RimWorld

RimWorld

F3: Spacer Jumpsuits and More
126 Comments
UncleRippu 30 Aug @ 4:17am 
awesome! :3 👍
ハグ / Ian_Suffix  [author] 30 Aug @ 4:10am 
@UncleRippu They do! You'll need F3 suits of reasonably good quality, or possibly parkas, to not get hypothermia in space, though.
UncleRippu 30 Aug @ 4:07am 
do the space benefits apply to the new odyssey dlc?
LambdaFan 30 Aug @ 2:43am 
I'm sure you can figure something out. I'm just a casual Rimworld that uses mods, you're miles more experienced than I likely ever will.
ハグ / Ian_Suffix  [author] 30 Aug @ 12:23am 
More hyperweave required is out of the question, more power required is unfair to vanilla players. However, even without diminishing returns, I suppose that finding one in a ruin may yet be seen as a good thing from a player's standpoint, because even as scrap it's more useful than 50% of what you can get out of sealed containers.
ハグ / Ian_Suffix  [author] 30 Aug @ 12:17am 
That's an interesting idea, and I appreciate your input. Perhaps a "jailbroken" or "hacked" version that never slows down?
Unfortunately, some of what you say goes against the grain of the design goals and issues for this thing:

Problem A: not all users have an abundance of hyperweave.
Solution A: a lootable device that uses less hyperweave to produce protosuits
Problem B: the refuelable comp only allows for one source, no components
Solution B: reduce unintended economic profit with breakdowns
Problem C: decreasing benefit to finding printers in ruins (like getting 12 chemfuel in a sealed container)
Solution C: see Solution B
Problem D: increasing breakdowns is an unusual quirk
Solution D: Make it a chemfactory-like dispenser with limited lifespan, and when three suits are dispensed, transmogrify it into a building you can only deconstruct? <-- We are here
LambdaFan 29 Aug @ 11:48pm 
I feel like adding in a rarer version of the printer that doesn't break down but requires a power source and/or more hyperweave to make protosuits would be nice
ハグ / Ian_Suffix  [author] 29 Aug @ 11:45pm 
@LambdaFan As hinted at in its description, that’s the obnoxious gist of it. The intention was to make a lootable device that fizzles out quickly, like a multi-use satellite link, so that the next one found in a ruin or whatnot is just as useful. I’m thinking I might just make it non-refuelable to prevent confusion.
LambdaFan 29 Aug @ 11:40pm 
Is there a cap on how many times a printer breaks down or does it continue to break down until it takes years to print a protosuit?
ハグ / Ian_Suffix  [author] 23 Aug @ 11:33pm 
@Capnbludd Right-clicking on it should give the option to fill it with hyperweave, assuming it’s not broken down, but it sounds like the way I implemented cost checking might not work for the minimum hyperweave level. I’ll look into it as I prepare it for an official release.
Capnbludd 23 Aug @ 11:24pm 
I'm not getting anything about refilling when I right click the printer, I didn't keep an eye on it until recently and its stuck at 50/150 and says it made 4 suits. That hasn't changed for weeks in game time. I do have many, many mods though.
Keohtyzed 7 Aug @ 6:27am 
This look super cool! The art is super well done and I'm excited to try this out. That dress flak vest is super rad looking. It reminds me of Mass Effect armors! Thank you for sharing :steamhappy:
ハグ / Ian_Suffix  [author] 5 Aug @ 9:25am 
@xannihilusx The printer can be refueled manually by right-clicking on it.
ハグ / Ian_Suffix  [author] 4 Aug @ 4:59pm 
@xannihiliusx I’ll check it out. I thought the refuelable comp enabled that behavior…
xannihilusx 4 Aug @ 1:43pm 
I'm having trouble getting the Hypermesh Printer working. I have plenty of hyperweave but I can't make my pawns load the printer.
ハグ / Ian_Suffix  [author] 31 Jul @ 7:01pm 
I’ll keep an eye out for that, @Jet .
Jet 31 Jul @ 12:16pm 
I do like the bonuses that were suggested, specially for crew roles. Vanilla expanded team hinted at adding other crew roles with their gravship expanded mod. Might pair nicely with this then
ハグ / Ian_Suffix  [author] 31 Jul @ 8:50am 
Generally, I see what you’re saying as all intended. I definitely should add a piloting bonus to the pilot suit— but you can consider their roles to be:
Crew: all-around useful (perhaps add slight global work speed bonus?)
Pilot: frontline combatant (better blunt defense, the importance of this cannot be understated)
Dress: diplomacy
Sealed: science

However, I don’t intend to differentiate them massively so that the user can pick the design they like the most. This is also the reason why “stuff” materials don’t have a massive effect on the bonuses.
condottiere 31 Jul @ 3:25am 
Hello, your pilot spacesuit is functionally almost the same as the crew spacesuit (except for the crew having +10% social impact for the gold material). The pilot suit doesn't provide any piloting bonus. Is this intended?

