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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536380924
@negimagi_10 I'll try, but no promises. I'm not the world's best programmer. You can, of course, always make an XML patch using the instructions in the short modding guide.
No, no concrete plans, but maybe there will be. I plan on getting back into rimworld for 1.6, and maybe finally putting together AIU 3 together.
Sound the alarm, dash to the armory!
Thank you for your work.
Arg!
That's not a simple change because as far as I know there's no easy way to tell if an armor is powered or not, but I will at least look into it.
It does, but I don't know if this mod works on the newest patch. I am too busy with work to update.
The mod makes perfect sernse to me- in fact i thought your formula for dynamic calculations was close to spot on. But OK, I'll take QoL stuff. Can't wait. This mod is core to the experience I like.
Oh I had a random thought- would introducing a characteristic (optional I guess for purists) of: Hates Armor/ Loves Armor (feels naked without it) be of any interest- the first would be where the armor negative comes quicker and goes lower, the latter being a trait where the person generally not affected by wearing armor and feels it a duty to always be in it. unhappy if not...
Just some thoughts.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2623989736
he's on Discord too- usually willing to lend a quick ear and guide.
Stat offsets should work as normal. I don't think this mod changes how stats are applied at all.
Are you using Combat Extended? You have to turn the global discomfort modifier in the mod settings to about 0.1 or something.
you might also want to recommend ppl in the mod description to use either Preepmtive Strike or Rim War, that way they have means to get a warning before enemies show up and an thus utilize this mod better.
I think having some native CE support would be a good idea (applying a flat 0.25 factor if CE is detected). I think that would deal with some of the frustrations people have with the mod. I'll start working on it when I have the time.
I'll give it a try and hopefully it'll work with that :-p
i really want to use this mod with CE ^.^
e.g. telling this mod to treat say the Vanilla Expandeds jumpsuit as clothing that is fine to wear without discomfort, instead of treating it as nasty stuffy armor
or telling it that plate gloves/plate boots are stuffy armor
I play CE with Armor is Uncomfortable. If you go into the mod settings, you can change the Global Discomfort Multiplier to something like 0.25, which compensates for CE's inflated armor values.
You are right though. There needs to be some work on the UI. I experimented with a way of showing how uncomfortable clothes are in a way that's more accessible than the stats screen. Maybe I'll work on an update with that in mind.
As for restricting clothes, that's a vanilla feature. If you hit the "assign" tab and go to clothing you can restrict pawns from putting on armor.
Unfortunately i am unable to properly use it.
My colonists are wearing what i consider to be light clothing, yet they are stuck with a -20 mod penalty for wearing uncomfortable gear.
Is there a way to find out which apparel items contribute how much to a pawns discomfort?
and ... is there a way to backllist/whitelist specific items? (e.g. tag an item as "this is clothing and should be fine to wear", or tag an item as "this is armor and should be uncomfortable")
also ... i'm using Combat Extended... since CE changes armor values a lot i assume that there might be a compatibility issue as well...
...warcaskets from VFE: Pirates are going to be miserable with this mod, aren't they? :D
Only other thing I could think of to make it better would be to let players fiddle with that formula in the mod options window. But that's going above and beyond. :)