RimWorld

RimWorld

TSIND Power Armor QA
35 Comments
tide{S}haper industries  [author] 1 Aug @ 11:29am 
Thx, and; not an issue at all. There's always a chance for some weird interactions, so despite knowing that I don't touch layering at all (yet, at least ^^) I still had to check myself to make sure.
Zoe, the Bad Wolf 1 Aug @ 11:18am 
Sorry for the wrong report, then! :D
Thank you so much for your support! <3

And for the work in the mod. It is amazing. :D
tide{S}haper industries  [author] 1 Aug @ 10:32am 
Yeah, it's 'Layers: Capes and Armor' just by itself as it seems.
I have a feeling they are running into similar headaches I did until recently, trying to patch the armorBases directly. But I'm not familiar enough with the mod to really put my finger on the exact issue. Since it just updated recently, it probably just needs to be looked into by the author.
tide{S}haper industries  [author] 1 Aug @ 10:21am 
Seems weird - we're not doing anything to layers on armor here in the first place.
Can you just try loading the game without his mod - to see if the errors remain.
Maybe also trying without https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3344566457 for once, since that one also updated coincidentally in a similar timeframe and comments there suggest that they might have changed something significantly - enough to break ppls games via hash collisions it seems.

The errors in the log specifically tend to happen with mods adding new layers to gear in general - and THAT we're not touching even remotely either. So while I'm checking that mod on my end, to see what the issue might be try to find out if it's related to them.
Zoe, the Bad Wolf 1 Aug @ 9:30am 
@Author,
After this latest update, I am getting some errors which seem related to Alpha Mechs, in which some armors don't seem to have a layer.
https://gist.github.com/HugsLibRecordKeeper/55dec300b7d45cd245a7f18f3db1964d

Would you be able to help?
tide{S}haper industries  [author] 1 Aug @ 7:59am 
PSA: Put some MayRequires onto the wrong nodes. Only affects some of the new vacsuit-retextures and won't cause any issues. It just errors needlessly when you're not using those mods but have used their retexture in the past - so highly unlikely someone even runs into it. Please ignore for now - fix is already done, but Steam's servers are currently freaking out, so upload could take a while...
csc001 31 Jul @ 7:36am 
thank your reply ,i know :steamthumbsup:
tide{S}haper industries  [author] 31 Jul @ 1:24am 
@csc001 - I'm actuall mirroring Donalds patches there to be in line with his implementation (which is about the safest and smoothest I know of) - I don't have any toggle (yet) to deactivate the setting on my end if his version is active in VCR, but the fact is that you can have it toggled on in both mods just fine without getting any errors. The relevant patches just run twice at startup, which means a tiny few ms more startup time in the worst case.

In fact, you should even be able to use most other mod's patches for the same feature, since most of them directly add the hand & feet coverage to the armors directly. Donald's (and our) patch actually changes the body-structure of pawns, putting hands and feet into the same group arms & legs are already in. In other words; many other mod's patches to achieve the coverage only work on the apparel they are specifically written for - while our implementation is just a global solution that works for all clothes out of the box.
csc001 30 Jul @ 11:29pm 
thank you mod:steamthumbsup:
i have a question : when i use Vanilla Combat Reloaded 's Armor Covering Hands & Feet setting,
if i also enable your TSIND Power Armor QA
should i enable your Armor Covering Hands & Feet?or just choses one Armor Covering Hands & Feet setting is ok
thank your mod again
tide{S}haper industries  [author] 28 Jul @ 1:12pm 
Fix should be up - reminded me on how buffed those helmets are just in general :D
https://i.imgur.com/FTCUShB.png
tide{S}haper industries  [author] 28 Jul @ 1:06pm 
Well, the one who causes a problem is me in this case. I managed to roll back the already working patches to an older set while hunting down a bug in the patched mod itself, and then additionally managed to glance over it while testing the changes...

I'm having the fix up in a few minutes - as with the prior case; I recommend unsubbing & resubbing to the mod to ensure Steam properly updates it (there's currently widespread issues with that again.) In addition you might have to edit the helmet in question there by hand. I would recommend Character Editor for that - it's quick and easy to add the missing stats with it. Would be a waste for a relic helmet to not have its buffs. :)
Rondson 28 Jul @ 12:59pm 
Sorry for causing a problem, although. I remember you from the troubleshooters on Ribworld's discord and you helped me plenty in the past. Best of luck with the endeavors!
tide{S}haper industries  [author] 28 Jul @ 12:31pm 
Not a feature, that much I can say. :)
But yeah, that is on me. I tell you, this one particular mod... Will push the fix in a bit, might take me a while though. Overhauling all its patches to prevent that type of thing in the future.
Rondson 28 Jul @ 10:56am 
Greetings, Tideshaper!

https://gyazo.com/72340c6d4ab3fa32e6bcc9ea3f3e513e - exposition #1 - settings

With those settings on, armors from altered carbon seem to loose it's buff, at least helmet sure does:

https://gyazo.com/8c8cdc64cbcd391a636e698fa1c9eb55

Bug, feature, load order or some other issue that comes in a way?
tide{S}haper industries  [author] 28 Jul @ 3:33am 
@The Iron Rose - Thanks for the report, I've hardened all colorGenerator patches, which was planned anyways. Technically that should avoid every case of this happening again. That said though; I'm not fully sure how your specific case could have happened to begin with...

