RimWorld

RimWorld

The Brotherhood Compendium 1.6
Making your own Base ThingDefs for armor?
i dont suppose i could get you to make your own Base ThingDefs for BOS and enclave armors so they have their own rather than using Vanilla ParentNames?
i'm planning on makeing a stuffable patch for this mod as well as patching some comps to it and its a LOT easier to patch the Base thingdefs than patch each armor individually.

so for example instead of ParentName=ArmorHelmetMakeableBase you could copy the vanilla base ThingDef and name the Def BOS_ArmorHelmetMakeableBase and just add the stuff you want to inherit down on every helmet type to that .
Last edited by Leutian Kane; 20 Sep @ 8:56am
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альтушка  [developer] 20 Sep @ 10:05am 
I'll try to do this
<ThingDef Name="BOS_ArmorHelmetMakeableBase" ParentName="ArmorMachineableBase" Abstract="True"> <thingCategories> <li>ArmorHeadgear</li> </thingCategories> <apparel> <parentTagDef>ApparelHead</parentTagDef> </apparel> </ThingDef>
would be an example for you
or you could go a step farther and look at Rimdark Mankkinds Finest and see how they have their power armor bases setup and use those as a guideline and change em around how you want.
Last edited by Leutian Kane; 20 Sep @ 4:34pm
<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>
is one of the bases i use for my recon/marine armor.
i have just went thru and made every piece of armor, stuffable with metal or fabric/leather , added equipped stat offsets to them on top of what existed and all power armors have vacuum resistance, for Odyssey and SOS 2 as well as a shield bubble from VEF.and gave all armors +50 mass carry capacity from VEF (so it adds Caravan capacity too) all of this is in my local copy let me know if you want to see any of it.
Last edited by Leutian Kane; 21 Sep @ 7:06am
альтушка  [developer] 21 Sep @ 7:25am 
I'm working on creating basic defs and improving code readability. I've also added vacuum resistance but only to certain power armor models (EVA or not)
However, I'm not entirely sure where to apply stuffable with metal or fabric/leather

I wouldn't mind taking a look at your local copy.
Code Snippets[github.com]

This links you to an xml i made that shows the stuff in question with comments explaining what they do and where to place them to make things properly stuffable, works on weapons,clothing,armor, and buildings. the code you want starts with <stuffCategories> and ends with </costStuffCount>
Last edited by Leutian Kane; 21 Sep @ 7:14pm
альтушка  [developer] 22 Sep @ 3:23am 
Yes, I understand how it works and how it is used. But I don't understand what it can be used for in this mod.
basicly it would allow you to make any of the armors or clothing out of whatever materials you have installed plus original cost. Better materials equal stronger armor/clothing. or weaker depending on what you make them out of .

Example : say i had Grimworld 40k installed along with this, and i wanted to make a set of BOS power armor out of Ceramite and gain stat bonuses according to the material, i could.

The main reason people like stuffable gear is because it allows more flexibility with the equipment's strength if they happen to be running other mods that add resources and other mods that add stronger factions.
Last edited by Leutian Kane; 22 Sep @ 6:34am
thanks for adding the base ThingDefs :D
альтушка  [developer] 22 Sep @ 7:10am 
no need to thank me for Base ThingDefs :)
I couldn't group some armor elements, so they remained under regular ThingDefs
here is why i wanted the bases : LK Stuffable BOS Compendium Gear
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