RimWorld

RimWorld

Rimlord Armor
41 Comments
TheLesserRepublic Aug 25 @ 12:30pm 
have you thought about boots or gloves for this mod?
Рубака Aug 1 @ 12:55pm 
no longer needed, installed the FrozenSnowFox Tweaks mod.
theothersteve7  [author] Aug 1 @ 8:28am 
Very good question. I considered adding tox env resistance. Given that most pawns that would want this armor are likely to be running a lot of bionics, it seemed like it would be devaluing said bionics. I could be convinced otherwise, though - have you actually gotten such a super-pawn who didn't already have tox resist some other way?
Рубака Aug 1 @ 3:42am 
no toxic environment resistance?
Nic Jul 28 @ 1:25pm 
sanguophage mechinator psycaster noble? Wow, you sure put a lot of resources into one pawn, they must be hard to kill, and if they do die, well, that's a heavy blow, better have a backup revival option
theothersteve7  [author] Jul 11 @ 11:56am 
Sweet I finished my no-dlc-required 1.6 rewrite. It now includes the bonuses of wearing a vacsuit, and also requires vacsuit research to be crafted. It also works without biotech or royalty but you'll be missing the mechanitor and psychic bonuses respectively.
theothersteve7  [author] Jul 11 @ 9:32am 
The Altered Carbon armors don't really add anything. The Chrysalis armor adds a tiny amount of sharp armor in exchange for a tiny amount of heat armor, the Fusilier Armor gains a tiny amount of protection overall in exchange for a large speed penalty, and the Dragoon Armor is basically just a slightly better Recon Armor with an integrated jump pack. They're all very reasonably balanced but none of them seem to be appropriate for adding to this mod as they all are built as tradeoffs in general functionality rather than providing specialist functionality.

I could of course include an integrated jump pack or shield belt but I'd rather just leave the belt slot open and let players do as they wish. Including those things while also allowing for a belt slot would be stronger than I intend for this mod.
WDLKD Jul 11 @ 7:45am 
any chance up a 1.6 update?
Echo008 Jul 2 @ 12:46pm 
Could you add compatibility with the armors from Altered Carbon 2: Resleeved?
John JailBird Jun 17 @ 4:53pm 
make a non dlc one please
WDLKD May 25, 2024 @ 8:43am 
Sweet, do keep my updated!
theothersteve7  [author] May 13, 2024 @ 9:06am 
That is absolutely in theme with the mod, and I considered it.

I haven't added the pain shock threshold bonus from the ritual mask because I don't consider it a straight upgrade. Given that pawns wearing this armor are likely to be extremely valuable, I didn't want to mess with them being more likely to die outright than collapse from pain.

The bioferrite psychic sensitivity bonus, on the other hand, is something I do kind of want to include. But I feel like adding the bonus as though the armor were made of pure bioferrite is a bit of a sloppy fix. Kind of like using the eltex bonus from apparel rather than the one from prestige armor. I have a strong suspicion that there will be a mod that makes proper bioferrite marine armor, and I'll just use that mod as a new prerequisite when it comes out.
WDLKD May 12, 2024 @ 11:40pm 
I've gotten back into playing with the Anomaly DLC, and this was one of the first mods I went to install. That being said, I've seen how you've added the ability to check what other mods are running to change the requirements and results of the armor. Would it be possible to add the ability to check for the Anomaly DLC, and if bio ferrite refining and dark study were researched, add the ritual mask and ferrite bonuses and requirements to the armor and helmet? I can understand saying "no" if it's too overpowered, but I like the idea of "one armor to rule them all."
theothersteve7  [author] Apr 19, 2024 @ 5:18pm 
Oh, right, sorry. I forgot people sometimes use the older versions. I've put them back. Thanks.
Alexander Zagirov Apr 19, 2024 @ 2:07pm 
@heothersteve7, you broke the 1.4 version of the mod. You removed the textures, but the def’s are still there.
theothersteve7  [author] Apr 14, 2024 @ 11:59am 
I've updated the mod just to make sure I got everything.

Those textures were deliberately removed. I wanted to let players pick and choose what armor mods they're running. This does mean that players will get an error message if they are using the same colony from 1.4 to 1.5. Sorry about that!
Alexander Zagirov Apr 14, 2024 @ 6:22am 
Seems like after the last update some textures are missing
"Could not load UnityEngine.Texture2D at Armors/Armor/PrestigeMechlord/PrestigeMechlordSuit in any active mod or in base resources"
Peryn [Андрій] Apr 11, 2024 @ 4:50am 
+
theothersteve7  [author] Apr 10, 2024 @ 5:39pm 
Added support for Alpha Mechs Mechbreaker armor, as well as the advanced nobility titles in VFE Empire.
theothersteve7  [author] Apr 10, 2024 @ 8:53am 
This mod is now structured so I can look at what other armor mods you have installed, add them as prerequisites, and give you appropriate bonuses based on that! Currently only does this with the Sanguine armor mod, which is now an optional prerequisite.

