RimWorld

RimWorld

Sealed Power Armour
83 Comments
Adi Tetac Nov 8, 2022 @ 11:35am 
ToxicSensitivity (reducing was better) was split, now there is one for environment (ToxicEnvironmentResistance for toxic fallouts, increasing is better) and one for attacks (ToxicResistance, for snake bites and venom fangs/talons, increasing is better).

I tried to update this mod to reflect the change and 100% ToxicEnvironmentResistance from cataphract did not stop it, only slow it. Not sure what I did wrong unless its a weird rounding error.

Only a few things appear to have it above 0 by default and they have a may require biotech tag: rat, boomrat, boomalope, raccoon, iguana, insect, warg, mechanoid, and warveil.
AbsynthMinded Nov 8, 2022 @ 5:40am 
Is there a Fork or alternative mod for this? Was it adopted into the base code? Is it still even needed?
Victor Nov 7, 2022 @ 9:02am 
Unfortunately 1.4 changes makes this mod incompatible.
g3 Oct 25, 2022 @ 11:00am 
1.4?
VelxraTV Oct 21, 2022 @ 5:11pm 
Please update to 1.4
Victor Oct 21, 2022 @ 2:22pm 
Looks like this mod will be even more useful now, I hope you can find the time to update it soon!
velack14 Oct 14, 2022 @ 11:18am 
question with the new update pollution will this already be in game or will this mod update to include pollution as not breathable through armor
VelxraTV Jul 5, 2022 @ 7:12am 
Works fine with CE armor bros are more deadly.
Ulas May 8, 2022 @ 9:00pm 
CE compatible?
Riddle 78  [author] Apr 24, 2022 @ 1:26pm 
@cerealjerk
Load order shouldn't matter,unless you have another mod that does something with Toxic Sensitivity offset with the suits of armour patched by the mod (Check the Changelog thread!),such as Combat Extended. In that case,whichever mod's lower will overwrite the other,where applicable. That said,I've gotten conflicting reports on this front with no identifiable common thread,so just to be safe,load Sealed Powered Armour after every mod it patches.
cerealjerk Apr 24, 2022 @ 2:18am 
should this be high in the modlist or at the bottom?
Riddle 78  [author] Apr 15, 2022 @ 6:13am 
@jan-huenten
I use neither Spartan Foundry nor Rim Effect,and I've already rejected the former on the grounds that all of the suits are nearly statistically identical. Additionally,they're not actually Vanilla Expanded,though they do come from the same team. Someone just threw money at Oskar and Crew to make their RimWorld dreams come true.

For all future suggestions,please see the Patch Suggestions thread,and any issues please report them in the Issue Tracker thread. From now on,any patch suggestions or issues posted in the main,general comments will be summarily ignored. Use the systems provided.
Tolarian Apr 15, 2022 @ 4:46am 
Thanks for your work. It would be great, if you could include the Vanilla Expanded Mods like Spartan Foundry and Rim-Effect.
Kind Buddy Apr 4, 2022 @ 12:35pm 
I'm getting the same error as the other two people with this error involving Royal Siege Armor directly above it:

[Sealed Power Armour - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ThingDef[defName = "VAE_Apparel_RoyalSiegeArmor"]"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=/Defs/ThingDef[defName = "VAE_Apparel_RoyalSiegeArmor"]/equippedStatOffsets): Error in <nomatch>
Verse.PatchOperationSequence: Error in the operation at position=3
Verse.PatchOperationFindMod(Vanilla Armour Expanded): Error in <match>
[End of stack trace]
Darkon Mar 28, 2022 @ 8:09am 
I have the same problem
[Sealed Power Armour] Patch operation Verse.PatchOperationFindMod(Vanilla Armour Expanded) failed
Polarbark Feb 24, 2022 @ 2:38pm 
[Sealed Power Armour] Patch operation Verse.PatchOperationFindMod(Vanilla Armour Expanded) failed
file: U:\Games\SteamLib\steamapps\workshop\content\294100\2358330745\Patches\Sealed Power Armour VAE.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)

