when in space.
Gitfinder 1 Oct, 2022 @ 4:10pm 
No new tech option we have: The Cyclops set from "the GiantRace" more specifically, The Cyclops Helmet headgear layer, covering neck head eyes ears nose and jaw (Identical to the marine helmet which the patcher patches perfectly) , and the Cyclops armor middle and outer layer, covering torso, neck, shoulders, arms, and legs (Identical to the marine armor again)
Unlocked with the marine armor technology

New tech option: Moyo deep diving helmet and gear from moyo-from the depth suffers the same "half working" problem
Scorpio  [author] 1 Oct, 2022 @ 3:35pm 
can you tell me witch armors , because this follows SOS2 requirements for armors to be space worthy
Gitfinder 1 Oct, 2022 @ 3:08pm 
Having a rather interesting interaction where the mod is only “half working” With alien patched armors. Example, the auto patcher says that it patches the cyclops armor for “the giantrace” race pack, and it half does by giving the pawn wearing said armor toxic immunity, and extreme heat protection both hot and cold, however, if the pawn goes on a space walk with the armor, they still suffer from decompression, and hypoxia. I understand the problem might be me being dumb, or having one other mod that completly ruins this mod, but decided to post this just incase it’s an actual problem.
Zersetzung 1 Sep, 2022 @ 7:04am 
I second disabling logging
test 30 Aug, 2022 @ 1:10am 
can I suggest disabling the logging, my modlist seems to have a large list of spacer metallic armors and it fills the log window rather quickly
Scorpio  [author] 24 Aug, 2022 @ 5:45am 
@Lord Wahu yes it will work with local mods ( you can check the longs when game is loaded or save loading and upload logs , the armours that were patched are there
Lord Wahu 24 Aug, 2022 @ 5:10am 
So if I'm understanding this correctly, this will go through mods and edit them to add EVA capability to any armor they add?
If so, will this work with mods that aren't from the Steam Workshop?
Scorpio  [author] 19 Aug, 2022 @ 7:48am 
@Sldjer efforts where made to avoid that, on loading the game a Log is generated of what was patched can you share that?

@Krokorocodon thank you
Kokorocodon 18 Aug, 2022 @ 2:20pm 
scorpio creates some OG mods I tell you
Taelim 18 Aug, 2022 @ 8:51am 
@Sledjer This is already solved by SOS2 itself. In order for pawns to be counted as having EVA, they must have both an EVA helmet and EVA armor that covers the middle and outer layers. Though spacer tech glasses and such will probably still have extreme temperature protection.
Sledjer 17 Aug, 2022 @ 10:36am 
I don't suppose you could add additional requirements for the helmets, such as what parts they cover, could you? I love the idea but am a bit skeptical about spacer-tech hats or glasses getting counted as EVA.
Skynert 14 Aug, 2022 @ 7:44am 
Thank you
l0rf 14 Aug, 2022 @ 7:31am 
Thank you. Much easier than using Def Editor or waiting for a patch every time there is an armor that SHOULD be spaceworthy but is not.