With Steam being Steam, I recommend unsubbing & resubbing (after a moment or two) to the mod to make sure you're getting a proper update. Please let me know if you still get the (or any other) error - since it's a weird case and I couldn't really discern which other mod triggered it.
The Iron Rose 27 Jul @ 6:32pm 
lucky_one 🍀 26 Jul @ 7:21am 
Fantastic! Thanks for your time boss. :er_heart:

I see you are still fighting your demons with the recon helmet fix lmao
tide{S}haper industries  [author] 26 Jul @ 6:37am 
Patches should be out & seem to be working at least. :)
Ranseur armor only affected by the colorGenerator whenever Icy's retex is also use.
lucky_one 🍀 26 Jul @ 5:26am 
Looks good to me. I do not think they need further balance since they fit a niche already, like the Grenadier or Phoenix armor. The nerf for the Ranseur will be well deserved to put it in line with the rest of the changes you already did to other armors. If not it will be too good vs the Recon armor even if it has less armor (Since it has invisibility + movement speed).

So far so good!
tide{S}haper industries  [author] 25 Jul @ 9:43pm 
Not sure if I will add support for Icy's retexture in the first iteration (since it changes a few textures from pre-colored to white) but even that's not particularly noteworthy to make work. Hammered in the basic stat-changes into my design-doc at least, might write the patches later today. If you have any specific ideas about balance, just let me know. I thought about reducing the movement buff on the ranseur armor from 1.0 to 0.5 - since the other two armors are already 'slower' than their vanilla counterpart AND my regular nerfs for them, I left them untouched. Don't have any personal experience with the mod's balance though...

https://imgur.com/hPZ8OHF
lucky_one 🍀 25 Jul @ 6:19pm 
I do use it, Icy did a marvelous work (as always) with his reskin, and it's just vanilla enough for me to love it. I can wait tho, I get that more popular mods have priority. I was just wondering if you had that mod in your sights or not

Keep it up! This mod is going to be a staple on my modlist. :WH3_clasp:
tide{S}haper industries  [author] 25 Jul @ 6:05pm 
Please do so, I barely get time to playtest myself right now.

Royal Arsenal IS on my to-do list. Not on first place, but if you're one to use it, I might as well push it a few slots upwards. I'm nothing really set in stone there, just wanted to start with the more popular mods containing power armor (-likes.) Until now, Royal Arsenal would have been place 3 on the list after Rimsenal - but let's see how much patches it even needs this weekend. :)
lucky_one 🍀 25 Jul @ 5:54pm 
I will keep my eyes open just in case something sneaks in!

Any chance for compatibility with Royal Arsenal? Has to be one of the most popular Power Armor mods (And with the Taste of Vanilla reskin courtesy of IcyCheeseCake it's just too good to pass).
tide{S}haper industries  [author] 25 Jul @ 5:09pm 
Mostly just annoyed at myself. I was even thinking about looking into headset-stats and then decided that this would be a bit overreaching for the mod. Then completely forgot to check them while testing. :D

I probably will have to re-write those patches in the near future to make them safer against some potential issues from other items inheriting in weird ways. Should have done so from the beginning. Can't think of any mod that would be an issue, but you never know. :)

I think I fixed all potential issues, pushing right now.
lucky_one 🍀 25 Jul @ 4:48pm 
Dont worry, lot of modders forget about it. I usually just fix it myself since it's just a quick edit but I was wondering if that was a balance decision haha
tide{S}haper industries  [author] 25 Jul @ 4:27pm 
fml - my bad. I completely forgot that this piece inherits the recon armor base...
Pushing a fix in a bit, that completely slipped through. Guess I'll need a smarter patch for that in the future - wanted to be 'fancy' and build in some general patch that would apply to random modded armor I might not be aware of, but completely forgot about this silly decision Ludeon made. :D
lucky_one 🍀 25 Jul @ 4:19pm 
Hi! I just noticed something: is it intended for the gunlink to have toxic resistance? Feels a bit out of place.

(btw I am loving the marine helmet reskin, it's fantastic! :er_heart:)
lucky_one 🍀 24 Jul @ 12:42pm 
Im going to open a discussion thread if you don't mind. I don't want to fill this thread with balance stuff, and that way more people can comment on it!
tide{S}haper industries  [author] 24 Jul @ 12:05pm 
@lucky_one That actually sounds like a good idea. Unfortunately that's something I haven't done any research for balancing-reasons on so far. But I will clearly look into it. The Comps/Verbs of those abilities might be a bit limited in what I can tweak from this mod, but range and other values are at least exposed and easily tweak-able. If you have any more detailed ideas where those abilities lack and what should be changed, just let me know. The idea itself is at least already on the to-do list now.
lucky_one 🍀 24 Jul @ 11:51am 
Since this is all about Power Armor tweaks, would be cool to have tweaks for the range of the Grenadier, Phoenix and Locust armor abilities, which can get eclipsed by a lot of stuff
tide{S}haper industries  [author] 23 Jul @ 5:52pm 
TSIND is known to just break all the vibes, since AD 5482
NoobLord360 23 Jul @ 5:37pm 
i didn't know vibe breaker made mods
Ancient 22 Jul @ 1:06pm 
what a beautiful idea
Latex Santa 22 Jul @ 11:07am 
Very cool. About time someone made something like this.
This mod might find a permanent home in my Base Mods list.
Filipino Goku 22 Jul @ 9:41am 
This looks great! Always nice to see a mod that helps me slim down my load order