RimWorld

RimWorld

TSIND Power Armor QA
 This topic has been pinned, so it's probably important
tide{S}haper industries  [developer] 22 Jul @ 9:25am
SUGGESTIONS & CONTRIBUTIONS
If you have any suggestions for new features, improvements or just want to contribute in any way - like adding your own power-armor related retextures into our mod - just let us know here or via the communication lines listed on the mod page!
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Showing 1-12 of 12 comments
Hello boss, just to let you know, Det's new mod includes a Power Armor, will be lovely to have it being compatible with your mod!

Here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3538728067

Btw, a new amazing mod by Andromeda also dropped which makes armor such as the Phoenix one truly flame-resistant. It's a good idea for balancing it in the future. You can take a look at it here:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3538336699

I think it is compatible out of the box with your mod, but since you are trying to put together all the QoL and Power Armor tweaks, I believe it would be a good fit.

Also, it would be a good idea to add what mods you already have in your sights for compatibility in the future. I saw that there is an existing Discord, so if such list exists already there I apologize in advance for the redundant suggestion.

Amazing mod and thanks for your work. This is just what my modlist needed.
Last edited by lucky_one 🍀; 31 Jul @ 10:19am
tide{S}haper industries  [developer] 31 Jul @ 3:18pm 
Yeah, Det's mod is already in the queue - I was about to quickly cook the patches up earlier today already, but then someone reported some small issues so I backed off to avoid having to check over things twice. Unlikely that would have been the case, but still.

Might be added in the next 24h though - I've planned on adding some more mod-support this Friday and just adding one armor-set sounds simple enough. ^^

I might address an actual list of - not yet support - mods after that next batch of mod-support I guess, since there shouldn't be too many important mods left (besides Rimsenal I guess) after that.

As for Unburned, yeah - that one might be a good addition. Since it needs custom code it's a bit outside my reach and scope to be implemented into PAQA - but at least improved fire-resistance (only for the items) was already on my list. Only thing I dislike is the fact that solutions depends on yet another mod - that could be made a bit more 'slick' I guess, but otherwise it feels like a solid companion mod to PAQA.
Originally posted by tide{S}haper industries:
Yeah, Det's mod is already in the queue - I was about to quickly cook the patches up earlier today already, but then someone reported some small issues so I backed off to avoid having to check over things twice. Unlikely that would have been the case, but still.

Might be added in the next 24h though - I've planned on adding some more mod-support this Friday and just adding one armor-set sounds simple enough. ^^

I might address an actual list of - not yet support - mods after that next batch of mod-support I guess, since there shouldn't be too many important mods left (besides Rimsenal I guess) after that.

As for Unburned, yeah - that one might be a good addition. Since it needs custom code it's a bit outside my reach and scope to be implemented into PAQA - but at least improved fire-resistance (only for the items) was already on my list. Only thing I dislike is the fact that solutions depends on yet another mod - that could be made a bit more 'slick' I guess, but otherwise it feels like a solid companion mod to PAQA.

Ye, sounds about right. I do prefer it that way, quality over quanitity of updates it's always well received.

Maybe you can just add a section with recommended mods to bundle with and call it a day?

Also thanks for the support to Det's mods, that guy is a godsend.
tide{S}haper industries  [developer] 1 Aug @ 6:44am 
> Maybe you can just add a section with recommended mods to bundle with and call it a day?

That's more or less planned - I just have to find a good way to do so. Main issue here being Steam - I'm already short on 'space' on the mod-page - I even had to screenshot the fluff-text and embed it as picture to get below the text-limit again. After that, I also had to remove all links to supported/replaced mods, since they eat up 3-4x the space than just having their name...

I might see what I can do, but it's really mostly an infrastructural issue. :D
Originally posted by tide{S}haper industries:
> Maybe you can just add a section with recommended mods to bundle with and call it a day?

