[ZAV] Stuffed and Sealed Power Armor
Description
I had some time on Christmas holidays and decided to organize some of my personal patches and turn them into a proper mod. This series of patches started mainly because of another mod I adopted and rebalanced – [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2936850549]Fantasy Metals[/url]. Back in the day I tried a lot of mods that added new materials to the game, but all of them felt either lacking, unbalanced or added a lot of unnecessary bloat. That’s when I decided to adopt an abandoned mod and turn it into something I myself will enjoy playing with. As I really liked to play low tech colonies everything worked fine, but when I wanted a normal playthrough those new metals always felt almost useless post medieval era. Vanilla and almost all of the modded vanilla-like Industrial+ tier armor ain’t stuffable. Of cause you can still use those metals as trading goods, gifts… or build adamatine doors and walls to troll raiders, but that’s about it. So, I started looking for mods that allowed to stuff power armor, and I did find a few of them, but… yes… balancing issues. Yet again I didn’t like how things were balanced, and yet again I went the same route – if you don’t like it, make it yourself. That’s how I slowly started to write patches to vanilla and some modded armor to make it stuffable and fix some other issues.
Balance
As mod name suggests this series of patches mainly focuses on making armor stuffable and adding toxic / toxic environment resistance. It never made sense to me that futuristic power armor doesn’t have any environmental protection. So, what about balance? I decided to split plasteel cost of armor in half between plasteel and stuff material, and also to separate armor rating into flat and stuff bonus. I balanced it around plasteel stats because it’s armor main material. The idea was that only the outer plating is stuffable in power armor. Let’s look at a marine armor as an example. Vanilla sharp armor is 106%, so with stuffable patch it will become 49% flat + 114%/2 (plasteel) = the same 106% as a vanilla one. Same with cost, it will become 50 plasteel + 50 stuff material instead of 100 plasteel. So, if you use plasteel as a stuff material then patched marine armor will have exactly the same stats and material cost as a vanilla one. But if you stuff it with adamantine than its sharp armor will become 49% flat + 150%/2 (adamantine) = 124%. Simple, right? If only writing those patches was as simple as it sounds… it was very tedious… and turning this mess into a proper mod with actual togglable options almost drove me mad. So, plz don’t bug me with requests to patch your favorite mods! I will mostly ignore them.
Ah, yes! Toxic and toxic environment resistance patches! First of all, toxic environment resistance was a Biotech-exclusive stat pre 1.6 patch, so on 1.5 you want be able to see it as an option if you don’t have Biotech installed. This is also true for all other mod options. If you don’t have Royalty, there will be no visible Royalty-related patches in the mod options and so on. Personally, I think that unlike with toxic environment resistance giving armor toxic resistance is a bit overpowered, but I added that option for those who don’t think that way. The amount of resistance armor gives depends on its tier. Recon and analogs – 50% (15% Helmet + 35% Body), Marine and analogs – 75% (20% Helmet + 55% Body), and Cataphract and analogs – 100% (25% Helmet + 75% Body).
Odyssey DLC added vacuum resistance to power armor but it’s not 100%. Honestly, it’s not such a big deal because with 90-99% vac resistance pawns can operate in space for quite a long time, but to those who don’t want to micromanage apparel swaps, mess with genetics, or look for other solutions I added togglable patches for all vanilla and supported modded armor to give it vacsuit's level of vacuum resistance. By default, only cataphract armor and its analogs have this patch toggled on.
Bonus patches
I had some other gear-related patches and decided to add them as a bonus. First section is a lightweight alternative to [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2509511179]Packs Are Not Belts[/url] mod. After Rimworld 1.4 release I’ve got fed up with its bugs and lack of proper support, so I wrote those simple xml patches to get rid of it for good. Second section is essentially a [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2500705510]Gunlink with helmet[/url] analog but with support for Biotech headsets.
Compatibility
[list]
[*] DLCs: Royalty, Biotech, Odyssey
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1814988282]Vanilla Armour Expanded[/url] ([i]Also fixes Siegebreaker Armor’s duplicate layers[/i])
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3461526070]Vanilla Quests Expanded - Cryptoforge[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2038994354]Jin-Roh Kerberos Panzer Cop Armor[/url] ([i]No stuff patch, only some balancing patches[/i])
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2881753080]Sanguine Armor[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2918812858]Rimsenal Xenotype Pack – Askbarn[/url] ([i]EMP-Surge Pack[/i])
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3535749804]Bladelink[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3552813398]Cat's Boots and Gloves[/url]
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3609835606]Vanilla Gravship Expanded - Chapter 1[/url] ([i]Oxygen Pack[/i])
[/list]
IDs
ID: 3410347095
Mod ID: zav.stuffedSealedPowerArmor