RimWorld

RimWorld

Fragile Armor
18 Comments
TheSimpleDude42 5 Oct @ 1:55am 
After some testing, I see that your mod does not affect the total armor value of pawns, but only the baseline armor value. So, after shooting a bunch of Catafract armored enemies, they lose all Sharp protection, but the armor value still stays above 135%. I guess this is made with mechanoids in mind first, as they don't use extra layers of armor, but for any other enemy, it kinda makes it easier, but not quite. Could you make it subtract from the total value?
TheSimpleDude42 3 Oct @ 11:33am 
This mod is like the last piece of Exodia. You can recreate Combat Extended without the incompatibilities it has by using a few select mods. Vanilla combat reloaded for general Accuracy improvements (you can make your pawns accurate AF using settings). Give them ammo using Yayos combat (turn everything else off for compatibility), Suppression using well.. Suppression mod, improve melee combat using Propper melee mod, Add Grievous wounds to simulate penetration damage, and so on with a lot of QOL mods, BUT among all, no armor durability mods to compensate for the crazy stuff mods can come with, UNTIL this mod. This is the last piece that can make warcaskets. Upgraded mechs with 200% armor, dead man switch robots, compressed raiders, and so on FINALLY manageable using conventional weapons and not 100% penetration op stuff. Truly the best gem of RimWorld workshop.
Andromeda  [author] 24 Sep @ 10:39am 
@ƎNA не знаю что за чертовщина у тебя произошла раз гуль получил этот дебаф, но просто нокни его на землю любым способом и дебаф мгновенно пропадет
ƎNA 24 Sep @ 9:53am 
Подскажи, как убрать дебафф со своего гуля?
тетеря, блин 14 Sep @ 9:10am 
is it compatible with «yayo's combat» armor penetration system?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854006492
elĐeve 9 Sep @ 2:04am 
maybe now i can fight kraltech
Brindav 22 Aug @ 4:28pm 
Hi love the mod but wanted to know if there was a way for the effect to also affect our own colonists, got some big and small jotun that become invincible once in armor so could be neat if there was a way to make me able to fear a bit for their safety and not let them soak thousands of bullets.
Andromeda  [author] 12 Aug @ 3:16pm 
fixed
Croctus 12 Aug @ 12:42pm 
Can confirm what the others are saying. Animals can't be slaughtered, hunted, or finished off with the allow tool command.
STEVE SCRIGGINS 12 Aug @ 12:20am 
Amazing mod idea, but having the same issue with rosE being unable to slaughter animals, take your time though as its not essential!

JobDriver threw exception in toil Do's initAction for pawn Heath driver=JobDriver_Slaughter (toilIndex=2) driver.job=(Slaughter (Job_56664) A = Thing_AEXP_CatSomali13336 Giver = ThinkNode_QueuedJob [workGiverDef: Slaughter])
System.NullReferenceException: Object reference not set to an instance of an object
at FragileArmor.ArmorCrackWorker.AddArmorCrackTo (Verse.Pawn pawn, System.Single damage, System.Single armorPen, Verse.DamageDef damageDef)
at FragileArmor.Patch_DamageWorker_AddInjury_ApplyToPawn.Prefix (Verse.DamageInfo dinfo, Verse.Pawn pawn) [0x00054] in <1f1afb70b0d6483e8ca5bf501dcccf06>:0
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo dinfo, Verse.Pawn pawn)
- PREFIX Andromeda.FragileArmor: Void FragileArmor.Patch_DamageWorker_AddInjury_ApplyToPawn:Prefix(DamageInfo dinfo, Pawn pawn)
Andromeda  [author] 11 Aug @ 4:18pm 
wrong mod to report. I do not patch any job, any bill or any def. Only preapply damage.
Dr.H 11 Aug @ 4:16pm 
During the surgery, a red error occurred.
JobDriver threw exception in toil FinishRecipeAndStartStoringProduct's initAction for pawn physician driver=JobDriver_DoBill (toilIndex=31)
Ros[É] 11 Aug @ 12:55pm 
For some reason this mod causes a red error that stops my colonist from slaughtering animals as well as hunting.
mikester112 10 Aug @ 1:28pm 
Yeah, I'd love an option to make it apply to my own colonists.
lag 10 Aug @ 11:28am 
could there be an option to make this apply to your colonists to go with settings that make armor in general a little more hardcore?

understandable if that's not something you want in the mod
Andromeda  [author] 10 Aug @ 9:56am 
@ましろ should be fixed now
ましろ 10 Aug @ 9:29am 
FragileArmor appears to be incompatible with ToughnessSkillMod.
When hunting combat, the game throws the following error repeatedly:
Pawn_HealthTracker.MakeDowned while already downed
log shows both FragileArmor (Prefix) and ToughnessSkillMod (Postfix) patching Pawn_HealthTracker.MakeDowned.
Bayonet 10 Aug @ 12:45am 
not compatible with Raiders Never Die (Continued)