RimWorld

RimWorld

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Armor is Uncomfortable 3
   
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Mod, 1.6
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27 Jul @ 9:15pm
1 Sep @ 12:39pm
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Armor is Uncomfortable 3

Description
No longer are colonists happy to be encased in a suit of heavy armor for eternity!

Armor Is Uncomfortable 3 (henceforth known as AIU3) is a VAST improvement over its predecessor, Armor is Uncomfortable 2. It has been rebuilt from scratch and is balanced out of the box with massive quality-of-life improvements, with alerts that warn of problems and much more easily accessible information. This intentionally masochistic mod is painful because it is challenging and not because it is obtuse. As your colonists wear uncomfortable armor, they get increasingly moody and suffer ill effects such as chafing injuries and poor sleep.

AIU makes Rimworld strictly more challenging. You'll need to think far more carefully about what apparel you assign your troops - light armor for long journeys and patrols, heavy armor for when you KNOW there's going to be a throwdown.

To avoid the tedium of changing outfits manually, you should use a mod like Gear Up And Go. Unfortunately, the creator of that mod, Uuugggg, sadly passed away ( o7 ), and you should instead use one of the successor mods
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530234134

INTERNAL DETAILS

Apparel is assigned an "Cumbersomeness" value. This value is calculated based on that apparel's mass, coverage, armor rating, quality and material

The sum total of all the apparel a colonist wears is their "Encumbrance". If they have a Encumbrance of more than 100%, they are considered uncomfortable and will gain mood penalties over time. The higher the Encumbrance, the faster their Unencumberedness need goes down.

Once a colonist strips off their uncomfortable clothes, they'll need time to fully recover. If they wear armor before then, they'll have the same penalty they accrued before. This could take a long time if they were in armor for weeks.

DIFFERENCES FROM AIU 2

Everything was rewritten from scratch, and everything works completely different now, but the premise is still the same. The longer you wear heavy armor, the more uncomfortable you get.
- Pawn encumbrance can be read from the gear tab
- Chafing hediffs from wearing armor too long
- Pawns no longer make themselves uncomfortable by overdressing
- New "abrasion resistance" genes added
- Talcum powder you can manufacture and apply to pawns to reduce the risks of overencumbrance

MOD SETTINGS

AIU uses XmlExtended for its mod options, allowing a true "I like my candy with razor blades" experience you've been craving. Crank up that difficulty! Or make it easy, if that's your thing.

MOD COMPATIBILITY

AIU is very compatible, even with Combat Extended. AIU calculates discomfort dynamically based on the weight, coverage, and protectiveness of a piece of apparel, so it (usually) produces logical values. All armor mods should work just fine.

There are potential issues with alien humanlikes with custom body part groups - discomfort values assume roughly human anatomies, so things like tentacle sleeves and centaur barding will not produce discomfort when they should. This shouldn't be game-breaking.

AIU has built-in compatibility with Vanilla Factions Expanded - Pirates (warcaskets have 0 cumbersomeness) and Vanilla Races Expanded - Androids.

I do not own Anomaly, so I have no idea how this mod interacts with entities.

LIKE THE MOD?

The absolute nicest thing you can do is to check out my book. I'm not very good at self-promotion, but if I wasn't proud of it, I wouldn't share it. If you're interested, check out the free preview, and decide whether you want to read the rest of it from there.

https://www.amazon.com/Nightrise-William-Martin-ebook/dp/B079XXSQXS/
35 Comments
- BusterZlista - 5 Sep @ 5:16am 
no 1.5.... T_T
Dizzy Ioeuy 3 Sep @ 2:55pm 
Hey, man. Working like a charm. Thanks for checking into that!
Nationality  [author] 1 Sep @ 12:44pm 
@Dizzy Ioeuy Sorry it's taken a while, I fixed the autopatcher, which was embarrassingly easy, so it should be working properly now.
Dizzy Ioeuy 20 Aug @ 8:04pm 
It's from Vanilla Expanded Royal I think...
Dizzy Ioeuy 20 Aug @ 7:54pm 
OK then yeah it does not seem to be doing that for me. I tried it with just this mod/harmony/and simple camera. (plus obviously my own testing item as I didn't know at first. And all DLC
Nationality  [author] 20 Aug @ 7:46pm 
That is exactly what dynamic calc is supposed to do. If you changed the multiplier to 0.5, encumbrance should be halved, so I need to look into it.
Dizzy Ioeuy 20 Aug @ 7:43pm 
Maybe i misunderstand the dynamic calc. as the mod calculates everything that is wearable including Core items. so i'm probably just lost.
Nationality  [author] 20 Aug @ 7:37pm 
For the tick rate: the only thing in the mod that ticks is the unencumberedness need. It is probably possible to lower the tick rate further, but I'm doubtful that will result in much performance increase because encumbrance is calculated whenever apparel is changed and the result is cached. Turning off the alerts will result in some minor performance gains.

For your other issues: it seemed to work for me the last time I used it. I will do some tests and see if there's some deeper issue.
Dizzy Ioeuy 20 Aug @ 7:31pm 
Also the dynamic calculation factor doesn't seem to work? I made it x0.5 and have some custom items I made. They were originally found to be like 240% but then i did the x0.5, and restarted Rimworld. Was still at 240%.
Dizzy Ioeuy 20 Aug @ 2:21pm 
Was wondering if there's a way to lower tick rate check for the mod? It's not seemingly harming my tps, but every little bit counts? Maybe in the options it could be added? Unless you already have a very efficient way already going.

Maybe just "Unencumbered". it is shorter... a little...