RimWorld

RimWorld

Star Wars: Bad Batch
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Suggest making a BadBatch Armor and Helmet Base Thingdef
example :
<ThingDef Name="LKApparelArmorHelmetPowerBase" ParentName="ArmorHelmetMakeableBase" Abstract="True"> <techLevel>Ultra</techLevel> <recipeMaker> <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef> <researchPrerequisite>LKUberArmor</researchPrerequisite> <skillRequirements> <Crafting>17</Crafting> </skillRequirements> <recipeUsers Inherit="False"> <li>FabricationBench</li> </recipeUsers> </recipeMaker> <graphicData> <texPath>Things/Pawn/Humanlike/Apparel/PowerArmorHelmet/PowerArmorHelmet</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <uiIconScale>1.25</uiIconScale> <tradeTags> <li>HiTechArmor</li> <li>Armor</li> </tradeTags> <generateCommonality>2</generateCommonality> <statBases> <WorkToMake>21000</WorkToMake> <MaxHitPoints>1500</MaxHitPoints> <Mass>1.5</Mass> <Flammability>0.0</Flammability> <ArmorRating_Sharp>2.06</ArmorRating_Sharp> <ArmorRating_Blunt>1.45</ArmorRating_Blunt> <ArmorRating_Heat>1.54</ArmorRating_Heat> <Insulation_Cold>5</Insulation_Cold> <Insulation_Heat>3</Insulation_Heat> <EquipDelay>2</EquipDelay> </statBases> <equippedStatOffsets> <SlaveSuppressionOffset MayRequire="Ludeon.RimWorld.Ideology">-0.5</SlaveSuppressionOffset> <VacuumResistance MayRequire="Ludeon.RimWorld.Odyssey">0.67</VacuumResistance> <VEF_MassCarryCapacity MayRequire="OskarPotocki.VanillaFactionsExpanded.Core">50</VEF_MassCarryCapacity> <HypoxiaResistance MayRequire="kentington.saveourship2">0.75</HypoxiaResistance> <DecompressionResistance MayRequire="kentington.saveourship2">0.75</DecompressionResistance> <VacuumSpeedMultiplier MayRequire="kentington.saveourship2">4</VacuumSpeedMultiplier> </equippedStatOffsets> <stuffCategories> <li>Metallic</li> </stuffCategories> <costStuffCount>400</costStuffCount> <costList> <ComponentSpacer>10</ComponentSpacer> <Plasteel>400</Plasteel> </costList> <apparel> <bodyPartGroups> <li>FullHead</li> </bodyPartGroups> <wornGraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmorHelmet/PowerArmorHelmet</wornGraphicPath> <layers> <li>Overhead</li> </layers> <defaultOutfitTags> <li>Soldier</li> <li>Spacefarer</li> </defaultOutfitTags> <useDeflectMetalEffect>true</useDeflectMetalEffect> <forceEyesVisibleForRotations> <li>1</li> <li>2</li> <li>3</li> </forceEyesVisibleForRotations> </apparel> <colorGenerator Class="ColorGenerator_Options"> <options> <li> <weight>10</weight> <only>(0.9,0.9,0.9,1)</only> </li> <li> <weight>10</weight> <only>(0.33,0.33,0.33,1)</only> </li> <li> <weight>10</weight> <only>(0.65,0.65,0.65,1)</only> </li> <li> <weight>6</weight> <min>(0.3,0.3,0.3,1)</min> <max>(0.5,0.5,0.5,1)</max> </li> </options> </colorGenerator> <comps> <li Class="CompProperties_Biocodable"/> </comps> <thingSetMakerTags> <li>RewardStandardHighFreq</li> </thingSetMakerTags> </ThingDef>
For a Helmet (change what you need to suit yours..)
Last edited by Leutian Kane; 26 Sep @ 11:39am
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The reason i suggest this is because it would make it infinitely easier for people to patch the mod and do things like make it stuffable, or add equipped offsets to them etc.
Nexave  [developer] 26 Sep @ 7:54am 
i will try what you said in the next update
thanks :D
im working on reworking most of this for you and ill send you a github link once im done, and all i ask is you add me as contributor :P
When its done youll have all the base files you need, plus vacuum resistance for odyssey and their regular armor bonuses, and all the crafting stuff will be in the Armor's ThingDefs and you wont need RecipieDefs at all.
Last edited by Leutian Kane; 26 Sep @ 2:52pm
