RimWorld

RimWorld

Advanced Marine Armor
Wacoede 20 Oct, 2018 @ 3:56am
Changes I've made to the Advanced Power Armour
As requested for reference

Apparel_Hats.xml
<ThingDef ParentName="ArmorHelmetMakeableBase"> <defName>Apparel_AdvancedPowerArmorHelmet</defName> <label>Advanced Power Armor Helmet</label> <description>An improved power armor helmet that protects the user against more damage.</description> <graphicData> <texPath>Things/Apparel/AdvancedPowerArmor/AdvancedPowerArmorHelmet</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <recipeMaker> <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef> <skillRequirements> <Crafting>12</Crafting> </skillRequirements> <researchPrerequisite>AdvancedPoweredArmor</researchPrerequisite> </recipeMaker> <costList> <ComponentIndustrial>4</ComponentIndustrial> <Plasteel>40</Plasteel> <Modificarium>6</Modificarium> <Apparel_PowerArmorHelmet>1</Apparel_PowerArmorHelmet> </costList> <generateCommonality>1</generateCommonality> <statBases> <MaxHitPoints>200</MaxHitPoints> <Mass>3</Mass> <MarketValue>4200</MarketValue> <WorkToMake>28000</WorkToMake> <ArmorRating_Blunt>0.41</ArmorRating_Blunt> <ArmorRating_Sharp>1.15</ArmorRating_Sharp> <ArmorRating_Heat>1.04</ArmorRating_Heat> <Insulation_Cold>8</Insulation_Cold> <Insulation_Heat>4</Insulation_Heat> </statBases> <equippedStatOffsets> <PsychicSensitivity>-0.90</PsychicSensitivity> </equippedStatOffsets> <apparel> <bodyPartGroups> <li>FullHead</li> </bodyPartGroups> <wornGraphicPath>Things/Apparel/AdvancedPowerArmor/AdvancedPowerArmorHelmet</wornGraphicPath> <layers> <li>Overhead</li> </layers> <tags> <li>Military</li> </tags> <defaultOutfitTags> <li>Soldier</li> </defaultOutfitTags> </apparel> </ThingDef> <ThingDef ParentName="ArmorHelmetMakeableBase"> <defName>Apparel_RangedPowerArmorHelmet</defName> <label>Ranged Power Armor Helmet</label> <description>An advanced power armor helmet, modified with a vizor for better accuracy and less aiming time.</description> <graphicData> <texPath>Things/Apparel/RangedPowerArmor/RangedPowerArmorHelmet</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <recipeMaker> <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef> <skillRequirements> <Crafting>14</Crafting> <Intellectual>7</Intellectual> </skillRequirements> <researchPrerequisite>RangedPoweredArmor</researchPrerequisite> </recipeMaker> <costList> <ComponentIndustrial>3</ComponentIndustrial> <Modificarium>3</Modificarium> <Apparel_Vizor>1</Apparel_Vizor> <Apparel_AdvancedPowerArmorHelmet>1</Apparel_AdvancedPowerArmorHelmet> </costList> <generateCommonality>1</generateCommonality> <statBases> <MaxHitPoints>300</MaxHitPoints> <Mass>3.75</Mass> <MarketValue>7250</MarketValue> <WorkToMake>15000</WorkToMake> <ArmorRating_Blunt>0.45</ArmorRating_Blunt> <ArmorRating_Sharp>1.25</ArmorRating_Sharp> <ArmorRating_Heat>1.13</ArmorRating_Heat> <Insulation_Cold>16</Insulation_Cold> <Insulation_Heat>16</Insulation_Heat> </statBases> <equippedStatOffsets> <ShootingAccuracyPawn>0.35</ShootingAccuracyPawn> <AimingDelayFactor>-0.30</AimingDelayFactor> <PsychicSensitivity>-1.0</PsychicSensitivity> </equippedStatOffsets> <apparel> <bodyPartGroups> <li>FullHead</li> </bodyPartGroups> <wornGraphicPath>Things/Apparel/RangedPowerArmor/RangedPowerArmorHelmet</wornGraphicPath> <layers> <li>Overhead</li> </layers> <tags> <li>Military</li> </tags> <defaultOutfitTags> <li>Soldier</li> </defaultOutfitTags> </apparel> </ThingDef> <ThingDef ParentName="ArmorHelmetMakeableBase"> <defName>Apparel_MeleePowerArmorHelmet</defName> <label>Melee Power Armor Helmet</label> <description>An advanced power armor helmet, modified with electrodes that enhance the user’s combat skills.</description> <graphicData> <texPath>Things/Apparel/MeleePowerArmor/MeleePowerArmorHelmet</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <recipeMaker> <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef> <skillRequirements> <Crafting>14</Crafting> <Intellectual>7</Intellectual> </skillRequirements> <researchPrerequisite>MeleePoweredArmor</researchPrerequisite> </recipeMaker> <costList> <ComponentIndustrial>3</ComponentIndustrial> <Modificarium>3</Modificarium> <Apparel_Electrodes>1</Apparel_Electrodes> <Apparel_AdvancedPowerArmorHelmet>1</Apparel_AdvancedPowerArmorHelmet> </costList> <generateCommonality>1</generateCommonality> <statBases> <MaxHitPoints>400</MaxHitPoints> <Mass>3.1</Mass> <MarketValue>7400</MarketValue> <WorkToMake>17000</WorkToMake> <ArmorRating_Blunt>0.45</ArmorRating_Blunt> <ArmorRating_Sharp>1.25</ArmorRating_Sharp> <ArmorRating_Heat>1.13</ArmorRating_Heat> <Insulation_Cold>16</Insulation_Cold> <Insulation_Heat>16</Insulation_Heat> </statBases> <equippedStatOffsets> <MeleeHitChance>0.35</MeleeHitChance> <PsychicSensitivity>-1.0</PsychicSensitivity> </equippedStatOffsets> <apparel> <bodyPartGroups> <li>FullHead</li> </bodyPartGroups> <wornGraphicPath>Things/Apparel/MeleePowerArmor/MeleePowerArmorHelmet</wornGraphicPath> <layers> <li>Overhead</li> </layers> <tags> <li>Military</li> </tags> <defaultOutfitTags> <li>Soldier</li> </defaultOutfitTags> </apparel> </ThingDef>

