RimWorld

RimWorld

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Rimworld: Spartan Foundry
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Mod, 1.0, 1.1, 1.2
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7.557 MB
Mar 27, 2019 @ 8:08am
Nov 27, 2020 @ 3:20am
13 Change Notes ( view )

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Rimworld: Spartan Foundry

Description

[www.patreon.com]







1.4.0 (27/11/2020): Added support for achievements. Fixed certain armors and helmets being Medieval tech level lol.
1.3.0 (19/02/2020): This mod is now 1.1 compatible.
1.2.3 (02/09/2019): All the armours now cover hands and feet.
1.2.2 (10/05/2019): Minor bug fix. Thanks Trunken.
1.2.1 (13/04/2019): Fixed some typo mistakes. Shock trooper armor no longer lowers your psychic sensitivity.
1.2 (04/04/2019): Added Recon Power Armor, Recon Power Armor Helmet. Adjusted the layers of armors to allow wearing a belt - thus creating partial compatibility with Combat Extended. Adjusted work speed for creating armor and helmet - crafting shouldn't take years to finish now.
1.1.1 (29/03/2019): Description tweaks.
1.1.0 (28/03/2019): Added Samurai Power Armor, Samurai Power Armor Helmet, Shock Trooper Armor, Shock Trooper Armor Helmet. Fixed the issue with all the armors being craftable.
1.0.0 (27/03/2019): Release



With Halo anthology coming to the PC quite soon, I thought it’s the perfect moment to revision the vanilla game power armor. I have found it quite versatile, but not quenching my “late game thirst”. Additionally, I wanted a sense of “pride and accomplishment” from doing quests, something unique that cannot be obtained any other way. This is how Spartan Foundry came into being.

Rimworld: Spartan Foundry is a vanilla power armor expansion adding 9 new sets of advanced, end-game power armor. A set of Powered Assault Armor is craftable in very late game, requiring Ship Computer Core technology and an AI Persona Core. The other 8 sets of armour are NOT craftable and can only be obtained from quests and raids. The armor sets contain advanced glitterworld overshield technology, capable of absorbing several shots before requiring a long time to regenerate. Each armor set provides different bonuses and elements can be combined to suit every rimworld colonist.

Armors also come in several colors which are randomized upon the creation of the item. Most common colors are the standard power armor shades of grey, however colors like hyperweave, devilstrand and plasteel are also included alongside many others.



Rimworld: Spartan Foundry comes with following armor sets.




























There shouldn’t be any incompatibilities or issues, but in case anything pops up, report issues in the comments.



Q: Do the Rimworld: Spartan Foundry armors spawn randomly on pawns?
A: Yes, they should be added to the available item pool when spawning raids, but they are very rare.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new armors?
A: Most possibly, but every armor will be unique, so if I figure out what kind of armor we’re lacking, I will do it.

Q: Is this mod compatibile with Combat Extended?
A: Should be.

Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn't suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I've created these armors to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is - nothing in this mod is special at all. Nothing will make you go "Oh that's unusual", because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like.

Q: I like your design style, would you like to team up?
A: Definitely. The best way to learn is to work with a lot of people. I could use someone to explain .xml a little bit more in-depth, and I can provide that person with accurate artwork for any project what-so-ever.

Q: I can’t obtain any armors!
A: They are rare for a reason. Something to look forward to and something to look after once you get it.

Q: Make armors craftable!
A: No. These armors are meant to be rewards, just like Orbital bombardment beacons and other non-craftable things.

Q: Make armors colorable!
A: That requires extensive coding knowledge and I don't see the need to do that, if there is a mod that allows you to color it in any way you want. Check out Dubs Paint tool!




Halo Spartan armors and UNSC logo are property of Bungie and 343 Industries.

Graphics are created by me, inspired by the armor from Halo franchise.

Rimworld is owned by Tynan Sylvester.

