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When i get the chance i will add better logic to the temp fixes to hopefully eliminate any problems with hostile pawns.
For now if you notice raids aren't as strong as they should be, just disable the fix on enemy pawns for cold/heat protection.
So if they are missing like a shirt or pants, and are too low it will try that first. I will add more items to the protection to add before doing the parka/duster, as well as just add an option to turn off enemy fixes for each of them.
But for traders/visitors if their value is too low, then they will leave, so the armor has to be replaced, i can get a fix out pretty quick for that.
I want it to be extremely mod integrated so modded clothing can be spawned as well, but that requires a decent bit of logic afaik.
But if y'all honestly just want a quick and simple patch that spawns shirts/parkas/pants etc. on a pawn that is too cold/dusters on pawns that are too hot i can try to get something out.
I decided to just check if an item equipped in the shell layer on the torso and full head slot have vacuum protection, and if they don't then replace them with a vacsuit.
I figure any items that add vacuum protection intend for them to match/exceed the protection of the vanilla items in those slots.
If i decide to create a more complex system for equipping different types of gear later on then i will, but i need to get a better grasp of rimworld modding before tackling anything like that.
There are apparel mods that add vac belts, backpacks, gloves, and t-shirts like: Life Support Pack, VacSlipsuit, F3: Spacer Jumpsuits and More.
Starting from the least important/first to replace to the most important/last to replace: utility->cape->skin->headgear->middle/outer .
It could offer more compatibility between mods since some apparel gives over 50% resistance (some 100% like the belts), and replacing a belt or shirt/helmet to get the rest could be an easy compromise.
Ofc depending on what the pawn is wearing, there could be a blacklist if the slot is used by, let's say, a shield belt, turret, portable shield, etc.
Just throwing out ideas, whatever you do, this is still nice to have, even with armor being replaced sometimes, since late game raids are more often than not full recon armor, so it's more of a midgame problem specific to some factions.
After looking over it there is probably an issue with enemies that spawn in with say just marine armor and no helmet.
Right now if the value is less than 90% (most sets of armor give you above that, so if you dont have at least 90% then you don't have recon armor or above) then it will force equip vacsuits and remove any armor worn.
So only characters with full sets of armor are keeping the armor they have equipped on.
I'm currently working on a fix for this that maintains mod compatibility, and then i will also update the mod name, picture, and try to add some other features.
Yea i was thinking of renaming it, but i did want to leave it open for the possibility of adding more quests later on, but to be honest i am probably just going to leave this as a fix and make another mod for that if i decide to.
As for the Weather spawning, i could try to implement it.
Second, for anyone that is curious, this mod works with the Worldbuilder Vacworld or Luna map. Not only that, but raiders, be they tribal, industrial, spacer, etc, are spawning with full sets of vacsuits, so you can be raided by them. This includes trader caravans and droppods.
Plus, high-level enemies/raiders will equip armor that has vac resistivity, so you get a mix of power armor (recon/marine/modded) and vacsuit parts (usually the helmet, as many modded/vanilla armor lacks vac resistance)
This mod allows so many possibilities when it comes to scenario creation! Single-handedly making the DLC more enjoyable and interactive.
Since the mod "Dress for the weather" is not updated yet, could you maybe, in the future, expand/make another mod to cover other types of climates? especially cold ones?