RimWorld

RimWorld

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Tactical Ablative Armor (Meat Shields) (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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9 Aug, 2021 @ 6:28am
30 Jun @ 2:03pm
5 Change Notes ( view )

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Tactical Ablative Armor (Meat Shields) (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
963 items
Description

Update of Mic, Iron Wolf, ThePheonixs mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2205528109

- French translation added, thanks qux!



[discord.gg]
[github.com]


Introducing the latest mobile armor technology on the rim -- people! That's right, you can now take cover behind your own fellow man.

Tactical Ablative Armor
(In other words, meat shields, but they don't need to know that)

All humanoid pawns now provide cover for adjacent pawns. The amount of cover provided depends on the body type of the pawn.

By default, these values are:

- Fat/Hulk: 90% cover
- Male/Female: 50% cover
- Thin: 30% cover

These values (including bodyTypes added by other mods) are tweakable in the mod settings, up to a maximum of 99% cover. Downed pawns also provide this cover, however corpses do not (yet).

I highly suggest giving good armor to your meat shields. While this doesn't increase the cover they provide, it does improve their survivability. Also, give them red shirts.

Integrations
Humanoid Alien Races: Adds a default cover provider for alien races.

Dependencies
Requires Harmony.

Incompatibilities
Incompatible with Combat Extended. It overhauls the whole cover system, so we will not be making it work. As far as I know, CE does this anyway.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: alternate tactics
Popular Discussions View All (1)
1
9 Aug @ 6:20am
Bug Reports
тетеря, блин
33 Comments
тетеря, блин 9 Sep @ 12:31pm 
oh, I thought the description says that it overhauls the cover system, but now I understand it was said about CE. if these three work together fine then sorry!
Mlie  [author] 9 Sep @ 11:31am 
@тетеря, блин Compatible in what way?
тетеря, блин 9 Sep @ 11:18am 
sorry for bothering here and there. could you, please, make it compatible with this one?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3510075141

and maybe this one of yours:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2597524334
suicide princess 27 Aug @ 7:42pm 
having same problem. my pawns getting damages within 5 tiles. i confirmed it. it seems now i need to figure out what to do..
Dubious 24 Sep, 2024 @ 6:48pm 
@[岗] Señiorita woofers It's late, but I think I found your issue within that wiki link: " Colonists can shoot over the shoulders of allies up to 5 tiles away from them... Note that standing inside an open door invalidates this immunity for some reason, allowing pawns to be hit with friendly fire even if inside these radii."
Obscure vanilla mechanics be crazy sometimes.
[岗] Señiorita woofers 2 Aug, 2024 @ 6:25am 
maybe i am tweaking tho
[岗] Señiorita woofers 2 Aug, 2024 @ 6:25am 
they were pretty close. Inside no friendly fire range.
Mlie  [author] 2 Aug, 2024 @ 3:43am 
Mlie  [author] 2 Aug, 2024 @ 3:37am 
@[岗] Señiorita woofers How close are your shooters to your melee guy?
[岗] Señiorita woofers 2 Aug, 2024 @ 2:59am 
Hey im running into a complex issue. When im fighting insects in a doorway with melee guys and some guys with weapons, the guy standing in the doorway fighting in melee acts as a shield for enemies behind him. So my shooters keep shooting the melee guy instead of the enemy.