RimWorld

RimWorld

TSIND Power Armor QA
57 Comments
tide{S}haper industries  [author] 5 Sep @ 12:32pm 
Nah, even if you have both versions turned on, the worst that can happen is that you're wasting a few milliseconds at start-up for the xpath running twice - there's no need to use the setting in both mods of course, but even if you do, there's no conflict or error showing up from it. It was more or less a conscious decision to mirror Donald's patch from VCR here, so that this never will be a compatibility-issue. In fact, the hands & feet patch technically shouldn't even clash with any other mod mod that 'regularly' adds the coverage to armors instead - both changes can coexist without really interfering with each other.
Poindexter1985 5 Sep @ 11:58am 
Sounds reasonable.

So what's the compatibility situation with VCR? I believe both of your hand/foot options can be disabled in mod options, so obviously one *should* only enable one. But if some hypothetical person* were to inadvertently enable both, would it break things, or would it be benign because they're redundantly making the same change?

*The hypothetical idiot that will probably do this in six months time after forgetting about the duplicated functionality is me.
tide{S}haper industries  [author] 5 Sep @ 10:38am 
What makes this patch different to most others is that it doesn't actually add the cover-information to armors, but changes the groups on the whole BodyDef instead:

If a BodyDef has a group where hands/feet are already present, it simply adds the arms/legs to them respectively. So the armor coverage basically auto-expands to them that way.
tide{S}haper industries  [author] 5 Sep @ 10:35am 
It's potentially not as smooth a solution I actually want it to be, but the niche of gloves/boots in RW is just hard to tackle otherwise. So I settled with VCR's approach which felt to be the 'smoothest' solution to me at least.
tide{S}haper industries  [author] 5 Sep @ 10:34am 
I'm using the same logic for hand & feet coverage in this mod as you can find in Vanilla Combat Reloaded. It applies to all types of armors (since it didn't make sense to limit it to power armor level stuff imo) and basically automatically adds hand & feet coverage for every armor/apparel covering arms/legs already. It's mostly meant for a glove-/boot-less environment, but also rearranges boots & gloves in a way so they still can be worn with the enhanced armor (they mostly just get put to different slots/layers to not interfere.)

So basically you get the armor-values of the body-armor for hands/feet but if you also use gloves/boots that give additional benefits (stat-offsets, etc.) those will still fully apply to your pawn. The latter part is mostly to bypass errors from pawnKinds that are supposed to use gloves/boots, which are otherwise causing errors at startup that they are meant to wear overlapping apparel.
Poindexter1985 5 Sep @ 10:23am 
I have questions about the armor coverage for hands and feet feature. Does this apply to ALL armor types, or just "power" armor?

How does the feature interact with the support for various glove and boot mods that would add overlapping coverage?
joe2_4 5 Sep @ 9:54am 
really appreciate this mod man, saved me making my own patch for like 4 mods lol
tide{S}haper industries  [author] 30 Aug @ 1:50am 
Changes:

- Added support for HALO - UNSC Faction (works with the inofficial fork for 1.6 as well)

No recoloring due to items being pre-colored.
tide{S}haper industries  [author] 28 Aug @ 1:08am 
Changes:

- Added support for Space Knights - Armor Expansion for VFE Medieval 2

Stats preliminary set according to the author's description (between recon & marine), no recoloring due to items being stuffed.
tide{S}haper industries  [author] 27 Aug @ 3:19am 
Changes:

- Added support for VAE - More Gloves and Boots
- Added support for Cat's Boots and Gloves
- Added some incompatibleWith info with smaller mods that overlap
- Housekeeping...
tide{S}haper industries  [author] 13 Aug @ 11:21am 
Changes:

- (Finally) added the missing vac- & cold-insulation to Altered Carbon 2 armors via the 'Mod Fixes' setting.
tata 11 Aug @ 6:24pm 
Thank you for answering my question.
I wish you success.
lucky_one 🍀 11 Aug @ 4:29pm 
Bro the log just killed me LMAO

And ye, I prefer dying the armors with ideology (even if it is tedious), but it just gives something extra to do.
tide{S}haper industries  [author] 11 Aug @ 6:06am 
@tata Depends on what you're referring exactly. Stuffed power-armor is probably a no - since it clashes with a few aspects of the rest of the tweaks in the first place. Stuffed armors also need a widespread re-balance of stuff-mat bonuses, since besides the plate armor, this was never meant to happen in vanilla. So most stuff materials either have no bonus at all, or achieve values that are all over the place.

