RimWorld

RimWorld

TSIND Power Armor QA
Showing 1-10 of 29 entries
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Update: 30 Aug @ 1:42am

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.

Update: 28 Aug @ 1:04am

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.

Update: 27 Aug @ 3:14am

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...

Update: 13 Aug @ 11:15am

Changes:

- (Finally) added the missing vac- & cold-insulation to Altered Carbon 2 armors via the 'Mod Fixes' setting.

Thought I could just wait for them to be added natively, but turns out this is taking longer than it should take. Anyways, added both stats to all AC2 armors with the same logic done for VA Armors and other stuff before. Meaning; cold-insulation is strict up doubled from the base stat of the armors. In this particular case this means that some values might be even higher than with the main 'cold-insulation' tweak - but the base values on AC2 are already so high, I don't think it actually makes any more difference for ingame balance. AC2 armors probably all are now cold-insulated for anything the game throws at you.

As for vac-protection, all armors straight up just got 'perfect' vanilla insulation (101%) - same as the vac-suit. Given that they are ultra-tech, it would have been weird making them any less protective in space. As said, it's just a temporary fix until the author decided to add their own values anyways. But just people are aware, since there's no extra toggle for those fixes - as all other 'Mod Fixes' they are meant to apply as a bundle. If you have any concerns or input for better values though, just hit us up...

Update: 11 Aug @ 4:10pm

Fixes:

- Turns out, nobody of you ever used the recolor option in the mod and than later decided to turn it off again, just to realize that the armor in fact doesn't revert to vanilla color options. Yeah, neither did I until now... ...we just act like nothing of that ever happened...

Update: 10 Aug @ 7:31pm

- Housekeeping (yeah, just that)

Update: 10 Aug @ 5:08pm

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.)

Update: 10 Aug @ 9:01am

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.

Update: 9 Aug @ 12:27pm

Changes:

- Added optional mod patches, starting with making deserter armor from VFE:Empire craftable.

This feature was requested by an user and is similar to the one added by THIS MOD - it's integrated in a way so the tweak is only available if you don't already use that mod. If you have both mods on your list, our version will deactivate itself and the tweak won't show up in the settings. That also means that in case you add that mod at one point and then want to use our implementation again, you have to re-enable the setting!

Options to craft the absolver armor from the same mod, and the bladelink deserter helmet from the Bladelink mod will come soon. As always, input for balance is welcome!

Fixes:

- Changed the colorGenerator setting to also apply to crafted armors, which so far didn't all benefit from this feature. Things should be working fine after my own testing, but if you find any outliers, please let me know. Some 'hardcoded' spawning (quests, maps, etc.) can still bypass the colorGenerator and spawn armor in some colors predefined by other mod's code. As for the time being, there's nothing I can really do about it.

Update: 8 Aug @ 5:26am

Changes:

- Added initial support for Bladelinks.
- Layout-change for the 'Balance' tab in the settings menu to accommodate for future updates.


Fixes:

- Switched some gunlink patches over into their respective DLC-patches where they belong to.
- Housekeeping