RimWorld

RimWorld

Marine Armor Materials
 This topic has been pinned, so it's probably important
Joe the Tech  [developer] 6 Mar, 2020 @ 10:27pm
Bug Reports
Report any noticed bugs/issues here.
< >
Showing 1-15 of 15 comments
Joe the Tech  [developer] 6 Mar, 2020 @ 10:28pm 
[Balance] Spartan Foundry armors not calculating price correctly based on material.
Fixed.
Last edited by Joe the Tech; 6 Mar, 2020 @ 11:24pm
Wololo 9 Aug, 2020 @ 8:34pm 
I use this mod with hand are not outisde and marine armor is not taken into account

I solved the problem like this.

<ThingDef Name="ApparelArmorPowerBase" ParentName="ArmorMachineableBase" Abstract="True">
<techLevel>Spacer</techLevel>
<recipeMaker>
<unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
<researchPrerequisite>PoweredArmor</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FabricationBench</li>
</recipeUsers>
</recipeMaker>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>100</costStuffCount>
<graphicData>
<texPath>Things/Pawn/Humanlike/Apparel/PowerArmor/PowerArmor</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<WorkToMake>60000</WorkToMake>
<MaxHitPoints>340</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.92</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>1.0</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>4.0</StuffEffectMultiplierInsulation_Heat>
<Insulation_Cold>30</Insulation_Cold>
<Insulation_Heat>10</Insulation_Heat>
<EquipDelay>15</EquipDelay>
</statBases>
<equippedStatOffsets>
<MoveSpeed>-0.4</MoveSpeed>
</equippedStatOffsets>
<thingCategories>
<li>ApparelArmor</li>
</thingCategories>
<costList>
<ComponentSpacer>4</ComponentSpacer>
<Uranium>20</Uranium>
</costList>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmor/PowerArmor</wornGraphicPath>
<layers>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>SpacerMilitary</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
<useDeflectMetalEffect>true</useDeflectMetalEffect>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(0.33,0.33,0.33)</only>
</li>
<li>
<weight>10</weight>
<only>(0.65,0.65,0.65)</only>
</li>
<li>
<weight>6</weight>
<min>(0.3,0.3,0.3)</min>
<max>(0.5,0.5,0.5)</max>
</li>
<li>
<weight>10</weight>
<only>(0.9,0.9,0.9)</only>
</li>
</options>
</colorGenerator>
<thingSetMakerTags>
<li>RewardStandardHighFreq</li>
</thingSetMakerTags>
<comps>
<li Class="CompProperties_BiocodableApparel"/>
</comps>
</ThingDef>

<ThingDef ParentName="ApparelArmorPowerBase">
<defName>Apparel_PowerArmor</defName>
<label>marine armor</label>
<description>A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.\n\nArmor like this is often used by imperial janissaries and rapid-incursion space marines.</description>
<apparel>
<tags>
<li>SpacerMilitary</li>
</tags>
</apparel>
</ThingDef>


I just replaced the thingdef on the marine armor with this in Defs/devices_various.xml

see if that'll help anyone or maybe an update?
Last edited by Wololo; 9 Aug, 2020 @ 8:35pm
HenMeeNooMai 14 Aug, 2020 @ 1:48am 
[Marine Armor Materials] Patch operation Verse.PatchOperationFindMod(Vanilla Armour Expanded) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\1638630888\Patches\VAEPatch.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Got some red error.
full logs: https://gist.github.com/a81b635e8e065171bdbd1eea41aefd32
Joe the Tech  [developer] 15 Aug, 2020 @ 12:30pm 
Thank you for the alert and the logs. At some point, the authors of Vanilla Armour Expanded removed the Light Marine Armor, which caused the patch to throw that error. Should be fixed now.
Garm_GK 6 Feb, 2022 @ 8:14am 
Hello, I don't know if you've seen it already, but the helmets from spartan foundry can't be made from different materials. Thank you and have a nice day.
baboon 18 Feb, 2022 @ 11:28am 
With this all armors in the game lost their armor stats. All of the existing, including those spawning on enemies and in stores, even stuffed. New crafted armors seem to be working. Which basically killed my save.
Joe the Tech  [developer] 18 Feb, 2022 @ 1:12pm 
Nothing in this mod removes armor stats. Are you using Combat Extended? The stats don't jive super well with those.
baboon 18 Feb, 2022 @ 6:17pm 
No combat extended.
Kerberos Armor (i edited the stats on them so they match cataphract, sharp armor 1.2 etc)
UnLimited Armor (one line patch that removes */StatDef[@Name="ArmorRatingBase"]/maxValue )
VAE
Sealed Power Armour (worked with other mods)
Yayo's Combat 3 [Adopted] https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2513695736 (maybe it does something weird?)
Unlimited (bunch of patches removing max stats, worked with all mods prior to this)