Also, the dress suit has more social impact than the crew suit (and less armor value), for the same gold material amount and 10% less work to craft.

There are no standard rules for balance, so this is just my thinking: should the dress suit require more gold, maybe 25 gold? And add maybe +10% piloting to the pilot suit?

Overall, I'm not sure what the purpose of the crew suit is. Maybe switch the gold material for steel or plasteel, remove the social impact, and add global work speed +10%?

These thoughts are only because I don't understand your concept for the suit roles.
ハグ / Ian_Suffix  [author] 30 Jul @ 5:37pm 
@Dynoh Yes, multiple Gundam references. Also: Star Trek (deep cuts), Star Wars, and Mass Effect.
Dynoh 30 Jul @ 2:51pm 
Gundam Reference?
Lone Soviet 17 Jul @ 7:41pm 
@ハグ / Ian_Suffix Awesome man, this is exactly what i've been looking for, you're a godsend my guy!
ハグ / Ian_Suffix  [author] 17 Jul @ 6:37pm 
@Lone Soviet
30%, just 2% less than vacsuits.
Higher layers can increase vac safety: dress flak vests give 10%, and recon armor is also 30%.
As dress flak vests only take up the middle layer, with their usage you can wear dusters or capes in space and be perfectly comfortable. As the graphic says, though, don't forget a helmet.
Lone Soviet 17 Jul @ 6:31pm 
Just a quick question, how much Vacuum resistance do the outfits add? been scouring the workshop for something that lets me use other armours for space combat other than the Vac suits. so far it has been fruitless.
Spinecone 16 Jul @ 12:25pm 
Thanks for setting this up to work with Odyssey, mate! :)
ハグ / Ian_Suffix  [author] 10 Jul @ 11:05pm 
Interim 1.6 compatibility update: removes Harmony dependency (no SOS2 to patch and whatnot...), adds defs that theoretically give suits vacuum resistance for Odyssey. Will they work? We'll find out soon...

> Why is this compatibility update so late?
Checkout the "Spawn Things" list, and you'll find a "HypermeshPrinter" that automates the process of creating protosuits out of hyperweave. My original intention was to add a quest to loot an old "federation" ship wreck for such a device and gain some nifty suits early on, but as it turns out, making a quest is very hard. I sunk more and more time into the quest-making, and here we are.
ハグ / Ian_Suffix  [author] 12 Jun @ 4:40pm 
No kidding! The EVA-suit-as-a-base-layer will be more useful than ever. I’ll be checking the unstable beta files later today to see if I can find the attributes used by vanilla EVA suits.
hakabata 12 Jun @ 9:27am 
You guys ready for upcoming Odyssey DLC? This just fits so perfectly.
ハグ / Ian_Suffix  [author] 9 Apr @ 4:43am 
That’s generally the correct way of managing mod dependencies, optional or not. If SOS2 doesn’t come before F3 in your mod list, I can’t guarantee that all the patch operations to make the suits vacuum-safe will run.
Commodore Schlippy 8 Apr @ 10:53pm 
Still shows up that the mod is in incorrect order with SOS2, but as of yet doesn't seem to cause problems. Just moved it below the mod and it stops complaining.
ハグ / Ian_Suffix  [author] 1 Mar @ 11:00pm 
MayRequire for SOS2 removed; we're running full XML patch operations now.
ハグ / Ian_Suffix  [author] 27 Dec, 2024 @ 9:42pm 
I'm currently tracking an issue with the way the `mayrequire` keyword does not support SOS2's mod ID-- essentially deleting the protection hypermesh suits are supposed to give against decompression. My fix for now is the remove the `mayrequire` keyword from their stat offsets, but that also means I have to ensure no errors occur for people who haven't installed SOS2.
ハグ / Ian_Suffix  [author] 19 Jun, 2024 @ 3:29am 
Thanks, Jet. You're gonna like the way you look. The Federation Logistic Corps guarantees it.
Jet 18 Jun, 2024 @ 4:42pm 
Just wanna say these look real nice
ハグ / Ian_Suffix  [author] 9 Jun, 2024 @ 10:36pm 
@Yatoro I’ll have to double check for a float vs. integer issue. I imply via the item descriptions that most of the suits are not meant for planetside caravaners or laborers as they have no pockets, and thus have a minor carry penalty in exchange for improved hygiene and item hit points. So minor it has no actual effect, perhaps…?
Yatoro煜 6 Jun, 2024 @ 6:20pm 
the suit have a zero stat offset in carry capacity,it's that a bug?
Ceewhyyyy 4 Jun, 2024 @ 8:31am 
Thanks for the fix! :)
ハグ / Ian_Suffix  [author] 4 Jun, 2024 @ 7:59am 
I found the problem-- the EVA_Comp component was renamed to EVAComp for 2.7.
ハグ / Ian_Suffix  [author] 3 Jun, 2024 @ 6:35pm 
@Dr. Gimlidude
Oof, that's a major issue! I did confirm everything was working locally after updating to be compatible with SOS2EXP's latest form of decompression / hypoxia effects, but it may be that SOS2 2.7 is slightly different from SOS2EXP. I'll confirm and update when I figure things out.

