RimWorld

RimWorld

Vaults of Vagar
186 Comments
Korn Sarum the Virtuous  [author] 26 Oct @ 8:13am 
@Vond Are you using it with a Vagar bodyglove underneath? The armor itself protects from physical damage and heat, but you need the bodyglove to stay warm.
Vond 24 Oct @ 4:05pm 
Enjoying the series of mods so far, but I was wondering
I noticed the armor has vac resistance, that is good.
But it doesnt seem to have enough warmth to last very long in orbit situations.
Even with a Bodyglove underneath, the wearer just doesnt have enough insulation or heating to protect from the cold vacuum of orbit.
Any chance of a update to the cold insulation, or possibly a winterized version, maybe a small accessory to keep the wearer warm in the cold reaches of space
Anyway, Thanks for the Mod series, they've been a fave
dagoonite 8 Oct @ 3:20pm 
@Korn Sarum the Virtuous I also would have accepted "MORE LORE?!"

In all seriousness, I added this for my "Warhammer 40K with the serial numbers filed off" run, but the amount of care you've put into the item descriptions for these mods, and the mods themselves, have made me decide that I'm going to keep them as a late-game weapons option.
Korn Sarum the Virtuous  [author] 7 Oct @ 12:58pm 
@dagoonite As I release further mods - sure
dagoonite 6 Oct @ 3:37pm 
Can... Can I have s'more lore, sir?
Korn Sarum the Virtuous  [author] 28 Aug @ 1:28am 
@AtlasTheReaper Yes, it will be
AtlasTheReaper 27 Aug @ 7:39pm 
Will that faction also be it's own mod?
Korn Sarum the Virtuous  [author] 20 Aug @ 7:03am 
@Kessap I'm m glad to hear it! I plan to continue making mods in this series. Once I am back from vacation, I plan to work on a mod that will let you add subsystems to powered armor (extra plating, integrated jump pack etc.). After that I will most likely switch to making the Vagar an actual faction.
Kessap 16 Aug @ 10:39am 
How come I discover this mod only now Oo This is so nice! All the content from your serie I tried so far made the game so much better, and it's all so neat and balanced. GG
PartyCowboy 12 Aug @ 9:24am 
@Korn Thanks! And happy to offer ideas :)
I'll just put them on a backpack for now, and gladly update it if/when you manage what you can.
Happy vacationing!
Korn Sarum the Virtuous  [author] 12 Aug @ 12:34am 
@PartyCowboy Sadly, not at the moment( But that is actually a good idea, I will try to implement it once I am back from vacation!
Korn Sarum the Virtuous  [author] 12 Aug @ 12:29am 
@Red that might be related to their commonality. I feel like it needs to be toned down across all weapons to reduce how often they show up.
Red 10 Aug @ 4:49pm 
Hey just wanted to mention that the Branx and Balor bolt pistols might be too cheap in market value, causing them to be super common in raids. I normally don't care too much about this but they are cheaper than bolt actions and pump shotguns but do almost 2 times more damage.

Otherwise just wanted to say I love the mod!
PartyCowboy 9 Aug @ 1:12pm 
Love the mod and how you implemented the bitmask for providing a weapon with necessary supplies.
Quick question for transferring the power/ammo/fuel pack comp to some other mod's backpack and gear: does the bitmask for the various supplies (power, data, coolant, shells, fuel) need to be contained on the same item, or can it be spread over multiple gear items?

I.e. can the power come from the backpack, the data from the helmet, and idk the coolant from the boots? Or does the entire bitmask need to be on one item?

Thanks!
Bonbon 6 Aug @ 6:42pm 
I just installed the dev version of CE to play with cause I tried to manually patch the weapons and it went horribly. Combat reloaded is such a weird mod when it comes to armor I had found a normal quality bearskin duster that had better damage resistance than my good cataphract armor
Korn Sarum the Virtuous  [author] 6 Aug @ 2:34am 
@Bonbon Most likely you are right. Haven't looked at that mod myself, but off the top of my head I would assume that the weapons wouldn't get patched for compatibility since the patch is invoked only when CE is present in the mod list. What you could try is copy that mod to a local folder and manually change its ID to match that of CE. I estimate a 40% chance of it breaking everything though ^_^
Bonbon 5 Aug @ 4:46pm 
not really asking for a fix just giving a heads up lol
Bonbon 5 Aug @ 4:38pm 
I think its conflicts with a mod I have but pawns refuse to shoot with any of the weapons and it looks like they are missing tags on the weapons (I'm using vanilla combat reloaded until combat extended updates)
Korn Sarum the Virtuous  [author] 31 Jul @ 2:51am 
@SynonymToastCrunch If you are playing Vanilla, the penetration is entirely probability-based. Which is why I recommend switching to Combat Extended, where armor penetration is deterministic.
Nova Solarius 31 Jul @ 1:44am 
In base Rimworld, rabbits can bite through cataphract armour. It's not likely, but it can happen. If your pawn was wearing oakbreaker, they simply got unlucky.
SynonymToastCrunch 31 Jul @ 12:53am 
Am I missing something regarding the armors strength? One of my pawns had his heart blown out with sawed-off.