As you can see I added a Psychic shield to the helmets and all the ArmorRatings are 15% or 25% higher than the vanilla power armour, also removed the minus sign from the Insulation_Cold stat

Apparel_Various.xml
<ThingDef ParentName="ArmorMakeableBase"> <defName>Apparel_AdvancedPowerArmor</defName> <label>Advanced Power Armor</label> <description>An improved piece of power armor that protects the user against more damage.</description> <graphicData> <texPath>Things/Apparel/AdvancedPowerArmor/AdvancedPowerArmor</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <recipeMaker> <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef> <skillRequirements> <Crafting>10</Crafting> </skillRequirements> <researchPrerequisite>AdvancedPoweredArmor</researchPrerequisite> </recipeMaker> <costList> <ComponentIndustrial>7</ComponentIndustrial> <Plasteel>70</Plasteel> <Modificarium>10</Modificarium> <Apparel_PowerArmor>1</Apparel_PowerArmor> </costList> <generateCommonality>1</generateCommonality> <statBases> <WorkToMake>100000</WorkToMake> <MaxHitPoints>500</MaxHitPoints> <Mass>16.5</Mass> <MarketValue>8500</MarketValue> <ArmorRating_Blunt>0.52</ArmorRating_Blunt> <ArmorRating_Sharp>1.25</ArmorRating_Sharp> <ArmorRating_Heat>0.62</ArmorRating_Heat> <Insulation_Cold>34</Insulation_Cold> <Insulation_Heat>20</Insulation_Heat> </statBases> <thingCategories> <li>Apparel</li> </thingCategories> <apparel> <bodyPartGroups> <li>Torso</li> <li>Shoulders</li> <li>Arms</li> <li>Legs</li> </bodyPartGroups> <wornGraphicPath>Things/Apparel/AdvancedPowerArmor/AdvancedPowerArmor</wornGraphicPath> <layers> <li>Middle</li> <li>Shell</li> </layers> <tags> <li>Outlander</li> <li>Spacer</li> <li>Military</li> </tags> <defaultOutfitTags> <li>Soldier</li> </defaultOutfitTags> </apparel> </ThingDef> <ThingDef ParentName="ArmorMakeableBase"> <defName>Apparel_RangedPowerArmor</defName> <label>Ranged Power Armor</label> <description>An advanced power armor piece, modified with a ranged exoskeleton for better accuracy and increased walking speed.</description> <graphicData> <texPath>Things/Apparel/RangedPowerArmor/RangedPowerArmor</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <recipeMaker> <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef> <skillRequirements> <Crafting>15</Crafting> <Intellectual>8</Intellectual> </skillRequirements> <researchPrerequisite>RangedPoweredArmor</researchPrerequisite> </recipeMaker> <costList> <ComponentIndustrial>5</ComponentIndustrial> <Modificarium>3</Modificarium> <Apparel_AdvancedPowerArmor>1</Apparel_AdvancedPowerArmor> <Apparel_RangedExoskeleton>1</Apparel_RangedExoskeleton> </costList> <generateCommonality>1</generateCommonality> <statBases> <WorkToMake>60000</WorkToMake> <MaxHitPoints>750</MaxHitPoints> <Mass>20</Mass> <MarketValue>14000</MarketValue> <ArmorRating_Blunt>0.56</ArmorRating_Blunt> <ArmorRating_Sharp>1.35</ArmorRating_Sharp> <ArmorRating_Heat>0.68</ArmorRating_Heat> <Insulation_Cold>34</Insulation_Cold> <Insulation_Heat>20</Insulation_Heat> </statBases> <equippedStatOffsets> <ShootingAccuracyPawn>0.15</ShootingAccuracyPawn> <MoveSpeed>0.10</MoveSpeed> </equippedStatOffsets> <thingCategories> <li>Apparel</li> </thingCategories> <apparel> <bodyPartGroups> <li>Torso</li> <li>Shoulders</li> <li>Arms</li> <li>Legs</li> </bodyPartGroups> <wornGraphicPath>Things/Apparel/RangedPowerArmor/RangedPowerArmor</wornGraphicPath> <layers> <li>Middle</li> <li>Shell</li> </layers> <tags> <li>Outlander</li> <li>Spacer</li> <li>Military</li> </tags> <defaultOutfitTags> <li>Soldier</li> </defaultOutfitTags> </apparel> </ThingDef> <ThingDef ParentName="ArmorMakeableBase"> <defName>Apparel_MeleePowerArmor</defName> <label>Melee Power Armor</label> <description>An advanced power armor piece, modified with a melee exoskeleton for enhanced combat skills and improved walking speed.</description> <graphicData> <texPath>Things/Apparel/MeleePowerArmor/MeleePowerArmor</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <recipeMaker> <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef> <skillRequirements> <Crafting>15</Crafting> <Intellectual>8</Intellectual> </skillRequirements> <researchPrerequisite>MeleePoweredArmor</researchPrerequisite> </recipeMaker> <costList> <ComponentIndustrial>5</ComponentIndustrial> <Modificarium>3</Modificarium> <Apparel_AdvancedPowerArmor>1</Apparel_AdvancedPowerArmor> <Apparel_MeleeExoskeleton>1</Apparel_MeleeExoskeleton> </costList> <generateCommonality>1</generateCommonality> <statBases> <WorkToMake>60000</WorkToMake> <MaxHitPoints>800</MaxHitPoints> <Mass>20</Mass> <MarketValue>14000</MarketValue> <ArmorRating_Blunt>0.56</ArmorRating_Blunt> <ArmorRating_Sharp>1.35</ArmorRating_Sharp> <ArmorRating_Heat>0.68</ArmorRating_Heat> <Insulation_Cold>34</Insulation_Cold> <Insulation_Heat>20</Insulation_Heat> </statBases> <equippedStatOffsets> <MeleeHitChance>0.15</MeleeHitChance> <MoveSpeed>0.15</MoveSpeed> </equippedStatOffsets> <thingCategories> <li>Apparel</li> </thingCategories> <apparel> <bodyPartGroups> <li>Torso</li> <li>Shoulders</li> <li>Arms</li> <li>Legs</li> </bodyPartGroups> <wornGraphicPath>Things/Apparel/MeleePowerArmor/MeleePowerArmor</wornGraphicPath> <layers> <li>Middle</li> <li>Shell</li> </layers> <tags> <li>Outlander</li> <li>Spacer</li> <li>Military</li> </tags> <defaultOutfitTags> <li>Soldier</li> </defaultOutfitTags> </apparel> </ThingDef>

