RimWorld
T-45b Power Armor
 Dit topic is vastgepind, dus het is waarschijnlijk belangrijk
Chicken Plucker  [ontwikkelaar] 4 sep 2018 om 8:17
T-45b stats compared to vanilla power armor
T-45b power armor:

<statBases>
<WorkToMake>60000</WorkToMake>
<MaxHitPoints>340</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.08</ArmorRating_Sharp>
<ArmorRating_Blunt>0.55</ArmorRating_Blunt>
<ArmorRating_Heat>0.60</ArmorRating_Heat>
<Insulation_Cold>34</Insulation_Cold>
<Insulation_Heat>10</Insulation_Heat>
<EquipDelay>15</EquipDelay>
</statBases>

<equippedStatOffsets>
<MoveSpeed>0.05</MoveSpeed>
</equippedStatOffsets>


Vanilla power armor (marine armor)

<statBases>
<WorkToMake>60000</WorkToMake>
<MaxHitPoints>340</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.08</ArmorRating_Sharp>
<ArmorRating_Blunt>0.45</ArmorRating_Blunt>
<ArmorRating_Heat>0.54</ArmorRating_Heat>
<Insulation_Cold>34</Insulation_Cold>
<Insulation_Heat>10</Insulation_Heat>
<EquipDelay>15</EquipDelay>
</statBases>

<equippedStatOffsets>
<MoveSpeed>-0.4</MoveSpeed> <-- Movement speed penalty
</equippedStatOffsets>

_____________________________________


T-45b helmet:

<statBases>
<WorkToMake>21000</WorkToMake>
<MaxHitPoints>160</MaxHitPoints>
<Mass>2.7</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.00</ArmorRating_Sharp>
<ArmorRating_Blunt>0.40</ArmorRating_Blunt>
<ArmorRating_Heat>0.9</ArmorRating_Heat>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>4</EquipDelay>
</statBases>

<equippedStatOffsets>
<ShootingAccuracyPawn>0.10</ShootingAccuracyPawn>
<ToxicSensitivity>-0.95</ToxicSensitivity>
</equippedStatOffsets>


Vanilla power armor helmet (marine helmet)

<statBases>
<WorkToMake>21000</WorkToMake>
<MaxHitPoints>160</MaxHitPoints>
<Mass>2.7</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.00</ArmorRating_Sharp>
<ArmorRating_Blunt>0.36</ArmorRating_Blunt>
<ArmorRating_Heat>0.9</ArmorRating_Heat>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>4</EquipDelay>
</statBases>

(no equipped offsets)



_____________________________________

Cost to make and research: The same
Laatst bewerkt door Chicken Plucker; 4 sep 2018 om 8:21
< >
1-11 van 11 reacties weergegeven
Silly question, does the T-45b actually protect pawns from toxic fallout? If not, maybe that could be added in an update, hopefully? Thanks for your hard work.
Chicken Plucker  [ontwikkelaar] 4 sep 2018 om 9:22 
@Voyeurtaz - Not the armor, only the T-45b helmet. If the wearer ran around with the power armor but not the helmet, I thought it wouldn't make sense that they're breathing in toxic air and the armor somehow protects them.

The helmet covers you from toxic fallouts.
Laatst bewerkt door Chicken Plucker; 4 sep 2018 om 9:23
idea, while i am pro movement malus, what about more possible cargoweight? it is a fusioncell driven exoskeleton nontheless
Chicken Plucker  [ontwikkelaar] 4 sep 2018 om 20:16 
I understand that, I actually have a code from Jecrell because I was going to make backpacks with Rimmu-Nation. The backpacks would allow carrying capacity to increase for pawns.

I highly assume you guys here don't use that mod or care for it, but my dilemma is I have to now add that .dll for every power armor mod I have. I don't want to complicate things because .dll mods that aren't from me can be unreliable, if the person who updates the C# codes disappears, I don't know how to patch it.

Also I'm off to bed again, I'm shut down, sorry I didn't get to add that VATS thing today even though I said I would, will get back to updating other stuff tommorrow
<equippedStatOffsets>
<CarryingCapacity>50</CarryingCapacity>
</equippedStatOffsets>
Chicken Plucker  [ontwikkelaar] 9 sep 2018 om 4:18 
@Stealth - that doesn't actually do anything. Carrying capacity is connected to the mass of the pawn, I already commissioned Jecrell to code it for me.
hmm strange, it works in another mod, who knows
Chicken Plucker  [ontwikkelaar] 9 sep 2018 om 5:26 
@Stealth - Okay, I'll give it a shot again, maybe they changed it for this new version. Will tell you the results
Chicken Plucker  [ontwikkelaar] 9 sep 2018 om 6:39 
Alright. Done testing.

https://i.imgur.com/BhiQKcF.png

Here's a screenshot of a prisoner outfit having +10 carrying capacity, what the pawn can carry hasn't changed at all.

https://i.imgur.com/sf2nrao.png

For comparison, here is a pawn with no prisoner outfit, meaning he has no extra carry capacity offset. Carry capacity offset does nothing whatsoever.
it might change the amount of weight the pawn could caravan, not really what i would want. another modder meant it could be "MassUtility.Capacity()" but that is above my knowledge.
< >
1-11 van 11 reacties weergegeven
Per pagina: 1530 50