Those are all i could find that could be potential offenders here.
baboon 18 Feb, 2022 @ 6:33pm 
Alright, semi false alarm. Shop armors have proper stats, none of my old armors have any stats apart from temp protection, but i only hope that newly spawned enemies have stats.
Joe the Tech  [developer] 18 Feb, 2022 @ 7:56pm 
They should. This mod isn't retroactive, as in it doesn't change the stats of armors made prior to it being installed. Only those afterward.
Alexander Zagirov 19 Mar, 2022 @ 8:35am 
It seems there is a problem with prestige siegebreaker armor from "Vanilla Armour Expanded". I think armor's original stats got combined with modded ones: plasteel siegebreaker armor (120.8% Sharp, 58.3% Blunt and 68.9% Heat Armor), plasteel prestige siegebreaker armor (200.0% Sharp, 98.2% Blunt and 108.5% Heat Armor). Also there is a little balance inconsistency: cataphract armor's helmet have better armor values that siegebreaker's ones.
Enju Saion-ji 10 Apr, 2022 @ 5:18am 
XML error: Duplicate XML node name maxValue in this XML block: <StatDef ParentName="ArmorRatingBase"><defName>ArmorRating_Heat</defName><label>Armor - Heat</label><labelForFullStatList>Armor - Heat (armor stat)</labelForFullStatList><description>The protection given against temperature-related damage like burns.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

- If the random number is under half the armor rating, the damage deflects harmlessly.
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
- If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.</description><displayPriorityInCategory>98</displayPriorityInCategory><parts><li Class="StatPart_Stuff"><priority>100</priority><stuffPowerStat>StuffPower_Armor_Heat</stuffPowerStat><multiplierStat>StuffEffectMultiplierArmor</multiplierStat></li></parts><maxValue>10</maxValue><maxValue>5</maxValue></StatDef>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

got a funny error, i think its from this mod
Last edited by Enju Saion-ji; 10 Apr, 2022 @ 5:18am
Enju Saion-ji 10 Apr, 2022 @ 5:35am 
XML error: Duplicate XML node name maxValue in this XML block: <StatDef ParentName="ArmorRatingBase"><defName>ArmorRating_Ether</defName><label>护甲 - 以太</label><labelForFullStatList>护甲 - 以太 (armor stat)</labelForFullStatList><description>以太</description><displayPriorityInCategory>100</displayPriorityInCategory><parts><li Class="StatPart_Stuff"><priority>100</priority><stuffPowerStat>StuffPower_Armor_Ether</stuffPowerStat><multiplierStat>StuffEffectMultiplierArmor</multiplierStat></li></parts><maxValue>10</maxValue><maxValue>10</maxValue></StatDef>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

XML error: Duplicate XML node name maxValue in this XML block: <StatDef ParentName="ArmorRatingBase"><defName>ArmorRating_Ether</defName><label>护甲 - 以太</label><labelForFullStatList>护甲 - 以太 (armor stat)</labelForFullStatList><description>以太</description><displayPriorityInCategory>100</displayPriorityInCategory><parts><li Class="StatPart_Stuff"><priority>100</priority><stuffPowerStat>StuffPower_Armor_Ether</stuffPowerStat><multiplierStat>StuffEffectMultiplierArmor</multiplierStat></li></parts><maxValue>10</maxValue><maxValue>10</maxValue></StatDef>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
here are some more
Joe the Tech  [developer] 10 Apr, 2022 @ 12:11pm 
That looks like a potential mod conflict. Could you post your modlist?
Enju Saion-ji 10 Apr, 2022 @ 3:19pm 
im not sure how to give you my modlist so here is my hugslib log, the first 400 ish lines are all my mods, i did put all my mods into a steam collection if you want that instead
https://gist.github.com/4945ebecae8bfdc3cfa9386f627977ff
< >
Showing 1-15 of 15 comments
Per page: 1530 50