RimWorld

RimWorld

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TSIND Power Armor QA
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Mod, 1.6
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7.682 MB
22 Jul @ 9:14am
30 Aug @ 1:42am
29 Change Notes ( view )

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TSIND Power Armor QA

Description






TSIND Power Armor QA is a tweak-collection for power armor type apparel and related gear. As most of our projects, it is meant to combine the features of many smaller tweaks which are commonly used and package them thematically fitting to reduce the mod-count of people's modlists while also improving on those features and providing a modular experience via mod-settings that allow you to only use the features you really want. Keep in mind that besides actual improvements of those features, this will not magically make your game load faster or run better, it's just a convenient way to combine similar tweaks & changes and to unify patches for better compatibility.

While the core-functionality is already in place, we have some more features planned to be added in the near future. You can check the mod-settings to keep track of which those are and what our current focus on updates is. All mod-features are turned OFF by default, so make sure to enable what you need before starting a new save. Most options only apply to newly generated items, so if you activate or change tweaks mid-save, you will have to regenerate already existing gear to benefit from changes.

Current Features Of The Mod Include:
  • Improved Environmental Protection
  • Increased Temperature Insulation
  • Armor Covering Hands & Feet
  • Lower Equip Delay
  • Movement Speed Changes
  • Slave Suppression Changes
  • Uniform Power Armor Coloring
  • Integrated And Improved Gunlinks
  • Individual Rextextures
  • Different Fixes & Tweaks For Modded Armors
Specifically Supported Mods:
Features From Other Mods Completely/Mostly Covered By TSIND PA QA:



Q: "Can I add/remove this mod mid-save?"
  • Both should be fine, but is not recommended. Especially mod-removal mid-save is not as safe as many people think. Some tweaks of the mod will be reversed when removed or disabled in the settings, some might be stuck on already generated items. Make sure to set things up before starting a new save for the best experience! Instead of mod-removal, just disable all features in the mod-settings. (Texture-fixes are not able to be turned off yet)

Q: "CE compatible?"
  • Obviously not. CE has its own armor system and inherent balance, the simple answer is that if you're using CE, your don't WANT this mod here.

Q: "Do you have a fancy spreadsheet listing all the stat-changes?"
  • Oh but of course we do! Have THIS HERE![docs.google.com]
    (Yeah, we made that question up - sue us!)



Please report bugs, issues, etc. ideally in the Bug Reporting Discussion, by contacting us directly on the RimWorld Community Discord[discord.gg] or via contact-form on VOID ARCHIVES[sites.google.com].

The same goes for any questions, ideas, recommendations or whatever. Any ideas for features, feasible to be added to the mod? Any balance-related concerns and recommendations? Domestic troubles? Lost pets? Feel free to use the respective thread in the Discussions and ask away!

Planned And Worked On Features:
  • Mod Support For Rimsenal
  • Tweaks For Specialist Armor Abilities
  • Texture Fixes For Supported Mods
  • Marine & Recon Helmet Retexture

With most of the core tweaks now covered, some focus will be on getting an actual useful helmet retexture running. Thanks to lacking art-skills, this can take a while though. So if you have ideas and concerns about balance, just let us know!



Visored versions of vanilla/prestige vacsuit, odysseus vacsuit, regular/prestige gravship captain helmets - and more to come - all by the author of the vacsuit-series mods; Kilo. In direct collaboration with us. Thx for that!

The current placeholder texture for the recon helmet is by Sgt Dornan and we are grateful for them giving us permission to use it in this mod.

If some of you have their own - vanilla-like - retexture and you don't want (or can't) release it yourself on the Workshop, feel free to contact us and we'll see if it can be made available via our mod!



Aside from contacting us in the comments or discussions, there's also the way to use the contact form on VOID ARCHIVES[sites.google.com] as already mentioned. Void Archives is a site dedicated to anything related to RimWorld with a focus on troubleshooting and modding. It's meant as a hub collecting and publishing News about ongoing issues with mods, offers a list of guides on troubleshooting game- & mod-issues and has links to all kinds of helpful tools and apps every serious mod-user should know about.

In our role as 'troubleshooter' for RimWorld - in the past on Reddit and now predominantly on the RimWorld Community Discord - we try to help as many people in this great community to enjoy their mods to the fullest, so the knowledge collected over many years should be preserved and made available publicly to reach as many players as possible. The direct result of that idea was Void Archives, to move on from insider-knowledge and esoteric Goggle spreadsheets to a more user-friendly outlet.
Popular Discussions View All (4)
12
2 Sep @ 2:35am
PINNED: SUGGESTIONS & CONTRIBUTIONS
tide{S}haper industries
5
3 Sep @ 4:09am
Grenadier-Phoenix-Locust armor tweaks
lucky_one 🍀
0
22 Jul @ 9:23am
PINNED: BUG REPORTS
tide{S}haper industries
50 Comments
tide{S}haper industries  [author] 30 Aug @ 1:50am 
Changes:

- Added support for HALO - UNSC Faction (works with the inofficial fork for 1.6 as well)

No recoloring due to items being pre-colored.
tide{S}haper industries  [author] 28 Aug @ 1:08am 
Changes:

- Added support for Space Knights - Armor Expansion for VFE Medieval 2

Stats preliminary set according to the author's description (between recon & marine), no recoloring due to items being stuffed.
tide{S}haper industries  [author] 27 Aug @ 3:19am 
Changes:

- Added support for VAE - More Gloves and Boots
- Added support for Cat's Boots and Gloves
- Added some incompatibleWith info with smaller mods that overlap
- Housekeeping...
tide{S}haper industries  [author] 13 Aug @ 11:21am 
Changes:

- (Finally) added the missing vac- & cold-insulation to Altered Carbon 2 armors via the 'Mod Fixes' setting.
tata 11 Aug @ 6:24pm 
Thank you for answering my question.
I wish you success.
lucky_one 🍀 11 Aug @ 4:29pm 
Bro the log just killed me LMAO

And ye, I prefer dying the armors with ideology (even if it is tedious), but it just gives something extra to do.
tide{S}haper industries  [author] 11 Aug @ 6:06am 
@tata Depends on what you're referring exactly. Stuffed power-armor is probably a no - since it clashes with a few aspects of the rest of the tweaks in the first place. Stuffed armors also need a widespread re-balance of stuff-mat bonuses, since besides the plate armor, this was never meant to happen in vanilla. So most stuff materials either have no bonus at all, or achieve values that are all over the place.

If it's just about changing like the main material - like replacing plasteel with steel or something, that would technically be more possible to implement. But that would need some input about reasonable options, and how they affect the balance. Which means a lot of 'playtesting' I guess.
tata 11 Aug @ 1:42am 
Hello. Do you have any plans to add a feature that allows changing the materials for power armor in the future?
tide{S}haper industries  [author] 10 Aug @ 5:11pm 
Changes:

- Added support for Ancient Weaponry.
- Added temporary fixes for cold-insulation & vac-resistance values in Ancient Weaponry

(Author informed about the inconsistencies. Temporary fixes will be applied with the 'Mod Fixes' setting automatically, until fixed in the respective mod.)
tide{S}haper industries  [author] 10 Aug @ 9:06am 
Changes:

- Added support for the newly added prestige bladelink.
- Made the bladelink deserter helmet from the Bladelink mod craftable as well.
- Added temporary fix for the regular bladelink having the wrong shaderType after the recent update, preventing the item from being colorable. Issue reported to the author - fix will be applied with the 'Mod Fixes' setting.