If it's just about changing like the main material - like replacing plasteel with steel or something, that would technically be more possible to implement. But that would need some input about reasonable options, and how they affect the balance. Which means a lot of 'playtesting' I guess.
tata 11 Aug @ 1:42am 
Hello. Do you have any plans to add a feature that allows changing the materials for power armor in the future?
tide{S}haper industries  [author] 10 Aug @ 5:11pm 
Changes:

- Added support for Ancient Weaponry.
- Added temporary fixes for cold-insulation & vac-resistance values in Ancient Weaponry

(Author informed about the inconsistencies. Temporary fixes will be applied with the 'Mod Fixes' setting automatically, until fixed in the respective mod.)
tide{S}haper industries  [author] 10 Aug @ 9:06am 
Changes:

- Added support for the newly added prestige bladelink.
- Made the bladelink deserter helmet from the Bladelink mod craftable as well.
- Added temporary fix for the regular bladelink having the wrong shaderType after the recent update, preventing the item from being colorable. Issue reported to the author - fix will be applied with the 'Mod Fixes' setting.
Swordie 9 Aug @ 8:41pm 
Very based, awesome work.
tide{S}haper industries  [author] 9 Aug @ 12:37pm 
Changes:

- Added optional mod patches, starting with making deserter armor from VFE:Empire craftable.

Options to craft the absolver armor from the same mod, and the bladelink deserter helmet from the Bladelink mod will come soon. As always, input for balance is welcome!

Fixes:

- Changed the colorGenerator setting to also apply to crafted armors, which so far didn't all benefit from this feature. Things should be working fine after my own testing, but if you find any outliers, please let me know. Some 'hardcoded' spawning (quests, maps, etc.) can still bypass the colorGenerator and spawn armor in some colors predefined by other mod's code. As for the time being, there's nothing I can really do about it.
tide{S}haper industries  [author] 8 Aug @ 4:42am 
Bladelink support (partially - I'm still open for any suggestions) will go online in a bit. Also some preparations of the menu-structure for future features. Just keep in mind that whatever is tagged 'WIP' currently has no effect. :)
tide{S}haper industries  [author] 7 Aug @ 1:25pm 
Actually, that one is already on the list. Added it the other day to my list to check it out myself and decide what to actually do with it. So if there are any suggestions, I'm all ears. Unfortunately I wasn't really able to push any of the other changes/additions for the last week, since Steam is completely freaking out for me, randomly deleting mods every few hours and starting long file-validations at times, so working with mod-files was a big headache lately.

But I try get some of the new stuff online this weekend. Nothing particularly noteworthy - just more mod-compatibility & menu changes to prepare for the integration of warcasket patches...
Swordie 7 Aug @ 5:28am 
Hey, thought about adding the bladelink mod into this?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535749804
tide{S}haper industries  [author] 1 Aug @ 11:29am 
Thx, and; not an issue at all. There's always a chance for some weird interactions, so despite knowing that I don't touch layering at all (yet, at least ^^) I still had to check myself to make sure.
Zoe, the Bad Wolf 1 Aug @ 11:18am 
Sorry for the wrong report, then! :D
Thank you so much for your support! <3

And for the work in the mod. It is amazing. :D
tide{S}haper industries  [author] 1 Aug @ 10:32am 
Yeah, it's 'Layers: Capes and Armor' just by itself as it seems.
I have a feeling they are running into similar headaches I did until recently, trying to patch the armorBases directly. But I'm not familiar enough with the mod to really put my finger on the exact issue. Since it just updated recently, it probably just needs to be looked into by the author.
tide{S}haper industries  [author] 1 Aug @ 10:21am 
Seems weird - we're not doing anything to layers on armor here in the first place.
Can you just try loading the game without his mod - to see if the errors remain.
Maybe also trying without https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3344566457 for once, since that one also updated coincidentally in a similar timeframe and comments there suggest that they might have changed something significantly - enough to break ppls games via hash collisions it seems.

