RimWorld

RimWorld

Spartan Foundry Warcraft
42 Comments
engager6 Jul 14, 2020 @ 11:51am 
Also i heavily suggest to remove overshield ability from all armors to remove OP element and to fix yet another original author's mistake by providing shield that not even utilizes belt layer in clothing and belts can still be equipped over his armors. To do this simply remove "<thingClass>D9ASB.RangedShieldBelt</thingClass>" in xml entries, as well as <EnergyShieldRechargeRate> and <EnergyShieldEnergyMax>, also remove tag <li>BeltDefense</li> so those spartan armors stop screwing up normal pawn clothing generation. With all changes i suggested those armors will be like something specialized in the middle between vanilla power armor and 1.1 cataphract armors, that is reasonable.
engager6 Jul 14, 2020 @ 11:45am 
[2/2] As for manufactoring part i suggest to keep up with vanilla scheme that item's cost (normal quality) should be aproximately equal to cost of it's components. All armors cost 2600 according to files and where is strong reason not to raise the cost, so some elite raiders/pirates can still afford it during raid generation (Elite mercenary clothing budget is 2500-3500 according to wiki). So removal of stupid AI core is a obviously essential, but to keep those armors harder to make and more tech dependent i suggest to introduce hyperweave for building recipe. It's hard to get and is high tech armor material that makes sense, instead of some mechanoid mystery tech, so change research name to something like "Infused hyperweave" or "Hyperweave composite armor". As for the base point i can suggest a recipe like this: 5 advanced components, 80 plasteel, 80 hyperweave, 20 uranium, total cost of mats is 2560, armor cost in files is 2600.
engager6 Jul 14, 2020 @ 11:34am 
[1/2] Spartan armors are broken in many ways due to original authors refusal to balance & fix issues with them. He severely messed up their stats, not understanding many game mechanics, for example samurai is meant to provide dodge and melee hit, but instead it provides exactly nothing because author messed up stat bonus with 100 magnitude less than it was neeeded, same thing goes for accuracy and shit. You will be all surprised but that's true, just check out colonist stats while wearing to find more of those funny stuff (try samurai for melee hit and dodge or commando for shooting accuracy). Author said it's not his "priority" to fix his armors, maybe you can do this instead?
Peon Jun 7, 2020 @ 11:39pm 
This mod is cool, however you made it a bit too OP, imo. You halved the adv. comp. costs (both helmets and armors) and improved some stats. Worst part that makes it super OP (if you dont use mechanoid power source) is removing the AI Persona Core cost from some of strongest armors. Just a warning for players who enjoy a more balanced playthrough.
denni Apr 2, 2020 @ 11:19am 
Same issue as fallenscion. I've been able to make a Shock Trooper helmet in the past, but right now when I use the fabrication bench only the Powered Assault Armor shows up. Awesome mod btw
Mlie Mar 16, 2020 @ 7:38am 
Made an update of this for RimWorld 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2024346916
Hope this helps anyone!
masuhararin Mar 13, 2020 @ 1:32pm 
1.1 version please!
fallenscion Mar 7, 2020 @ 1:35pm 
I'm only getting the recipe for Powered Assault armor - any thoughts as to what might be causing that?
Greatheart Mar 3, 2020 @ 1:31pm 
Works fine in 1.1 :D
thorman123456789 Feb 29, 2020 @ 3:57pm 
update for 1.1?
Demonlord09 Feb 28, 2020 @ 10:06pm 
Needs an update for Rimworld version 1.1 and the DLC.
Keslak Feb 27, 2020 @ 10:48am 
Hey, awesome mod ! Will it be updated?
Trunken  [author] Oct 24, 2019 @ 9:01am 
You don't need them, they are optional. They just make the costs overall more balanced, since the mechanoid power cell, which you achieve by crashed ship parts (or late trades/quests), will be part of some recipes.
PremierVader Oct 21, 2019 @ 10:15pm 
Hey so do I need those three other mods to run this mod (Crash Ship Part, Mechanoid stuff etc)?
Does it make a difference?
S.T.A.L.K.E.R. Aug 17, 2019 @ 9:07pm 
Awesome mod ,thanks alot.
Trunken  [author] Jul 19, 2019 @ 2:26am 
Did you load the mods correctly? Spartan Foundry then Warcraft
DrPepper Jul 19, 2019 @ 2:15am 
I have the two requirements but i'm not getting an option to make any armor in the fabrication bench
Trunken  [author] Jun 28, 2019 @ 12:12am 
sounds like a bug u got due to a conflict.
Ratnips Jun 27, 2019 @ 3:54pm 
hello idk if its something else or this mod but i last remember giving a colonist with a engineer helmet and when i loaded a save back to it the colonist is invisible i can see is his little icon with gear but not when hes on the ground just a floating name of him
asecretaznman Jun 17, 2019 @ 11:42am 
gotcha ty @Trunken for the reply!
Trunken  [author] Jun 17, 2019 @ 10:56am 
Help for the armors can be found at the given link: https://steamcommunity.com/sharedfiles/filedetails/?id=1695609511 by Oskar is the creator of this beautiful Mod. This makes it just craftable.
asecretaznman Jun 16, 2019 @ 4:50pm 
having similar issue as @Infamous, no pawns are auto-equipping recon, commando, or scout body armor but are equipping the helms only. The shock trooper body armor and helm are being equipped just fine though.
Alk Jun 15, 2019 @ 10:55am 
I have a problem, when setting an assigned outfit of Tshirt, pants, grenadier helmet and grenadier armor, my pawns will equip the helmet but never the armor. 2 out of 10 pawns have equipped the armor, but it's been in-game weeks and the rest of them refuse to equip the armor. I don't want to "force-wear" them because of the debuff. It works fine with other clothing like dusters, and there are enough armors for everyone. There are no quality or durability limitations set in the outfit.

