RimWorld

RimWorld

Armor & UI Uncapper
 This topic has been pinned, so it's probably important
ItssLillian  [developer] 13 Feb, 2021 @ 2:24pm
Bug Reports and Incompatibilities
Please post here about any bugs, potential incompatibilities or weird behaviour encountered while using this mod.
Just please remember:
1. Be civil.
2. This mod must be below Harmony (and preferably below Core) at all times.
3. This mod is only supported if you are running RimWorld version 1.2.
4. Explain the issue in detail and how to reproduce it if possible.
5. Check your RimWorld logs at game startup to see whether Armor & UI Uncapper applied its patches succesfully or showed any red errors.
Last edited by ItssLillian; 14 Feb, 2021 @ 8:17pm
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Showing 1-15 of 34 comments
SkyLarkBlue 15 Feb, 2021 @ 6:06am 
I think I found the issue: all my animals with unreasonable armor bonuses displayed have prosthetics from the "A Dog Said" mod. The prosthetics list armor bonuses at max of 3%, but the math must be going off somewhere. My thrumbo, for example, has a bionic spine with +3% to sharp armor, and 2 bionic lungs at +0.5% to sharp.

SS: https://ibb.co/r361VHD
ItssLillian  [developer] 15 Feb, 2021 @ 7:03am 
Hello!
I tested pretty much the exact same setup you showed me on your screenshot and my results were fine. The "A Dog Said" bionic parts add their intended 3% and 0.5% armor too.

SS: https://ibb.co/7QY1dWc

My guess would be that there must be another mod interfering: a mod that is actually giving your animals *way* more armor than normal or a mod that changes how the animal armor calculation/UI works.
The latter is unlikely, I reckon.

Finding the culprit would be the next step, as I honestly have no idea, sorry.
Feel free to post your load order if you want me to help you find it.
Last edited by ItssLillian; 15 Feb, 2021 @ 7:22am
SkyLarkBlue 15 Feb, 2021 @ 8:50am 
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SkyLarkBlue 15 Feb, 2021 @ 11:21am 
My thrumbo did end up getting a scratch from an insectoid so I don't know if it actually has that much armor. Seems like it would be nearly invincible?
ItssLillian  [developer] 15 Feb, 2021 @ 4:37pm 
@SkyLarkBlue
As your first response is still "awaiting analysis" by Steam after 7 hours, I'd just like to answer based on your second response:

The damage calculation takes several variables into account, but with such high values I think your Thrumbo is supposed to be (nearly, indeed) invincible. I'm not sure whether it's the UI or the actual armor, though.

Unfortunately, I can't quite help for now. You'll have to do some hunting and find the mod that's messing with the armor values/UI. Once you find it, feel free to post it here and I'll see what I can do to solve this issue.

I'll admit I'm quite curious, though.

I suggest disabling potential culprits gradually and testing each time to see if the armor values go back to normal. I hope you find the underlying cause soon.

Last edited by ItssLillian; 16 Feb, 2021 @ 5:31am
SkyLarkBlue 17 Feb, 2021 @ 12:20pm 
I don't even know where to start. The only commonality between the animals with abnormal amounts is the presence of bionics. All animals with bionics get wacky numbers, all without seem normal. Adding bionics to an animal after I installed this caused the same issue to be added to that animal, so it's not just a preexisting animals got messed up thing. Human bionics are working as expected.
ItssLillian  [developer] 17 Feb, 2021 @ 2:36pm 
@SkyLarkBlue
I see. In that case, which A Dog Said mods do you use? Is it just the "base" one or are there any compatibility patches or other addons? Any other animal bionics mods too?

I really need your load order if I am to help much more, though. Without it, it's just impossible for me to pinpoint the issue.

In my tests I only used the default A "Dog Said... Animal Prosthetics" + "Animal Armor: Vanilla" and it was fine then, but there might be some other animal bionics mods (or any mod really) making things wacky in your game.

I'll be here to help in any way I can. I just definitely need some more info on the mods you're running.
Last edited by ItssLillian; 17 Feb, 2021 @ 2:47pm
Mismagius 19 Feb, 2021 @ 12:54am 
yo, whats going on here? the armor rating is like really out of wack right now: https://ibb.co/gTQqVL1
this happened as soon as i installed this mod of yours. it might have to do with something about the modded race since humans don't have this out of wack armor rating.
Last edited by Mismagius; 19 Feb, 2021 @ 12:56am
ItssLillian  [developer] 19 Feb, 2021 @ 9:18am 
@Mismagius
Yep, definitely something wrong there.
What modded race (or races) is it? I'll take a look.
Mismagius 19 Feb, 2021 @ 1:44pm 
well, the one your looking at right now is a tier 5 android from android tiers, but i'm pretty sure every modded race is affected by it though
Last edited by Mismagius; 19 Feb, 2021 @ 2:14pm
ItssLillian  [developer] 19 Feb, 2021 @ 2:51pm 
@Mismagius and @SkyLarkBlue
Your bugs should now be fixed with today's update.
There was an incompatibility with Vanilla Expanded Framewok that caused the 10000% armor issue with some races, mechanoids and animals with gear.

Please don't hesitate to post again if any bugs persist, these reports are very important.
Thank you.

Edit: Please make sure Steam updates your mods, the new version is 1.1.
Last edited by ItssLillian; 20 Feb, 2021 @ 5:23am
Miren 24 Feb, 2021 @ 6:00am 
The displayed armor value being in the range of 10000 and more still exists with the current version (updated today, version in Manifest.xml is 1.2.1.1), here's some things that seem to be related.

Races: some custom races display the huge armor values, one example being the warforged from [O21] Forgotten Realms (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2184183669). I've seen this before with some other custom races but couldn't verify them after updating.

Equipment: huge armor values when a pawn has a usable shield from Vanilla Factions Expanded - Medieval (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2023513450) equipped in an apparel slot. The armor values display as normal when the pawn has the shield equipped in a equipment slot, or when they have a ranged weapon (rendering the shield unusable) it seems. This happens with human pawns.

I tried loading the mod near the top of the mod list and near the bottom but that didn't make a difference.

I have a fair amount of other mods so could be some other mod interaction too for sure. Here's a log, exported after loading a save: https://gist.github.com/HugsLibRecordKeeper/924f0c4f0ffe328280cee096a89d1745

Some pictures of a human having the shield equipped in the two different slots or when having no shield at all: https://imgur.com/a/cdGEyaz
ItssLillian  [developer] 24 Feb, 2021 @ 8:01am 
@Miren
Thank you for the thorough report! I'll take a look as soon as I'm able.
ItssLillian  [developer] 24 Feb, 2021 @ 9:31am 
@Miren
Both issues should now be fixed!

It was a problem related to the use of local copies. Fluffy's Mod Manager changes the "packageid" when creating local copies of mods, which made the previous version of my mod unable to find them. I updated the logic and it should work fine with them now.

New version is 1.1.3, please make sure your copy is updated.
Thank you very much for highlighting this issue and for the Hugslib log, it helped quite a bit.
Miren 24 Feb, 2021 @ 4:13pm 
Yes, the new update fixed it, thanks!

That's unfortunate about the local copies messing up the detection, now I wonder how many other mods are affected...
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