RimWorld

RimWorld

[Dizzy] Ancient Eastern Armory
26 Comments
Dizzy Ioeuy  [author] 8 Sep @ 2:08pm 
And then it loads correctly with the PNG's deleted? I can't reproduce this at all. If anyone else is seeing this, a hugslib error log would help.

Is this for all your mods that contain PNGs? because if not then there is clearly something else referencing these files- another of your mods is conflicting. This mod is about as basic as they come.
Sophie the Opossum 8 Sep @ 8:38am 
it does this for every texture with both png and dds, but here's one line as an example:

Tried to load duplicate UnityEngine.Texture2D with path: FilesystemFile [/home/deck/.local/share/steam/steamapps/workshop/content/294100/3198224361/textures/apparel/asiannoblecloth.dds], Length 87556 and internal path: Apparel/AsianNobleCloth
Dizzy Ioeuy  [author] 7 Sep @ 1:31pm 
@Sophie I'm not seeing any errors loading in this or any other of the 190 mods I use which still have PNG in them, outside of yellow warnings when the 4 pixel multiplier rule is broken by the DDS (which it is not in this mod). What is the text of your errors?
Sophie the Opossum 7 Sep @ 7:02am 
now that rimworld supports dds files, having both the png and dds files causes errors, if you remove the png files it's fine
Dizzy Ioeuy  [author] 25 Aug @ 4:04pm 
If that mod fires no red errors, it just removes items. Not sure how one set of armor compares to the other though. I balanced this one to try to fit it well into vanilla.
TLS - Corgserker 25 Aug @ 2:49pm 
Would I still need the redundancy patch if I'm using it with T's Samurai Faction mod?
Dizzy Ioeuy  [author] 12 Aug @ 2:19am 
tweaked helmet equip offsets to actually mean something. +/-0.1 is not a meaningful thing for the skill offsets. Also weights of armors was very wonky. more in line with vanilla now.
Dizzy Ioeuy  [author] 2 Aug @ 9:14pm 
Noticing v1.6 has upped Plate armor and some other modern armors about 10%. So The metallic armors in this mod also went up for stuff factor by about 10% with all leather/cloth up by about 5%.
Dizzy Ioeuy  [author] 31 Jan @ 2:35pm 
updated:
Continued fine tuning. Qing Light Armor less sharp protection multiplier, but also covers fingers and toes, etc. This armor comes a tech earlier than the plate armors, so needed to be less advantageous. Still light and allows for faster movement though.
Dizzy Ioeuy  [author] 22 Jan @ 9:49am 
It's basic vanilla style xml. If this is not compatible with CE, idk what to tell ya.

I don't use ce.
Blackjack [®…®] 21 Jan @ 6:39pm 
Is this compatible with CE?
Yagger 1 Jan @ 4:29am 
o7
Roanafra 25 Dec, 2024 @ 5:20pm 
Thank you for the update. I hope you also wrap up this year well, and may the coming year bring even better days for you.
Dizzy Ioeuy  [author] 25 Dec, 2024 @ 2:42pm 
Updated/tweaked helmets for better balance and causes to use each one. Will likely update armors a little bit later.
Futstub 5 Jul, 2024 @ 8:40am 
Thx! 100% will use it in my next playthrough! :D
Dizzy Ioeuy  [author] 4 Jul, 2024 @ 7:06pm 
Ok, guys. Did it.

Updated: uses STUFF and attributes of the metals or fabrics (if that's the main ingredient) used in making the items.

I *might* have missed some details, but I did my best. This took a LOT of time and thinking to balance things within the realm of the vanilla game. Nothing should be OP, or underpowered, I hope. Let me know what you think.
Dizzy Ioeuy  [author] 10 Jun, 2024 @ 10:45am 
Ok, i will clean it up and try to nalance it better than i already did. But it will take a bit. Just haven't been "Rimspired" lately as Owlchemist has not returned.... His seeds lite mod was a major part of my olay throughs.

But updating this with some more balanced values can happen.
rimbrimbrimbrimbrim 10 Jun, 2024 @ 10:20am 
I echo the others and would love some further development on the mod. :) Appreciate it if you decide to!
Futstub 30 May, 2024 @ 4:34am 
Given that the original author gave up the mod years ago, it would be great if you stepped up! :)
chillingunknown 18 Apr, 2024 @ 4:57pm 
Id say that's a perfectly reasonable adjustment it makes sense I don't see why people wouldn't want that
Dizzy Ioeuy  [author] 12 Apr, 2024 @ 10:33am 
Yeah that would be something I'd try to adjust. But i know many do have multipliers. I'd have to really take over the mod. Would people want that level of adjustment from what it was?
Darth Nocturnis 12 Apr, 2024 @ 5:06am 
I noticed that there is no material multiplier on the armor itself. Instead of gaining value from the material used, it has a set value. This makes it so that steel versions of the armor are the same as uranium or plasteel. I didn't know if this was intentional, so I'm sharing the observation with you.
RutraNickers 29 Mar, 2024 @ 4:29am 
hell yeah
HaZ 25 Mar, 2024 @ 12:57pm 
o7 ok, going to test, i let u know if i find something out of place. Thanks for taking care of this mod.
Dizzy Ioeuy  [author] 23 Mar, 2024 @ 7:19pm 
Anyone, let me know if you find any stats too strong, or not making balance sense- there were a lot of places I had to adjust and may have missed some.
evil yaoi wizard 23 Mar, 2024 @ 6:45pm 
excellent rebalance thank you