<ThingDef Name="ALP_ApparelArmorHelmetEchoBase" ParentName="ArmorHelmetMakeableBase" Abstract="True"> <techLevel>Spacer</techLevel> <recipeMaker> <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef> <researchPrerequisite>Research_BadBatch_Echo</researchPrerequisite> <skillRequirements> <Crafting>6</Crafting> </skillRequirements> <recipeUsers Inherit="False"> <li>ElectricSmithy</li> <li>TableMachining</li> </recipeUsers> </recipeMaker> <graphicData> <texPath>Things/Helmet/Echo/ALP_Echo_Helmet</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <uiIconScale>1.25</uiIconScale> <tradeTags> <li>HiTechArmor</li> <li>Armor</li> </tradeTags> <generateCommonality>2</generateCommonality> <thingCategories> <li>ALP_BadBatch_HeadGear</li> </thingCategories> <statBases> <WorkToMake>15000</WorkToMake> <MaxHitPoints>200</MaxHitPoints> <Mass>3</Mass> <Flammability>0.2</Flammability> <ArmorRating_Sharp>1.20</ArmorRating_Sharp> <ArmorRating_Blunt>0.80</ArmorRating_Blunt> <EquipDelay>2</EquipDelay> </statBases> <equippedStatOffsets> <VacuumResistance MayRequire="Ludeon.RimWorld.Odyssey">0.32</VacuumResistance> <MedicalTendSpeed>0.1</MedicalTendSpeed> </equippedStatOffsets> <stuffCategories> <li>Metallic</li> </stuffCategories> <costStuffCount>50</costStuffCount> <costList> <ComponentSpacer>3</ComponentSpacer> <Plasteel>60</Plasteel> </costList> <apparel> <bodyPartGroups> <li>FullHead</li> </bodyPartGroups> <wornGraphicPath>Things/Helmet/Echo/ALP_Echo_Helmet</wornGraphicPath> <layers> <li>Overhead</li> </layers> <defaultOutfitTags> <li>Soldier</li> <li>Spacefarer</li> </defaultOutfitTags> <useDeflectMetalEffect>true</useDeflectMetalEffect> <forceEyesVisibleForRotations> <li>1</li> <li>2</li> <li>3</li> </forceEyesVisibleForRotations> </apparel> <colorGenerator Class="ColorGenerator_Options"> <options> <li> <weight>10</weight> <only>(0.9,0.9,0.9,1)</only> </li> <li> <weight>10</weight> <only>(0.33,0.33,0.33,1)</only> </li> <li> <weight>10</weight> <only>(0.65,0.65,0.65,1)</only> </li> <li> <weight>6</weight> <min>(0.3,0.3,0.3,1)</min> <max>(0.5,0.5,0.5,1)</max> </li> </options> </colorGenerator> <comps> <li Class="CompProperties_Biocodable"/> </comps> <thingSetMakerTags> <li>RewardStandardHighFreq</li> </thingSetMakerTags> </ThingDef>
thats echo's base for his helmet so far.
Last edited by Leutian Kane; 27 Sep @ 3:15am
<ThingDef ParentName="ALP_ApparelArmorHelmetEchoBase"> <defName>ALP_Echo_Helmet</defName> <label>Echo Helmet</label> <description>The custom helmet of Echo, member of Clone Force 99.</description> <apparel> <tags> <li>SpacerMilitary</li> </tags> </apparel> <tradeTags> <li>Armor</li> </tradeTags> <recipeMaker> <displayPriority>100</displayPriority> </recipeMaker> </ThingDef>
and thats the new ThingDef for the helmet
Last edited by Leutian Kane; 27 Sep @ 3:14am
<?xml version="1.0" encoding="utf-8" ?> <Defs> <ThingCategoryDef> <defName>ALP_BadBatch_Armor</defName> <label>BadBatch</label> <parent>ApparelArmor</parent> </ThingCategoryDef> <ThingCategoryDef> <defName>ALP_BadBatch_HeadGear</defName> <label>BadBatch</label> <parent>ArmorHeadgear</parent> </ThingCategoryDef> </Defs>
and thats the new ThingCategoryDef i made for the armor
Last edited by Leutian Kane; 27 Sep @ 3:37am
Check your Profile here on steam i messaged you on there with the fixes.
Things i added to the original armors, :
```Odyssey Vacuum Resistance IF odyssey is loaded per marine armor from vanilla

```Every piece now can have ANY metal type used to make it as well as your original cost.

```Thing Categories for each piece so that they show up under Headgear BadBatch and Armor BadBatch in storage shelves and work benches like the Crematorium or smelter for example.
Other than that i stuck to your base costs, stats, and all other balance related things.
I deleted the RecipieDefs as they were no longer needed and didnt work anyway.
Last edited by Leutian Kane; 27 Sep @ 3:35am
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