That's more or less planned - I just have to find a good way to do so. Main issue here being Steam - I'm already short on 'space' on the mod-page - I even had to screenshot the fluff-text and embed it as picture to get below the text-limit again. After that, I also had to remove all links to supported/replaced mods, since they eat up 3-4x the space than just having their name...

I might see what I can do, but it's really mostly an infrastructural issue. :D

Oh wow I didnt know it was so limited. You can always open a discusion thread with the recommended mods and reference it with a cool font in the modpage. I guess it's the simpler solution.
Dracon 1 Aug @ 3:22pm 
Could you please also include the Warcaskets from VE:Pirates?
All of them are technically Power armor (some are even named after them), but only the final Tier seems to have Vacuum resistance.
tide{S}haper industries  [developer] 2 Aug @ 7:22am 
I might take a look at them in the future - the idea always was on my list, but it felt like overreaching into something I haven't played enough with recently. Which always makes it hard find good values just based on their files... But I guess I will have a second look into it - it might be a bit redundant, since this mod (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3533261706) already exists - but I'll see if I add support for warcaskets at least. When I decide to add this to my mod as well, I'd probably have to mark that other one as incompatible anyways - so you should be 'informed' whenever it happens. :)
Comton 2 Aug @ 7:41am 
Hi! Actually, Unburned doesn't need Don't avoid fire but it's extremely complementary. The author wrote it at the end of the description.

Without it, a phoenix equipped pawn will still avoid fire even if he can't be burned.

Thanks for your mod by the way! Instant sub
Dunno if it's the right place to ask, but would it be possible to add compatibility between Space Knights - Armor Expansion for VFE Medieval 2 and this mod, please?

Here:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3540876712&searchtext=space+knight

Thank you for your time.
tide{S}haper industries  [developer] 28 Aug @ 12:47am 
Originally posted by TLS - Corgserker:
Dunno if it's the right place to ask, but would it be possible to add compatibility between Space Knights - Armor Expansion for VFE Medieval 2 and this mod, please?

Right place & right timing - the mod was already on my radar but I didn't got around to check how it implements those things yet. Consider it done - update should be up in a bit. Since I don't had a chance testing the mod though, I just went with stats based on the author's description of those armors - being roughly between Recon & Marine, having integr. gunlink (dunno why they don't have by themselves tbh, considering they have the texture showing it ^^) and giving them full (101%) vac-resistance.

Here's the stats I went for now; https://imgur.com/a/EneZvRt
But if you have any suggestions there in regards to balance just let me know, it's a quick fix and I can always need input for mods I haven't used myself yet.

Add: Also no re-color option - at least for the time being - since those pieces are stuffable.
Last edited by tide{S}haper industries; 28 Aug @ 12:57am
Is SOS2 supported? And if not, are there any plans to add support to SOS2?
tide{S}haper industries  [developer] 2 Sep @ 2:35am 
Originally posted by Dr Livesey:
Is SOS2 supported? And if not, are there any plans to add support to SOS2?

Not at the moment at least. I thought about adding the feature initially, but back then SOS2 was still undecided about their plans for 1.6 and I didn't really see much necessity, since there were somewhat decent 'auto-patcher' for SOS2 EVA mechanics out there already.

Right now I would have to check how 1.6 EVA functionality is done in SOS2 - but I guess it could be included into PAQA as well. But priority-wise it's rather low on my list. I first would have to check how good existing solutions are. While it IS a core motivation of PAQA to combine common tweaks for everything power-armor related, I also try to only integrate features from mods that either have a less compatible, or less complete approach to that and to provide a better solution, even if only slightly. Gobbling up existing mods that are actually executed and maintained well is nothing I really aim for though - so I'm a bit on the fence about certain types of tweaks being integrated.

I will have a look at the current situation around SOS2 EVA patches though and then decide - if I see a potential or need for it, it's surely something to consider. Just don't expect it within the next 10-14 days, this one might take a bit for me to investigate. :)
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