RimWorld

RimWorld

[ZAV] Stuffed and Sealed Power Armor
31 Comments
Latex Santa 28 Jul @ 1:00am 
@Alexander Zagirov
Then we thank you very much for your hard work, it is appreciated.
Alexander Zagirov  [author] 24 Jul @ 11:57am 
Proper 1.6 and Odyssey support now... I’m tired… spent 9 hours on this…
LS-Swapped HMT Olympic 18 Jul @ 1:25pm 
Just what I've been looking for! I've always thought it a bit silly that power armor wasn't stuffable in the base game. Imagine if you could cheap out and build it from steel as a stopgap before you get a lot of plasteel, or if you're running mods that add new endgame resources - build it out of some wibbly wobbly archotech BS to create nigh-impenetrable armor with more HP than all your enemies' armor combined, but at an astronomical cost and the risk of being raided far more often due to wealth increase.
Dath 18 Jul @ 11:26am 
No worries, thanks for the update.
Alexander Zagirov  [author] 18 Jul @ 8:54am 
@Dath Yeah, if that’s the case I’ll add togglable option. Also not a fan of constant apparel switching. But it’ll probably take me a week or two to finish my current playthrough. If you in a hurry then I recommend using “RIMMSqol” mod for now.
Dath 18 Jul @ 7:43am 
Power armour (helm+armour) vac resistance is only between 90-99% atm, and you need 100% to survive in space long term.

Not a huge fan of being forced to use vacsuits lategame so was wondering if it was possible to make a tweak to increase it to 100%?
Alexander Zagirov  [author] 17 Jul @ 6:25pm 
@Dath Is there something wrong with it? I’m still on 1.5.
Dath 17 Jul @ 5:39pm 
Any chance of tweaking the vac resistance from power armors as well?
Alexander Zagirov  [author] 12 Jul @ 4:33am 
1.6 Update
I’ll add Odyssey support later after finishing my current 1.5 playthrough and going through Odyssey content.
Alexander Zagirov  [author] 16 Jun @ 7:18am 
@doom587 I have very limited amount of free time, and wring those patches is quite time consuming. Especially for mods I don’t use. I may do it when I’m going to update my mods to 1.6.
doom587 16 Jun @ 12:45am 
could you add compatibility with Altered Carbon 2: ReSleeved? They have a few sets of ultratech power armor.
Corvus 23 Feb @ 8:55am 
I did a little bit of testing in quickstart, it doesn't have any incompatibility with vpe as far as I can tell
Alexander Zagirov  [author] 23 Feb @ 3:29am 
@Corvus Probably not. It’s been a long time since I last played with VPE, but I assume they also use patch operations to update armor recipes, so both mods should be compatible.
Corvus 22 Feb @ 4:17pm 
Would Vanilla Psycasts Expanded's prestige armor recipes be affected? Asking since VPE isn't listed as compatible but the armors are vanilla
Huehuecóyotl 25 Jan @ 9:00pm 
That's fair. I suppose you see things differently, to me iron/bronze are T1, steel is T2, and uranium/plasteel/titanium is T3. Though I also don't bother with anything not masterwork or better (Excellent if I'm desperate) so my colonies often BURN through steel like mad just making components that end up getting used up retrying for better gear. I usually have enough crafters working in parallel that they are in fact outpacing scanning for lumps, even using air vehicles to reach them faster. Perhaps my high standard T2 gear stands about the same as your average T3 gear with how we visualize expectations!

Either way the mods been running great so far, I used to use a stuffed power armors mod before and last I checked it wasn't up to date so I appreciate ya making one that works.
Alexander Zagirov  [author] 25 Jan @ 2:03pm 
And with Fantasy Metals mod what you get is essentially a T3, each one also with their own specialty. They’re extremely rare and it will take a lot of time to acquiring enough for a set of armor or a weapon, and you will wait for inspiration to finally hit your best crafter to create said armor or weapon. But you will get a legendary powerful equipment for your best fighter.

