RimWorld

RimWorld

T-45b Power Armor
 This topic has been pinned, so it's probably important
Chicken Plucker  [developer] 4 Sep, 2018 @ 8:17am
T-45b stats compared to vanilla power armor
T-45b power armor:

<statBases>
<WorkToMake>60000</WorkToMake>
<MaxHitPoints>340</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.08</ArmorRating_Sharp>
<ArmorRating_Blunt>0.55</ArmorRating_Blunt>
<ArmorRating_Heat>0.60</ArmorRating_Heat>
<Insulation_Cold>34</Insulation_Cold>
<Insulation_Heat>10</Insulation_Heat>
<EquipDelay>15</EquipDelay>
</statBases>

<equippedStatOffsets>
<MoveSpeed>0.05</MoveSpeed>
</equippedStatOffsets>


Vanilla power armor (marine armor)

<statBases>
<WorkToMake>60000</WorkToMake>
<MaxHitPoints>340</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.08</ArmorRating_Sharp>
<ArmorRating_Blunt>0.45</ArmorRating_Blunt>
<ArmorRating_Heat>0.54</ArmorRating_Heat>
<Insulation_Cold>34</Insulation_Cold>
<Insulation_Heat>10</Insulation_Heat>
<EquipDelay>15</EquipDelay>
</statBases>

<equippedStatOffsets>
<MoveSpeed>-0.4</MoveSpeed> <-- Movement speed penalty
</equippedStatOffsets>

_____________________________________


T-45b helmet:

<statBases>
<WorkToMake>21000</WorkToMake>
<MaxHitPoints>160</MaxHitPoints>
<Mass>2.7</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.00</ArmorRating_Sharp>
<ArmorRating_Blunt>0.40</ArmorRating_Blunt>
<ArmorRating_Heat>0.9</ArmorRating_Heat>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>4</EquipDelay>
</statBases>

<equippedStatOffsets>
<ShootingAccuracyPawn>0.10</ShootingAccuracyPawn>
<ToxicSensitivity>-0.95</ToxicSensitivity>
</equippedStatOffsets>


Vanilla power armor helmet (marine helmet)

<statBases>
<WorkToMake>21000</WorkToMake>
<MaxHitPoints>160</MaxHitPoints>
<Mass>2.7</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.00</ArmorRating_Sharp>
<ArmorRating_Blunt>0.36</ArmorRating_Blunt>
<ArmorRating_Heat>0.9</ArmorRating_Heat>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>4</EquipDelay>
</statBases>

(no equipped offsets)



_____________________________________

Cost to make and research: The same
Last edited by Chicken Plucker; 4 Sep, 2018 @ 8:21am
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Showing 1-11 of 11 comments
Voyeurtaz 4 Sep, 2018 @ 9:09am 
Silly question, does the T-45b actually protect pawns from toxic fallout? If not, maybe that could be added in an update, hopefully? Thanks for your hard work.
Chicken Plucker  [developer] 4 Sep, 2018 @ 9:22am 
@Voyeurtaz - Not the armor, only the T-45b helmet. If the wearer ran around with the power armor but not the helmet, I thought it wouldn't make sense that they're breathing in toxic air and the armor somehow protects them.

The helmet covers you from toxic fallouts.
Last edited by Chicken Plucker; 4 Sep, 2018 @ 9:23am
Stealth 4 Sep, 2018 @ 11:24am 
idea, while i am pro movement malus, what about more possible cargoweight? it is a fusioncell driven exoskeleton nontheless
Chicken Plucker  [developer] 4 Sep, 2018 @ 8:16pm 
I understand that, I actually have a code from Jecrell because I was going to make backpacks with Rimmu-Nation. The backpacks would allow carrying capacity to increase for pawns.

I highly assume you guys here don't use that mod or care for it, but my dilemma is I have to now add that .dll for every power armor mod I have. I don't want to complicate things because .dll mods that aren't from me can be unreliable, if the person who updates the C# codes disappears, I don't know how to patch it.

Also I'm off to bed again, I'm shut down, sorry I didn't get to add that VATS thing today even though I said I would, will get back to updating other stuff tommorrow
Stealth 9 Sep, 2018 @ 12:00am 
<equippedStatOffsets>
<CarryingCapacity>50</CarryingCapacity>
</equippedStatOffsets>
Chicken Plucker  [developer] 9 Sep, 2018 @ 4:18am 
@Stealth - that doesn't actually do anything. Carrying capacity is connected to the mass of the pawn, I already commissioned Jecrell to code it for me.
Stealth 9 Sep, 2018 @ 5:19am 
hmm strange, it works in another mod, who knows
Chicken Plucker  [developer] 9 Sep, 2018 @ 5:26am 
@Stealth - Okay, I'll give it a shot again, maybe they changed it for this new version. Will tell you the results
Chicken Plucker  [developer] 9 Sep, 2018 @ 6:39am 
Alright. Done testing.

https://i.imgur.com/BhiQKcF.png

Here's a screenshot of a prisoner outfit having +10 carrying capacity, what the pawn can carry hasn't changed at all.

https://i.imgur.com/sf2nrao.png

For comparison, here is a pawn with no prisoner outfit, meaning he has no extra carry capacity offset. Carry capacity offset does nothing whatsoever.
Stealth 9 Sep, 2018 @ 7:03am 
it might change the amount of weight the pawn could caravan, not really what i would want. another modder meant it could be "MassUtility.Capacity()" but that is above my knowledge.
Ted 4 May, 2021 @ 1:40pm 
CE?
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