I'm assuming theyre more "Sol*r Auxilia" and not "Ast*rtes"?
Korn Sarum the Virtuous  [author] 30 Jul @ 4:23am 
@DaMax You're welcome!
DaMax 29 Jul @ 1:05am 
This mod so awesome, thx for updating it
Kynn 28 Jul @ 9:15am 
aight Thanks!
Korn Sarum the Virtuous  [author] 28 Jul @ 4:31am 
@Kynn Same way you would change the vanilla armor colors: at a styling station.
Kynn 28 Jul @ 2:14am 
how can i change the color of armor?
Korn Sarum the Virtuous  [author] 27 Jul @ 6:27am 
@Lord Felix There is no easy way to do that. You'd have to remake the Def of VOV_Bolt_base from scratch.
Lord Felix 26 Jul @ 7:32pm 
Love the mod, but any chance I can turn of the bullet trail?
Nova Solarius 26 Jul @ 3:50am 
@Nikkö: yes.
Nikkö 26 Jul @ 3:17am 
is the blue power armor vaccum sealed?
C-can i has marines in space?
Korn Sarum the Virtuous  [author] 22 Jul @ 10:18am 
@Necromenta That's good to hear!
Korn Sarum the Virtuous  [author] 22 Jul @ 10:16am 
@AtlasTheReaper Ugh, yes. Originally I intended to release it before adding CE compatibility since it wasn't updated to 1.6 yet, however, since the CE dev build seems to be running fine, I decided to implement compatibility before releasing it. Which means making art for several new ammo types etc. It is almost done, I only need to make the icons for the 85mm rockets and edit the .XMLs.
Necromenta 22 Jul @ 7:24am 
Just wanted to follow up to my comment; The mod works well, I'm just stupid and was trying to make the pawn shoot when they had a ranged shield
isalcaruz 22 Jul @ 12:26am 
we ned more vagar, i love tis mod
Necromenta 21 Jul @ 8:43pm 
seems the machine gun doesn't work when CE is enabled, is doesn't shoot
AtlasTheReaper 21 Jul @ 7:49am 
Heavy addon delayed a bit or what?
Korn Sarum the Virtuous  [author] 16 Jul @ 12:20pm 
@MercCaptain Not anytime soon. I plan to focus on personal equipment at the moment.
Shrike 15 Jul @ 1:18pm 
Looking forward to the heavy weapons mod!
Korn Sarum the Virtuous  [author] 15 Jul @ 11:29am 
Meltas will work in a similar fashion in both Vanilla and CE: they will create a conical AoE in front of the user that will damage everything that gets hit, with the damage scaling down the further the target is from the user. In essence, it will work like it does in Space Marine 1 & 2. This means that the shooter's skill will not play a part in determining if the shot hits.
AtlasTheReaper 15 Jul @ 11:26am 
I'm glad my suggesting for Melta was good enough to add, mind if I ask whatcha did for the CE side of it? I remember you saying you wanted to do something unique for it.
Korn Sarum the Virtuous  [author] 15 Jul @ 11:21am 
No, meltas will come soon as part of the heavy weapons addon. Meltas are a bit too niche to have a large number of different versions, so I put them in with the other heavy weapons. Speaking of which, it is 90% done, I just need to finish the Steam page for it, so it would be safe to expect it by this weekend.
Nova Solarius 15 Jul @ 7:22am 
I suspect melta will be a different addon. Korn usually limits his addons to one specific kind of weapon.
Apache49 15 Jul @ 5:29am 
Is Heavy Weapons going to also include the Melta weapons? I saw the research item in the tree.
tankHUnt3r 14 Jul @ 3:01pm 
Okay, I thought it would be the Oakbreaker armor, but I wanted to be sure before starting a play through with the mod.
AtlasTheReaper 14 Jul @ 1:56pm 
Any updates on the addon? Also saw Melta in the research tab.
Korn Sarum the Virtuous  [author] 14 Jul @ 1:00pm 
@tankHUnt3r Of course! The Oakbreaker set is void-proof!
tankHUnt3r 13 Jul @ 11:10pm 
Does the armor void seal for Odyssey?
Nova Solarius 11 Jul @ 2:10am 
Always happy to see bigger guns.
Korn Sarum the Virtuous  [author] 11 Jul @ 1:19am 
@Apache49 Already is, I just need to do some final tests and I will put it up today. Hopefully together with the heavy weapons addon.
Apache49 10 Jul @ 6:09am 
Will this be updated to 1.6?