NOTE: This mod is superseded by AIU3, which is better in nearly every respect. https://steamcommunity.com/sharedfiles/filedetails/?id=3536380924
UPDATE 10/25/2022: 1.4 update.
UPDATE 7/21: 1.3 update and fixed a few bugs.
UPDATE 10/20: Added several requested features as use options, and implemented the ability for mod authors to define their own uncomfortableness values (see guide under discussions)
No longer are colonists happy to be encased in a suit of heavy armor for eternity!
Armor Is Uncomfortable 2 (henceforth known as AIU) is a sequel mod to Armor is Uncomfortable. It is relatively lightweight mod that gives colonists mood penalties when they've been wearing heavy armor for too long. These penalties start mild, but can grow severe if they've been wearing armor for a very long time.
Once a pawn is uncomfortable, they'll need to spend some time in comfortable clothes before they can wear heavy armor without penalty.
AIU makes Rimworld more challenging. You'll need to think far more carefully about what apparel you assign your troops - light armor for long journeys and patrols, heavy armor for when you KNOW there's going to be a throwdown.
To avoid the tedium of changing outfits manually, you should use a mod like Gear Up And Go.
https://steamcommunity.com/sharedfiles/filedetails/?id=1316142788
MUST READ!
AIU should be placed high in your load order, especially above mods that add new materials, but lower than Hugslib!
Before you start a new colony, it is highly recommended you check out the mod options. AIU is a customizable experience and can be as rough or easy as you want it to be.
If you are having issues, choosing "Disable Mood Penalty" effectively turns off the mod, though it will continue to run in the background.
If you alter the "Discomfort Recovery Multiplier", you are advised to reload your save for the change to fully take effect.
INTERNAL DETAILS
Apparel is assigned an "Uncomfortableness" value. This value is calculated based on that apparel's mass, coverage, armor rating, quality, and to a lesser extent, material.
The sum total Uncomfortableness of all the apparel a colonist wears is their "Discomfort". If they have a Discomfort of more than 1, they are considered uncomfortable and will gain mood penalties over time. The higher the Discomfort, the faster their apparel comfort need goes down. With a discomfort of 1, the apparel comfort need falls very slowly, but speeds up rapidly with higher levels.
Once a colonist strips off their uncomfortable clothes, they'll need time to fully recover. If they wear armor before then, they'll have the same penalty they accrued before. This could take a long time if they were in armor for weeks.
DIFFERENCES FROM AIU 1
Discomfort is now controlled by an "apparel comfort" need that can be viewed from the "needs" tab, rather than the bizarre hacky system it used before.
AIU 2 has the new "armor tolerance" trait. Some people can walk around all day in their tank-like armor suits, while others crumble. Nudists especially hate heavy armor.
AIU 2 has optional climate effects, meaning your pawns will become uncomfortable faster in hot, humid conditions. Running through a jungle in plate armor is now a bad idea!
MOD SETTINGS
AIU uses Hugslib's mod settings, so most of the mod's internal constants can be changed at your leisure. Too rough? Tune things down. Too forgiving? Crank up those dials!
MOD COMPATIBILITY
AIU should be placed above any mod that adds new materials.
AIU is very compatible, even with Combat Extended. AIU calculates discomfort dynamically based on the weight, coverage, and protectiveness of a piece of apparel, so it (usually) produces logical values. All armor mods should work just fine.
There are potential issues with alien humanlikes with custom body part groups - discomfort values assume roughly human anatomies, so things like tentacle sleeves and centaur barding will not produce discomfort when they should. This shouldn't be game-breaking.
AIU doesn't currently make distinctions with zombies and androids, so they will become uncomfortable over time (but only if they are members of the colony).
I do not know if this works in Multiplayer.
LIKE THE MOD?
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