Am I doing something wrong?
Trunken  [author] Jun 6, 2019 @ 5:35pm 
Yes, it should be.
Junebug Jun 6, 2019 @ 5:30pm 
Is this combat extended compatible?
Trunken  [author] May 25, 2019 @ 5:59am 
Hey damasklover,
the crafting time is set. you're correct, sir. Crafting Skill + Enhancers should definately count tho.

@All: Thanks for your kind words
damasklover May 22, 2019 @ 4:12pm 
Amazing mod, thank you so much! Finally, my pawns can enjoy all the quality armors. But I noticed something weird with the speed of making these armors.

One of my pawns has around 1000% craft speed but when he makes the Spartan armors/helmets, his works in a very slow speed. I tried other pawns (200%~400% craft speed), they are all the same, work in a slow speed, seems to be 100% craft speed. I was wondering if the craft speed of the armors/helmets is fixed? Or maybe some of my mods are conflicting with each other...
SergeantAtom May 15, 2019 @ 5:08am 
You beautiful madlad
Trunken  [author] May 14, 2019 @ 9:22pm 
@BreakfastBananas: This needs Spartan Foundry, which belongs to Oskar. He is the one who allowed me to do this for you guys, since many people were asking him for it. Stubborn like a dwarf we all can be and the mod was very new back in the day :-)
@Rage (nice nick!): There is no requirement besides having RimWorld: Spartan Foundy installed. Everything else is completely optional and comes down to your playstyle:

Cheat = Spartan Foundry + Warcraft
Easy = Spartan Foundry + Warcraft + More Crashed Ship Parts + Power Source
Medium = Spartan Foundry + Warcraft + More Ship Parts + Power Source + Master Blaster
Hard = Spartan Foundry + Warcraft + Power Source + Master Blaster

I prefer Medium myself for a chilled and longer game.
Waffana May 14, 2019 @ 8:44pm 
Wait, so do we need # 4 and 5 in the load order or are those optional? Also thank you so much for this. The original mod author is great, but stubborn when it comes to crafting.
Rage May 14, 2019 @ 8:31pm 
@trunken you should make all the mods needed for it like mech power and that a requirment to download the mod so no its just a one stop go to play this mod
AvocadoGuy May 14, 2019 @ 10:07am 
On my way to Legendary Recon Power armors :DDD
AvocadoGuy May 14, 2019 @ 10:05am 
THANKS FOR IT
Trunken  [author] May 13, 2019 @ 5:09am 
@ganj47: Thats the overshield, another one for the blood thirsty :-)
@Azrael: Hehe <3 you made me smile
@Tony: I really dont want to add a menu to a lightweight patch, this is meant to be an additional option for people, who love Spartan Foundry like i do (Permissioned/Blessing by Oskar)
Tony93 May 12, 2019 @ 11:31pm 
Could it be possible to add the option of using other metals?
Azrael May 11, 2019 @ 7:56pm 
You're the real MVP, sir.
ganj47 May 11, 2019 @ 6:26pm 
SWEEEEEET! Are they able to be auto-equipped now too as an outfit? Also, I'm confused as to how SOME of them you can equip a shield belt, even when they have a shield, and the pawn will keep it on, but SOME of them with no shield they will take it off? Anyway, I REALLY love this mod. Something for every pawn job I have (except cooks, but I give them Samurai armor and pretend they are Iron Chefs lol) Also my "W" colonists (all colonists get a nickname with a letter and a number to designate what they do, and if they are day and night crew, "W" stands for.....and are all named after ex girlfriends) get a diplomat one, instead of a racy maid outfit lol
liftedwolf May 11, 2019 @ 1:51pm 
thankyou.
Trunken  [author] May 11, 2019 @ 12:01pm 
You're welcome, guys!
Neske May 11, 2019 @ 3:26am 
Thanks cause I wouldn't have used the mod otherwise.
Cope Destroyer May 10, 2019 @ 4:18pm 
real hero
Yucky_Yak May 10, 2019 @ 2:09pm 
Hell yeah. Im a big fan of spartan foundry and was getting desperate to get that excellent commando armor i needed so badly.

Thx for this mod