@Jet
Pilot / Crew suits were added a while back, and Biotech children suits were added relatively recently.
Dr. Gimlidude 31 May, 2024 @ 4:43pm 
Hey, I love the mod! I'm not sure if there is some sort of mod incompatibility, but non of the suits the mod adds provides decompression or hypoxia resistance. I've tried uninstalling and reinstalling, since I know steam can sometimes forget to update mods. Here is my logs in case they help. https://gist.github.com/HugsLibRecordKeeper/ee4359ea006322ea37c50c478eb6fe4d

Thanks!
Jet 27 May, 2024 @ 1:20pm 
whoa did you add more suits or were there always so many!
Gold Battle Moose 5 May, 2024 @ 8:18pm 
No worries we all get tunnel vision Cheers!
ハグ / Ian_Suffix  [author] 5 May, 2024 @ 7:39pm 
@Gold Battle Moose
Fixed! I feel rather bone-headed for not figuring out what you were talking about earlier. A single jump into Fireworks or Photoshop would have revealed the problem...
ハグ / Ian_Suffix  [author] 5 May, 2024 @ 6:58pm 
I'll take a look.
Gold Battle Moose 5 May, 2024 @ 10:09am 
@ ハグ / Ian_Suffix Gave you detailed explanation in the discussions Thanks for the Mod!
Gold Battle Moose 5 May, 2024 @ 8:59am 
Yup I am up to date on 1.5 with the latest version. I will post a picture of what I am seeing and how I am opening up the files in just a bit within a discussion.
ハグ / Ian_Suffix  [author] 5 May, 2024 @ 12:29am 
@Gold Battle Moose
Good call re: local vs. uploaded versions. However, I still can't find an issue. Is your Rimworld version 1.5?
Gold Battle Moose 2 May, 2024 @ 6:00am 
I am familar with the texture files, and for that clothing type it is all body types for the North texture. I opened the texture files in photoshop to look at it and it is slightly transparent. This is a pure texture file issue not other mod conflicts. Don't know if there is a disconnect with your local copy and the one up on steam but its there in the texture files directly. Like I said though I have not looked at the other clothes yet.
ハグ / Ian_Suffix  [author] 2 May, 2024 @ 4:34am 
@Gold Battle Moose
Thanks for the report! I haven't been able to reproduce what you're experiencing yet, but I've seen similar behavior when I saved PNGs with the wrong bit depth in an attempt to see if I could decrease their filesize. Below is the screenshot I just took with SOS2 and Vanilla Expanded Framework mods active.
https://imgur.com/AY4y2iK
Could you get back to me in the Troubleshooting discussion with which body types aren't showing up correctly, and perhaps a mod list?
Gold Battle Moose 1 May, 2024 @ 7:00pm 
Back of the Crew Suit is transparent, check the "North" have not checked the other uniforms yet as I have not crafted them