RimWorld

RimWorld

Armored Up
53 Comments
1004641652 20 Sep @ 11:43pm 
Still work but not with Vehicle Frame work
4CS 4 Sep @ 6:05am 
but it still workin in 1.6
4CS 4 Sep @ 6:04am 
When I opened the mod settings, it was empty, and the game log showed a conflict between something from Harmony and Armor Up.
背对啊 1 Sep @ 3:52am 
1.6plz
Saber Caster 15 Aug @ 7:58am 
1.6 is out? can be used?
ndm20070826 11 Aug @ 4:10pm 
1.6plz
THUNDER 9 Aug @ 2:05am 
1.6PIZZZZ
tAoxIrUa 8 Aug @ 1:29am 
1.6plzzz:alina_cry:
我称我为乐子人 1 Aug @ 11:37pm 
1.6plz,we reallly need your help:steamfacepalm:
观察者MMM 26 Jul @ 8:30am 
1.6plz
kiny 19 Jul @ 6:30pm 
1.6plz
BigDark 19 Jul @ 9:28am 
1.6plz
一人我星巴克 18 Jul @ 10:33pm 
1.6plz
懒大神 18 Jul @ 6:58am 
1.6pls
BaiChuanXia 15 Jul @ 12:42pm 
1.6pls
黑猫 15 Jul @ 2:50am 
1.6QAQ
spacefancy 12 Jul @ 7:27am 
we need 1.6 please
主角光环 11 Jul @ 8:25pm 
1.6pls
time lapses 6 Jul @ 8:24pm 
Could you please update to the 1.6 beta version?
刀刀闪 3 Jun @ 11:10am 
sos2 Compatibility?
AKEKHQ 17 May @ 11:27am 
Also weird question but would you consider releasing the natural armour battering system as a stand alone mod? concept of it is AMAZING and allows warcaskets and heavy natural armor pawns to not be straight up immortal
AKEKHQ 17 May @ 11:25am 
Would it be possible to buff insectoids when using this mod? Insects (and animals in general) are almost harmless as soon as you get good quality clothes, not to mentioin armour or devilstrand clothes. ive had a melee character withi 75% sharp and 150% blunt armour tank entire royal insectoid raid from VFEI2 and by the end of it his armour had 30% sharp resist left.
Cleeb 14 Apr @ 9:13am 
Is there any chance that there will be a compatibility patch with The Dead Man's Switch - MobileDragoon mod in the future?
一眼丁真 13 Apr @ 7:20am 
@Darkone Honey, can you put a fixed armor piercing value on vehicle collisions? This mod is good, but there is no damage from vehicle collisions:steamhappy:
Zer0 12 Apr @ 8:16am 
That's a great mod, but I feel like it would benefit from additional settings to adjust each weapon tier effectiveness against different armor tiers. Could maybe use separate DMG/AP sliders for different weapon tech tiers too.
These options would help a lot with fine tuning the gap (or lack of it) between the different tech levels.
Bon 2 Mar @ 12:45am 
Does this make armored vehicles like tanks and Infantry fighting vehicles actually bulletproof to small-arms fire and large calibre guns?
Gerewoatle 22 Feb @ 6:31am 
Can anyone tell me how explosives like rockets and mortars perform with this mod?
Shavius 21 Feb @ 3:07pm 
The vehicle crash damage have 0 penetration by default, which almost deal no damage in this mod, could you also consider patching that?
Bitterholz 11 Feb @ 1:37am 
Regarding compatibility, how does this mod add the newly implemented stats to items? Is it just some calculation that adds them to all items of type X or does it require actual patches to run along well with modded equipment?
最劣质的战士 21 Jan @ 7:39am 
Is it compatible with other mods that add armor? Does it natually adopt non-vanilla armor to this system or do I have to use a patch?
Darkone  [author] 5 Dec, 2024 @ 3:31pm 
@OganessonG I use the same mod without issue. There's a lot of 0s and 1s if armor isn't being penned, however.


