RimWorld

RimWorld

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Durability affects armor
   
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Mod, 1.4
File Size
Posted
Updated
339.484 KB
Feb 23, 2022 @ 8:16pm
Dec 21, 2022 @ 2:19pm
5 Change Notes ( view )

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Durability affects armor

Description
Gives armor a multiplier that scales linearly based on the durability of the armor (By default, 150% at max durability, 100% at 67%, 0% at 0%. Can be changed in settings). For armor that has no durability (eg bloat expanded warcaskets), the modifier will be between 100% and the modifier for armor with durability (By default, 125%). Also has a setting to allow you to set the armor cap to whatever you want, so long as it's between 100% and 500%. Might work, might not, idk.
Provisional title image, maybe.
36 Comments
VelxraTV Jul 20, 2024 @ 8:14am 
I guess thanks for trying and confirming there are issues
whatamidoing  [author] Jul 20, 2024 @ 7:32am 
I just recompiled it for 1.5 and it loaded (didn't test if it worked, we don't do that here), but I get a totally useless "fail" message when I try to upload the update and I c really ba to stay on my Windows machine long enough to figure it out right now. The upload should include the project files if you want to rebuild it yourself.
VelxraTV Jul 20, 2024 @ 6:28am 
Please update for 1.5
whatamidoing  [author] Dec 21, 2022 @ 2:22pm 
It was pissing and shidding and farding about the 1.3 dll for some reason I don't care to understand, so this mod no longer supports 1.3 (I wasn't recompiling for it anyway). Also, the CheckboxLabeled has been replaced with a shiny new box to let you set your own armor cap. Tell me if it doesn't work, because I haven't tested it at all.
whatamidoing  [author] Dec 20, 2022 @ 6:34pm 
I'll look into fixing it after work tomorrow, was busy today
-[EVIL]- Mášŧεя¹ Dec 20, 2022 @ 12:14pm 
error on load, due to options menu.

Error in Durability affects armor, assembly name: armorthing, method: ArmorThingSettings:DoSettingsWindowContents, exception: System.MissingMethodException: void Verse.Listing_Standard.CheckboxLabeled(string,bool&,string)
at (wrapper managed-to-native)
VelxraTV Oct 21, 2022 @ 5:47pm 
thank you!
whatamidoing  [author] Oct 21, 2022 @ 5:37pm 
It doesn't look like the relevant code changed so I gave it a recompile and it seems to be working after a quick test. Let me know if there's any issues with it.
VelxraTV Oct 21, 2022 @ 4:59pm 
Please update to 1.4
whatamidoing  [author] Sep 28, 2022 @ 12:52pm 
Probably, although it'd have to be separate from the actual quick patch to the code when damage is taken and so it wouldn't necessarily mean it's working (or not) either. I'd also have to set up a C# IDE on the Linux install I overwrote my Windows install with, which I'm still not feeling like doing. You can test it easily enough with dev mode and character editor, or you could add some quick logging lines to the source code, included with the mod, and recompile it yourself. The mod itself is stupidly simple so idk how it wouldn't end up working, but let me know if it doesn't.