I apologize to anyone running this mod who was using Sanguine armor as you'll need to download the other mod, research, and craft it again. Of course, I expect most of you are going to make a new colony in the next few days.
theothersteve7  [author] Apr 8, 2024 @ 10:37am 
Finally sat down and got the darn coloration masks working. The colors should look better now if you dye it. I'm going to do a bigger update once the next DLC is out.
Peryn [Андрій] Jun 14, 2023 @ 6:55am 
Can you make it suiteble for Empire nobles?
Voidlion Mar 15, 2023 @ 12:44pm 
you should add more bandwidth to it since its a better version and more control groups otherwise its better to just stick with the mechlord armor since the prestige wont give more mechs or control
theothersteve7  [author] Feb 21, 2023 @ 5:09pm 
A prestige version would be kind of pointless. This IS the prestige version.

Adding more combat bonuses would upset the balance I'm going for, sorry.
suppressor666 Feb 13, 2023 @ 6:51am 
could you make a prestige version with greater stat but greater cost, or adding some bonuses to shooting or melee speed/accuracy ?
theothersteve7  [author] Dec 11, 2022 @ 11:36pm 
Great! I did write it to directly inherit the stats from cataphract armor so that's what I hoped it would do.
Silverheart Dec 11, 2022 @ 6:14pm 
Just spawned a suit myself, posting the results here for others who might stumble across it. It seems to generate with stats inline with regular cataphract armour as rebalanced by CE alongside all the added buffs. So, in other words, working exactly the way one would hope.
theothersteve7  [author] Dec 9, 2022 @ 3:06pm 
@Scrumpledorph I have no idea! Probably!
Silverheart Dec 9, 2022 @ 2:33pm 
I hate that I've finally become that guy, but this armour looks both visually and mechanically cool enough that I have to know if it's CE compatible.
theothersteve7  [author] Nov 10, 2022 @ 7:13am 
It does, in fact!
Valdur Nov 9, 2022 @ 10:50pm 
Question regarding the armor. Does this provide a suppression bonus? I know marine armor does, but many custom armors do not. In a way makes sense as some armors are lighter; however given that this armor is worn by a certified walking disaster I thought I might ask.
theothersteve7  [author] Nov 9, 2022 @ 6:03pm 
New textures are out! I'm pretty happy with them. Fixed a couple bugs, too - one minor text issue and one more important flammability issue.
TheGungeonologist Nov 8, 2022 @ 6:57pm 
any updates on new sprites?
theothersteve7  [author] Nov 1, 2022 @ 10:55pm 
Yeah definitely redoing the sprites in a higher quality this week. Keeping the general design, most likely.
Elgate Oct 31, 2022 @ 12:10pm 
I can't help but look at them like a band of space mariachi. I expect them to start singing and dancing for some reason.

Love the design :p
TheGungeonologist Oct 30, 2022 @ 7:11am 
I absolutely hate how mechlord armor looks so I've been trying to find an alternative. This comes super close except that the models look kinda scuffed... at this point I'm considering commissioning someone to touch up the models for this mod or something since I really like it.
The Dutchman Oct 30, 2022 @ 5:55am 
"What if someone wants to use the other Prestige Mechlord Armor mod with this one?" Smh. Its the exact same thing...
theothersteve7  [author] Oct 29, 2022 @ 10:52pm 
If I make the models HD it'll be more obvious what a terrible artist I am. I'll consider it.

If I expand on this in the future, which I might, I'll refactor it all to use patches. As it is, there's really no reason to use this mod without the prerequisites, so I figured I'd save everyone a click. I'll spend some time going through armor mods to see what to make compatible.
IronSquid501 Oct 29, 2022 @ 8:24pm 
That's what my GF calls me
TheGungeonologist Oct 29, 2022 @ 7:45pm 
Any chance on making the models hd?
Victor Oct 29, 2022 @ 6:49pm 
I'm not sure having your other 2 mods bundled into this one is a good idea... what if someone wants to use the other Prestige Mechlord Armor mod? And besides, your sanguine and rimlord concepts are pretty cool, maybe keeping them separate would make it easier to expand on them in the future, don't you think?