not much changed in here again removed the minus sign and increased the ratings either 15% for the advanced or 25% for the Ranged/Melee Advanced (seamed to be the only way to get them to auto-upgrade armour)

I also edited the
Recipe_Modifications.xml
<RecipeDef> <defName>CreateModificarium</defName> <label>refine modificarium</label> <description>..</description> <jobString>Refining modificarium.</jobString> <workAmount>4000</workAmount> <recipeUsers> <li>ElectricSmelter</li> </recipeUsers> <workSpeedStat>SmeltingSpeed</workSpeedStat> <effectWorking>Smelt</effectWorking> <soundWorking>Recipe_Smelt</soundWorking> <ingredients> <li> <filter> <thingDefs> <li>Gold</li> </thingDefs> </filter> <count>1</count> </li> <li> <filter> <thingDefs> <li>Steel</li> </thingDefs> </filter> <count>30</count> </li> <li> <filter> <thingDefs> <li>Plasteel</li> </thingDefs> </filter> <count>15</count> </li> </ingredients> <products> <Modificarium>45</Modificarium> </products> <fixedIngredientFilter> <thingDefs> <li>Gold</li> <li>Steel</li> <li>Plasteel</li> </thingDefs> </fixedIngredientFilter> <skillRequirements> <Crafting>8</Crafting> </skillRequirements> <workSkill>Crafting</workSkill> <researchPrerequisite>BasicModifications</researchPrerequisite> </RecipeDef>

so it now makes 45 modificarium instead of 4 I based this on the fact that you have 30 steel and 15 plasteel going in all that mass doesn't just disappear the gold i considered a "cost" but if you do not use this one please add in a bulk crafting recipe a 5x and 10x would certainly help
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Showing 1-1 of 1 comments
PartyCowboy  [developer] 21 Oct, 2018 @ 8:43am 
Thank you very much! I have already tweaked the armor ratings to be higher than the normal one. I really do like the idea of bulk crafting, which I will add momentarily (I just finished redoing all the research and stuff).

The reason you only get 4 modificicarium is because it is an entirely new material. Because of that is has a different density and requires more material to make. I will increase the amount you get for the existing recipe, because a vizor that weighs a couple kilos doesn't make sense.

Again, thank you!
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