RimWorld

RimWorld

TSIND Power Armor QA
 This topic has been pinned, so it's probably important
tide{S}haper industries  [developer] 22 Jul @ 9:25am
SUGGESTIONS & CONTRIBUTIONS
If you have any suggestions for new features, improvements or just want to contribute in any way - like adding your own power-armor related retextures into our mod - just let us know here or via the communication lines listed on the mod page!
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Showing 1-8 of 8 comments
Hello boss, just to let you know, Det's new mod includes a Power Armor, will be lovely to have it being compatible with your mod!

Here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3538728067

Btw, a new amazing mod by Andromeda also dropped which makes armor such as the Phoenix one truly flame-resistant. It's a good idea for balancing it in the future. You can take a look at it here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3538336699

I think it is compatible out of the box with your mod, but since you are trying to put together all the QoL and Power Armor tweaks, I believe it would be a good fit.

Also, it would be a good idea to add what mods you already have in your sights for compatibility in the future. I saw that there is an existing Discord, so if such list exists already there I apologize in advance for the redundant suggestion.

Amazing mod and thanks for your work. This is just what my modlist needed.
Last edited by lucky_one 🍀; 31 Jul @ 10:19am
tide{S}haper industries  [developer] 31 Jul @ 3:18pm 
Yeah, Det's mod is already in the queue - I was about to quickly cook the patches up earlier today already, but then someone reported some small issues so I backed off to avoid having to check over things twice. Unlikely that would have been the case, but still.

Might be added in the next 24h though - I've planned on adding some more mod-support this Friday and just adding one armor-set sounds simple enough. ^^

I might address an actual list of - not yet support - mods after that next batch of mod-support I guess, since there shouldn't be too many important mods left (besides Rimsenal I guess) after that.

As for Unburned, yeah - that one might be a good addition. Since it needs custom code it's a bit outside my reach and scope to be implemented into PAQA - but at least improved fire-resistance (only for the items) was already on my list. Only thing I dislike is the fact that solutions depends on yet another mod - that could be made a bit more 'slick' I guess, but otherwise it feels like a solid companion mod to PAQA.
Originally posted by tide{S}haper industries:
Yeah, Det's mod is already in the queue - I was about to quickly cook the patches up earlier today already, but then someone reported some small issues so I backed off to avoid having to check over things twice. Unlikely that would have been the case, but still.

Might be added in the next 24h though - I've planned on adding some more mod-support this Friday and just adding one armor-set sounds simple enough. ^^

I might address an actual list of - not yet support - mods after that next batch of mod-support I guess, since there shouldn't be too many important mods left (besides Rimsenal I guess) after that.

As for Unburned, yeah - that one might be a good addition. Since it needs custom code it's a bit outside my reach and scope to be implemented into PAQA - but at least improved fire-resistance (only for the items) was already on my list. Only thing I dislike is the fact that solutions depends on yet another mod - that could be made a bit more 'slick' I guess, but otherwise it feels like a solid companion mod to PAQA.

Ye, sounds about right. I do prefer it that way, quality over quanitity of updates it's always well received.

Maybe you can just add a section with recommended mods to bundle with and call it a day?

Also thanks for the support to Det's mods, that guy is a godsend.
tide{S}haper industries  [developer] 1 Aug @ 6:44am 
> Maybe you can just add a section with recommended mods to bundle with and call it a day?

That's more or less planned - I just have to find a good way to do so. Main issue here being Steam - I'm already short on 'space' on the mod-page - I even had to screenshot the fluff-text and embed it as picture to get below the text-limit again. After that, I also had to remove all links to supported/replaced mods, since they eat up 3-4x the space than just having their name...

I might see what I can do, but it's really mostly an infrastructural issue. :D
Originally posted by tide{S}haper industries:
> Maybe you can just add a section with recommended mods to bundle with and call it a day?

That's more or less planned - I just have to find a good way to do so. Main issue here being Steam - I'm already short on 'space' on the mod-page - I even had to screenshot the fluff-text and embed it as picture to get below the text-limit again. After that, I also had to remove all links to supported/replaced mods, since they eat up 3-4x the space than just having their name...

I might see what I can do, but it's really mostly an infrastructural issue. :D

Oh wow I didnt know it was so limited. You can always open a discusion thread with the recommended mods and reference it with a cool font in the modpage. I guess it's the simpler solution.
Dracon 1 Aug @ 3:22pm 
Could you please also include the Warcaskets from VE:Pirates?
All of them are technically Power armor (some are even named after them), but only the final Tier seems to have Vacuum resistance.
tide{S}haper industries  [developer] 2 Aug @ 7:22am 
I might take a look at them in the future - the idea always was on my list, but it felt like overreaching into something I haven't played enough with recently. Which always makes it hard find good values just based on their files... But I guess I will have a second look into it - it might be a bit redundant, since this mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3533261706) already exists - but I'll see if I add support for warcaskets at least. When I decide to add this to my mod as well, I'd probably have to mark that other one as incompatible anyways - so you should be 'informed' whenever it happens. :)
Comton 2 Aug @ 7:41am 
Hi! Actually, Unburned doesn't need Don't avoid fire but it's extremely complementary. The author wrote it at the end of the description.

Without it, a phoenix equipped pawn will still avoid fire even if he can't be burned.

Thanks for your mod by the way! Instant sub
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