etc
Riddle 78  [author] Oct 3, 2021 @ 8:22pm 
@Pvt_OBrien
It's applied on a per-piece basis,as it's just a stat offset on the pieces. Not a lick of proper code to be found in this mod. It's pure XML.
Pvt_OBrien Oct 3, 2021 @ 3:51pm 
Steam doesn't let me search the comments to see if this has been asked before, but does anything apply if you have, say, a recon helmet and marine armor? Or does this mod only work for sets?
Riddle 78  [author] Aug 28, 2021 @ 12:32pm 
That'd be wonderful,but also beyond my ken.
༺midas22༻ Aug 28, 2021 @ 11:16am 
would be cool to have this stop colonists in power armor from getting soaking wet as well
OttersHoldHands Aug 20, 2021 @ 11:04am 
Now I need to make otter powerarmor
Riddle 78  [author] Aug 20, 2021 @ 10:17am 
Boom! Mod updated. Refer to the Changelog.
Zeebop Jul 28, 2021 @ 6:33pm 
He said he'd officially update it on August 20th....
Morale -10 Jul 26, 2021 @ 1:36pm 
I hope this mod gets updated soon
Safairette Jul 19, 2021 @ 3:46am 
You don't even need to do that, the mod already works with 1.3 and you just need to add it to the supported versions in about.xml
Riddle 78  [author] Jul 19, 2021 @ 12:36am 
@koolpin
However,if I do that,it establishes the perception that I'll be maintaining backwards compatibility,and updates for backwards compatible versions,going forward. Which I have no intention of doing. Even if I explicitly state as such,people will still disregard it and get toxic when I tell them the score. All I want to do is give people a window to use this mod while they wait for the rest of their mods to update.
kp-beeferella Jul 19, 2021 @ 12:18am 
@Riddle 78
Didn't they make a post about this, that's still up? From what I understand you can just toss the current 1.2 mod in a folder labelled '1.2' and abandon it, put your update in a folder labelled '1.3' and you're all good for backwards compatability
Riddle 78  [author] Jul 18, 2021 @ 11:48pm 
Heads up! With RimWorld 3.0 and Ideology dropping on July 20th (As in,tomorrow,at the time of this writing),I will be holding off on updating until August 20th,a full month after Ideology's release. This is so people can continue using my mod on the previous version,before I update to 3.0 and abandon support for older versions. This is largely in order to give most other mods the lead time they need to update themselves to RimWorld 3.0,and so I don't have to wrangle with the Hell that is other versions.
picayunedreamer Jul 18, 2021 @ 6:06pm 
@ddecharmoy420.za
Recon Armor protects from the vacuum IIRC, but hypothermia from being out there will still affect your pawns.
BrainW4v3! Jun 28, 2021 @ 9:09pm 
is this by any chance compatable with Save our Ship - Vaccum?
boblebuildeur69 Jun 15, 2021 @ 4:09am 
ok
Riddle 78  [author] Jun 14, 2021 @ 7:27am 
@ecdoreau
By my understanding,no. Radworld's radiation doesn't target the Toxic Sensitivity stat,from what I've been told.
boblebuildeur69 Jun 14, 2021 @ 3:06am 
Is this compatable with radworld?
ПΛПО Dragoon May 16, 2021 @ 6:35am 
@ec#2718 on Discord from the mod author in patch suggestions

"Looking at the mod,there's just way too many suits there,on top of the HazOp suit already providing Toxic Sensitivity Reduction. Sorry to say,but I don't see myself using Spartan Foundry,simply because it adds way too many statistically-similar suits of armour."
ELLIOTTCABLE on Discord May 15, 2021 @ 2:31pm 
Another one for you: Take a look at Oskar Potocki's "Spartan Foundry" power armors:

https://steamcommunity.com/sharedfiles/filedetails/?id=1695609511&searchtext=%22spartan+foundry%22
Proxyer May 13, 2021 @ 2:13pm 
Thank you for update works! (patches)
DrtičCZ Apr 26, 2021 @ 1:56am 
This is an interesting mod but i think the hazard operation armor shoud be added with at least 90% resistance since it was made for stuff like this.
ElConvict Apr 11, 2021 @ 9:04pm 
Rimpy keeps flagging this mod as having an outdated database. Any ideas?
анатолий шмель Mar 31, 2021 @ 12:45pm 
why not available on linux?
spincrus Feb 27, 2021 @ 6:59am 
Siegebreaker armor is simply a rename and revamp of the same armor in the same ID I believe (need to check the XML) so it should be fine. This is a good mod, well thought out, very logical. Thanks.
Riddle 78  [author] Feb 11, 2021 @ 3:34am 
Assuming Warmer Power Armour doesn't change the defs of the armour in question? Then Sealed Power Armour and Warmer Power Armour should have no issues coexisting.
Texas Redhawk Feb 10, 2021 @ 11:32pm 
Question: is this compatible with Warmer Power Armor, considering they both modify power armor?
Clippy Feb 8, 2021 @ 2:30pm 
And zones
Koi Feb 8, 2021 @ 1:56pm 
A game ender? Sunlamp and roof would like to have a word.
Riddle 78  [author] Feb 3, 2021 @ 11:44am 
It does not. However,there's a mod out there that makes vanilla power armour and Vanilla Armour Expanded power armour EVA-capable,and this mod and that one work together quite well.
Marlboro Reds Feb 2, 2021 @ 9:14pm 
Does this allow for space walks with SOS2?
Riddle 78  [author] Jan 31, 2021 @ 10:55am 
And the prestige armour,as well as the Light Marine Armour (Now renamed to Trooper Armour) which slipped my mind in the v1.0 release are on my list for patching.
Safairette Jan 31, 2021 @ 10:54am 
Ashleigh meant the new *prestige* heavy armor that was added in the latest VAE update. As of right now only the base version is patched