For anyone else: Currently attempting to figure out balance without having to patch over everything. I think it might be possible to auto-patch based on something similar to what CE uses, categorizing guns by range, weight, burst, etc, but am not sure if it's worth going that far into it. Especially given that I'm likely to be MIA tomorrow on for a while, with PoE2 dropping.
OganessonG 5 Dec, 2024 @ 6:50am 
@Darkone I really like this mod, but can you make it compatible with damage indicator? now it will only show 0 and 1 when a bullet hit a pawn.
Darkone  [author] 1 Dec, 2024 @ 9:19pm 
To be clear, I'm just trying to actually play at this point, and lack the energy to go through the translation file creation process ;_;
Darkone  [author] 1 Dec, 2024 @ 7:30pm 
@Huppias if you'd like to provide a translation file, I'll switch it all over and include it. All hardcoded right now since I was just lazy.
Huppias 30 Nov, 2024 @ 7:39pm 
Hello, can I provide translation interface in mod? Now we can't translate。
Darkone  [author] 29 Nov, 2024 @ 4:46pm 
@Elgate You might want to try a mod like Mechanoid Armor Editor to tone back their defenses, as I believe it lets you set multipliers less than 100%. GD4 is basically nightmarish with *any* armor mod as far as I know, due to the wildly high values it uses (the CE patch is basically a meme). Charge weapons should also be more effective in the latest update as well, given their 105% AP now.

Unfortunately, I don't have great options yet for dealing with vanilla and vanilla-adjacent balance. That will require hand-tuned patching, unfortunately, like the AMR from VWE with it's (modded) 300% AP and 70+ damage.

@Everyone New update! Fixed the errors with missing optional mods! Fixed some other bugs! Vehicles now supported!!
Elgate 29 Nov, 2024 @ 9:26am 
So far, this mod is kicking my butt :p
I understand mostly how it works but it has weird interactions with many mods. I'm not sure if I can afford to keep it as even scythers or militors with the glitterworld destroyer mod have high enough armor that I cannot damage them. Mech clusters are invincible at this point in time. I can't even beat the mechanitor shuttle crash event.

let's be clear, I'm not complaining about the mod, it's really well done. I just think that many other mods have "hard" encounters with vanilla armor system in mind and suddenly things break.

I love both the concept and execution, I'm not sure I can afford to keep it in this modpack.
Darkone  [author] 28 Nov, 2024 @ 12:12pm 
@ChopSushiii it's save compatible. Changes code, Alters some item definitions, and adds a hediff. Don't remove it if anything has the battered hediff, if you're removing it.

If you wait till this evening, I should have the newest version up and the mod dependencies fixed.

@everyone else: we tracked down and were unable to figure out why the issue is happening with the optional mod patch, but I have a workaround I'll be implementing. Will be updated later tonight.
ChopSushiii 27 Nov, 2024 @ 7:27am 
Can this be added to a preexisting save or do you need a fresh one?
Darkone  [author] 25 Nov, 2024 @ 11:24pm 
Update: tracking this down is kicking my butt. It's an issue with the conditional patches. I've resolved the B&S error, but one persists with the vehicle compatibility patches I've made.

Will continue to work at it tomorrow evening as well. Hopefully I can resolve this, finish a few tests, and publish the next update, as it includes a few bug fixes and improvements in how things are handled in some edge cases.
Darkone  [author] 25 Nov, 2024 @ 3:13pm 
@HawnHan Alright, will check into it later this evening. Possibly an issue with libraries making it into my assemblies again, or could be an issue how I'm doing the conditional patches.

I've also found a 'bug' with AP where due to vanilla using a lot of default AP values, which are generated as 1.5% AP per point of damage, weapons are getting both AP and damage multipliers to their AP. I'm uploading the vehicle patch update later, and will have this fixed in it as well.
HawnHan 25 Nov, 2024 @ 1:36am 
same issue as 怀素纸 and resubscribed a few times. The issue still persists
Darkone  [author] 23 Nov, 2024 @ 7:33am 
@Elgate To be clear, all apparel, not just armor. So dusters and most clothes are less protective as well. Making it more specific looks like it would require patching every def, so I just assume modern tier clothes in Rimworld are 'rim-proof' and woven to the standards of body armor :P
璃璃音 23 Nov, 2024 @ 7:29am 
ok thx
Darkone  [author] 23 Nov, 2024 @ 7:28am 
@Elgate Armor that is medieval or older has reduced effect against industrial or higher ranged weapons. The amount is adjustable in settings.
Darkone  [author] 23 Nov, 2024 @ 7:27am 
@怀素纸 Resubscribe. I pushed an update a short bit ago that was very broken, and didn't revert it quick enough. The new update should be fixed. Was an issue with the Big and Small compat patch I added.
Elgate 22 Nov, 2024 @ 2:21pm 
I do have a question: Does the tech level of the armor impact its efficacy? I asked because you said it added the tags to flack gear
lag 22 Nov, 2024 @ 7:13am 
gotta say this is the best armor overhaul i've seen

hits that correct balance of armor feels good and effective

but not so stupidly safe that you are more likely to starve to death than have to acknowledge the 50 tribals surrounding you
璃璃音 22 Nov, 2024 @ 3:15am 
hello Using your mod will cause dev-option to not be enabled