The errors in the log specifically tend to happen with mods adding new layers to gear in general - and THAT we're not touching even remotely either. So while I'm checking that mod on my end, to see what the issue might be try to find out if it's related to them.
Zoe, the Bad Wolf 1 Aug @ 9:30am 
@Author,
After this latest update, I am getting some errors which seem related to Alpha Mechs, in which some armors don't seem to have a layer.
https://gist.github.com/HugsLibRecordKeeper/55dec300b7d45cd245a7f18f3db1964d

Would you be able to help?
tide{S}haper industries  [author] 1 Aug @ 7:59am 
PSA: Put some MayRequires onto the wrong nodes. Only affects some of the new vacsuit-retextures and won't cause any issues. It just errors needlessly when you're not using those mods but have used their retexture in the past - so highly unlikely someone even runs into it. Please ignore for now - fix is already done, but Steam's servers are currently freaking out, so upload could take a while...
csc001 31 Jul @ 7:36am 
thank your reply ,i know :steamthumbsup:
tide{S}haper industries  [author] 31 Jul @ 1:24am 
@csc001 - I'm actuall mirroring Donalds patches there to be in line with his implementation (which is about the safest and smoothest I know of) - I don't have any toggle (yet) to deactivate the setting on my end if his version is active in VCR, but the fact is that you can have it toggled on in both mods just fine without getting any errors. The relevant patches just run twice at startup, which means a tiny few ms more startup time in the worst case.

In fact, you should even be able to use most other mod's patches for the same feature, since most of them directly add the hand & feet coverage to the armors directly. Donald's (and our) patch actually changes the body-structure of pawns, putting hands and feet into the same group arms & legs are already in. In other words; many other mod's patches to achieve the coverage only work on the apparel they are specifically written for - while our implementation is just a global solution that works for all clothes out of the box.
csc001 30 Jul @ 11:29pm 
thank you mod:steamthumbsup:
i have a question : when i use Vanilla Combat Reloaded 's Armor Covering Hands & Feet setting,
if i also enable your TSIND Power Armor QA
should i enable your Armor Covering Hands & Feet?or just choses one Armor Covering Hands & Feet setting is ok
thank your mod again
tide{S}haper industries  [author] 28 Jul @ 1:12pm 
Fix should be up - reminded me on how buffed those helmets are just in general :D
https://i.imgur.com/FTCUShB.png
tide{S}haper industries  [author] 28 Jul @ 1:06pm 
Well, the one who causes a problem is me in this case. I managed to roll back the already working patches to an older set while hunting down a bug in the patched mod itself, and then additionally managed to glance over it while testing the changes...

I'm having the fix up in a few minutes - as with the prior case; I recommend unsubbing & resubbing to the mod to ensure Steam properly updates it (there's currently widespread issues with that again.) In addition you might have to edit the helmet in question there by hand. I would recommend Character Editor for that - it's quick and easy to add the missing stats with it. Would be a waste for a relic helmet to not have its buffs. :)
Rondson 28 Jul @ 12:59pm 
Sorry for causing a problem, although. I remember you from the troubleshooters on Ribworld's discord and you helped me plenty in the past. Best of luck with the endeavors!
tide{S}haper industries  [author] 28 Jul @ 12:31pm 
Not a feature, that much I can say. :)
But yeah, that is on me. I tell you, this one particular mod... Will push the fix in a bit, might take me a while though. Overhauling all its patches to prevent that type of thing in the future.
Rondson 28 Jul @ 10:56am 
Greetings, Tideshaper!

https://gyazo.com/72340c6d4ab3fa32e6bcc9ea3f3e513e - exposition #1 - settings

With those settings on, armors from altered carbon seem to loose it's buff, at least helmet sure does:

https://gyazo.com/8c8cdc64cbcd391a636e698fa1c9eb55

Bug, feature, load order or some other issue that comes in a way?
tide{S}haper industries  [author] 28 Jul @ 3:33am 
@The Iron Rose - Thanks for the report, I've hardened all colorGenerator patches, which was planned anyways. Technically that should avoid every case of this happening again. That said though; I'm not fully sure how your specific case could have happened to begin with...