Over the years I tried a lot of different mods with new metals, and in the end settled on this formula. I also have mods like “Vanilla Iron and Steel” and “Coal Expanded” installed together with a patch from one of the mods that remove components and plasteel from world generation for a bit of realism, but have a mod that allows me to craft plasteel lategame.
Alexander Zagirov  [author] 25 Jan @ 2:03pm 
@Huehuecóyotl to me “bloat” is everything that don’t have a dedicated “use”. Basegame offers steel, uranium and plasteel. So, steel is a T1 cheap material you can get in a lot of ways. Even simply smelting gear from raids will give you a ton, not to mention infinite sources like scanners. Why would you need even worse alternatives to it? Then you have T2 materials with their own specialties. Uranium is used for blunt weapons and plasteel for sharp. Both can also be used for early game plate armor or walls, and in high demand when you finally reach spacer era tech, but at this point acquiring both ain’t really a problem. So, again, why would you want a worse version of plasteel?
Huehuecóyotl 25 Jan @ 1:22pm 
Out of curiosity, your mention of wanting more variety without the bloat, you ever try the Metals+ mod? It adds copper, tin, bronze, iron, and titanium, and with titanium being the strongest and not at the tier of plasteel it doesn't hit that overpowered mark but still feels in-spirit with the rest of the game. While you'd never make tin armor, it works great for cheap flooring, bronze is great for mass produced armor without beating up on your steel, titanum is on tier but not quite as good as plasteel, etc etc. I've used it for years and have been very happy with it. If I had one suggestion from the mod author it'd be a patch to make conduits and batteries build with copper instead of steel lol

Not any kind of patch request for you or anything, just a suggestion for you to play with since you mentioned previously looking for variety metal mods in your description!
Alexander Zagirov  [author] 25 Jan @ 4:30am 
@Richard Watterson No. Basegame armor + VAE already covers armor categories for all tech levels and needs. I may add patches for some niche armor, or armor from the future DLCs.
Shu 25 Jan @ 2:59am 
Will you add compatibility with Rimworld Spartan Foundry (Continued) ?
Eyeless Deceiver 22 Jan @ 2:14am 
Ps. Thanks for compiling these personal patches into a mod.
Eyeless Deceiver 22 Jan @ 2:13am 
Hello, I am extremely sorry to be thát guy who brings up CE. I wanted to add this mod to my regular list, along with your fantasy metals one, but I realised in doing so this uses vanilla armour ratings. I joined the CE Discord to ask there if a patch can be made, we'll have to see if I did it in the right place to start with..
Alexander Zagirov  [author] 21 Jan @ 9:52pm 
@Nev Ah, I see. I remember trying this mod when VE Team released it, but didn’t like how they overcomplicated everything. May look into patching this armor when I have some free time. Will add to my “To Do” list for now.
Nev 21 Jan @ 9:14pm 
It's from VFE - Empire
has several sets of armor, but the stuffability is what I'm mostly curious about as the Janissary helmet already has toxic protection.
Alexander Zagirov  [author] 21 Jan @ 9:03pm 
@Nev Which mod Janissary armor was from? I do use some of the VE mods, but don’t remember seeing this armor.
Nev 21 Jan @ 7:06pm 
I see Vanilla Armour Expanded, I was wondering if you touched the other Vanilla Expanded stuff, like the Janissary armor at all? Looks wonderful either way, your work is extremely appreciated! :winter2019cooldog:
Alexander Zagirov  [author] 19 Jan @ 2:06pm 
@Nerpydude173 probably no. I vaguely remember that SoS and similar mods used item tags to add eva properties to equipment, so it’s entirely separate system. Don’t they have their own mod setting to designate which armor can be used in vacuum?
Nerpydude173 19 Jan @ 1:30pm 
can this work with rimnauts so my pawns don't die in space of suffication?
Cluric 19 Jan @ 5:31am 
I though it might be difficult indeed. I've not tackle the settings possibility myself.
I will use Rimmsqol, thanks for the reminder !
Have a good day
Alexander Zagirov  [author] 19 Jan @ 2:11am 
@Cluric Thank you for your kind words. As for what you requested, I thought about it when I started to organize everything but the problem is that there is no universal xml structure when it comes to armor DEFs (some require to add properties, others to rewrite em), and even with XML Extensions using variables to do calculations is very difficult. Those patches will become 10 times more complex at best. If you want to tweak numbers yourself then I can recommend “RIMMSqol”. Great mod that allows you to easily change almost anything you don’t like.
Cluric 19 Jan @ 1:43am 
Just want to say that I was in the process of designing most of theses patchs myself and it was VERY tedious.
Your work is amazing, more exaustive that what I could ever dream of, thank you very much !
Instant subscribe and recomandation to friends (if its not already the case you should submit your mod to discord servers, reddit and such, I'm pretty sure a LOT of people will have the same opinion and be glad of your work).

Considering the work you put on the setting, could you consider making either the base armor or the scaling on the stuff material configurable ? If not, doesnt matter really, it's just that I dont have as many strong metals in late game, and right now my power armor are slightly buff with some patches and obviously theses patchs are not compatible with yours.

No matter what you decide, thanks once more for your hard work, have a great day, you basically made mine :D