Ranged shield code provided by Dninemfive. You can find his mod at:
https://steamcommunity.com/sharedfiles/filedetails/?id=1417354001



[ko-fi.com]

STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=1695609511&tscn=1553703637
DROPBOX: https://www.dropbox.com/s/t33mdilfpmr2e3q/SpartanFoundry.rar?dl=0






















Popular Discussions View All (11)
29
Nov 23, 2020 @ 10:22pm
suggesting a armor set
HERCULES Series Folding Chair
2
May 13, 2020 @ 2:46am
Better Sorting of Spartan Armors in Storage Lists
Tay
2
Jun 19, 2020 @ 9:35am
Update dropbox link for 1.1
Jockyboi
< >
679 Comments
Oskar Potocki  [author] Jan 15 @ 11:19am 
Let me cut this conversation short by saying I also disagree with the idea of changing stats and naming. First of all: I find both of these to be pretty vanilla (maybe a bit rough around the edges in some places). Naming too - notice they are not called after their Halo names, but I came up with mostly lore-neutral names and descriptions that fit the game.

Secondly, if you really dislike the stats, feel free to make a patch. It's all in xml and all you need to edit it is text editor.
ПΛПО Dragoon Jan 15 @ 11:11am 
There is the gunlink that aid to shooting, prestige armor that help your new psychic pawns. (Also and armor that has a literal mortar built into it). If you think 10% is substantial buff your wrong, and your lying when you say it takes up half the trait slot. As this armor i no ways out does traits. Each armor armor a different bonus and makes em unique and situational and rare. As again you cant craft em.

At any rate, what you ask for isn't "balance". You are basically asking for a bunch of copy pasted armor, and quite frankly I'm not gonna fill up this comment section with the two of us arguing. So ill just leave it at I disagree on your points.
GVLT Jan 15 @ 3:46am 
@ПΛПО Dragoon
Yea? Like what? 20% social impact from hood and coronet? There is not a single apparel in base game that will increase your work speed moreover this significantly as +10% does.
ПΛПО Dragoon Jan 13 @ 10:26am 
Half of the trait slot? The traits add 20%, 35%, 40% increase? No one is gonna use this armor in place of trait, and considering its only a 10% increase. I'm pretty sure its okay. I think the social impact is fine.
Also idk if you have the dlc, but in the dlc there are armors that increase other stats as well.
GVLT Jan 13 @ 2:02am 
@ПΛПО Dragoon Is there any vanilla bonuses from apparel besides +10%/20% to rather underwhelming social impact and negotiation factor? 10% bonus to global work speed is just overkill. It's like half of the trait slot
ПΛПО Dragoon Jan 9 @ 6:51pm 
Actually looks wise it fits in with vanilla.
As for stats the bonuses aren't that high(and also fit into vanilla pretty well) and many of them have one or more downsides. One of which is being uncraftable, the others are slower movement speed, some are taking longer to aim, and others prevent ranged weaponry.
All in all, its pretty balanced, you wont see a base full of these unless RNG is on your side.
Also im curious what names do you dislike?
GVLT Jan 9 @ 4:20pm 
Can we have a version that is close to vanilla not only in terms of looks, but in balance too? Increased workspeed, increased smelting speed, increased everything is a bit cringy, especially with this rates. I really like the visuals and variety it brings, but stats and some parts of naming.
era aka bigDongleDaddy Jan 6 @ 4:45pm 
Second on the weight, having the same problem as RathfulConcepts. It seems the +60 weight from the commando armor for example isn't getting applied? Is there any obvious incompatibilities?
Bacon Jan 5 @ 5:48pm 
@RathfulConcepts There are mods that have items that increase carrying capacity such as accessories in Rimmu-nation and Prostheses+. Otherwise you can change the weight value in the mod's defs though steam workshop can overwrite it on updates.
RathfulConcepts Dec 31, 2020 @ 4:44pm 
Is there any chance that the weight of the armors can be reduced to allow for better weapons? I have a colonist using Grenadier armor, but due to the weight of the armor, they cant carry anything besides a charge smg or other light weaponry.