With Steam being Steam, I recommend unsubbing & resubbing (after a moment or two) to the mod to make sure you're getting a proper update. Please let me know if you still get the (or any other) error - since it's a weird case and I couldn't really discern which other mod triggered it.
The Iron Rose 27 Jul @ 6:32pm 
lucky_one 🍀 26 Jul @ 7:21am 
Fantastic! Thanks for your time boss. :er_heart:

I see you are still fighting your demons with the recon helmet fix lmao
tide{S}haper industries  [author] 26 Jul @ 6:37am 
Patches should be out & seem to be working at least. :)
Ranseur armor only affected by the colorGenerator whenever Icy's retex is also use.
lucky_one 🍀 26 Jul @ 5:26am 
Looks good to me. I do not think they need further balance since they fit a niche already, like the Grenadier or Phoenix armor. The nerf for the Ranseur will be well deserved to put it in line with the rest of the changes you already did to other armors. If not it will be too good vs the Recon armor even if it has less armor (Since it has invisibility + movement speed).

So far so good!
tide{S}haper industries  [author] 25 Jul @ 9:43pm 
Not sure if I will add support for Icy's retexture in the first iteration (since it changes a few textures from pre-colored to white) but even that's not particularly noteworthy to make work. Hammered in the basic stat-changes into my design-doc at least, might write the patches later today. If you have any specific ideas about balance, just let me know. I thought about reducing the movement buff on the ranseur armor from 1.0 to 0.5 - since the other two armors are already 'slower' than their vanilla counterpart AND my regular nerfs for them, I left them untouched. Don't have any personal experience with the mod's balance though...

https://imgur.com/hPZ8OHF
lucky_one 🍀 25 Jul @ 6:19pm 
I do use it, Icy did a marvelous work (as always) with his reskin, and it's just vanilla enough for me to love it. I can wait tho, I get that more popular mods have priority. I was just wondering if you had that mod in your sights or not

Keep it up! This mod is going to be a staple on my modlist. :WH3_clasp:
tide{S}haper industries  [author] 25 Jul @ 6:05pm 
Please do so, I barely get time to playtest myself right now.

Royal Arsenal IS on my to-do list. Not on first place, but if you're one to use it, I might as well push it a few slots upwards. I'm nothing really set in stone there, just wanted to start with the more popular mods containing power armor (-likes.) Until now, Royal Arsenal would have been place 3 on the list after Rimsenal - but let's see how much patches it even needs this weekend. :)
lucky_one 🍀 25 Jul @ 5:54pm 
I will keep my eyes open just in case something sneaks in!

Any chance for compatibility with Royal Arsenal? Has to be one of the most popular Power Armor mods (And with the Taste of Vanilla reskin courtesy of IcyCheeseCake it's just too good to pass).
tide{S}haper industries  [author] 25 Jul @ 5:09pm 
Mostly just annoyed at myself. I was even thinking about looking into headset-stats and then decided that this would be a bit overreaching for the mod. Then completely forgot to check them while testing. :D

I probably will have to re-write those patches in the near future to make them safer against some potential issues from other items inheriting in weird ways. Should have done so from the beginning. Can't think of any mod that would be an issue, but you never know. :)

I think I fixed all potential issues, pushing right now.
lucky_one 🍀 25 Jul @ 4:48pm 
Dont worry, lot of modders forget about it. I usually just fix it myself since it's just a quick edit but I was wondering if that was a balance decision haha
tide{S}haper industries  [author] 25 Jul @ 4:27pm 
fml - my bad. I completely forgot that this piece inherits the recon armor base...
Pushing a fix in a bit, that completely slipped through. Guess I'll need a smarter patch for that in the future - wanted to be 'fancy' and build in some general patch that would apply to random modded armor I might not be aware of, but completely forgot about this silly decision Ludeon made. :D
lucky_one 🍀 25 Jul @ 4:19pm 
Hi! I just noticed something: is it intended for the gunlink to have toxic resistance? Feels a bit out of place.

(btw I am loving the marine helmet reskin, it's fantastic! :er_heart:)
lucky_one 🍀 24 Jul @ 12:42pm 
Im going to open a discussion thread if you don't mind. I don't want to fill this thread with balance stuff, and that way more people can comment on it!