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Topics - XeoNovaDan

#42
Overview
If an animal or colonist gets drunk to the point of falling unconscious, and develops chemical damage in the brain, they're basically doomed to die. The reason being is that chemical damage limits brain efficiency (and therefore consciousness) to 50%, but 'blackout' drunk limits consciousness again to 10%, but then 'hammered' is actually more severe than 'blackout' in this case.

However, the stage before 'blackout', which is 'hammered', reduces consciousness by 50%. Therefore, once a pawn regresses from 'blackout' drunk, they'll then die from 0% consciousness because of the 50% limit, and the -50% offset from 'hammered'. Of course, this can theoretically be mitigated by administering consciousness-boosting drugs such as go-juice.

This is a very similar case to this bug relating to minor drug overdoses killing pawns that have chemical brain damage.

Expected Outcome
Pawn to remain at least unconscious after regressing from 'blackout' drunk if having chemical brain damage.

Actual Outcome
Pawn dies once they regress from 'blackout' drunk to 'hammered'.

Steps to Reproduce
1) Spawn a bunch of small animals (e.g. squirrels). This, of course, works with any pawn, but smaller animals will allow for quicker reproduction.
2) Lock them in a room with beer
3) Wait for the animals to pass out from drinking
4) Wait for chemical brain damage to develop in at least one of them
5) Observe
#43
Overview
The following circumstances are going to be detailing this reproduction environment (i.e. save file):

Meet Condor, a level 0 crafter. On top of that: she's completely blind, missing her right arm, and all of the fingers on her left hand, leaving her with a whopping 0.6% mechanoid surgery success chance stat.

Now, meet the three scythers and grand total of six blades to be removed from said scythers. Condor's set to de-blade these scythers using her magical powers.

Doing the maths here:
0.6% surgery success chance to the power of 6 trials = a 0.000000000000046656% (4.6656e-14) chance of successfully removing all six blades consecutively. In other words: a roughly 1 in 21,430,000,000,000 chance of successfully removing all six blades consecutively.

A one in twenty-one trillion, and four-hundred and thirty billion chance of successfully removing all six blades consecutively. But fear not, for the 'Always' success chance multiplier will ensure that this is a guaranteed success!

Expected Outcome
Live mechanoid disassembly

Actual Outcome
$$$

Steps to Reproduce
1) Load the linked save
2) Enable 'fast crafting'
3) Unpause the game
4) Observe
5) Re-run as necessary for increased effect.
#44
See attached.

Considering how the base health for each centipede ring is 15 less than the previous, the sixth body ring should have a base health of 25. This'd give it a final health of 63 in the centipede's case, rather than the 250 which is identical to that of the much bigger first ring.

[attachment deleted by admin: too old]
#45
Overview
A colonist, Jensken, has suffered a brain injury, but he also has a missing rib. Me not wanting to risk running out of luciferium by putting him on it, I instead decided to have Skye, one of the doctors, administer Healer Mech Serum to cure his brain injury. As soon as the operation was done, lo and behold, it restored his broken rib instead - a missing part, yes, but it's completely inconsequential since it doesn't affect any capacities, whereas a brain injury has a profound effect on the overall effectiveness of the colonist.

While this is technically WAD since old injuries are below addictions and biggest missing body part, something should definitely be tuned here; maybe a 'SeriousOldInjury' flag for brain injuries. [Edit: Alternatively, allow the player to choose what (allowed) hediff to cure.]

The linked save file is slightly after a 'save scum', where I created a reproduction environment.

Save File

Expected Outcome
Brain injury to be cured since it's debilitating

Actual Outcome
Inconsequential missing rib is restored

Steps to Reproduce
1) Load linked save file
2) Watch as Skye administers the healing serum
3) Observe missing rib get restored

alternatively

1) Spawn two colonists
2) Remove a trivial body part (e.g. rib)
3) Damage the brain via devmode
4) Spawn healer mech serum
5) Have the non-injured colonist administer serum
6) Observe missing rib get restored
#46
Overview
A colonist went on a 'murderous rage' mental break, so I promptly had somebody arrest her. She came quietly.

Expected Outcome
Arrested colonist to not get 'Catharsis' thought, just like when being arrested during any other mental break.

Actual Outcome
Arrested colonist gets 'Catharsis'.

Steps to Reproduce
1) Spawn two colonists
2) Make one go on a murderous rage
3) Arrest the broken colonist
4) Observe
#47
Overview
I have two infinite chemreactors in my colony's workshop, but I built a dedicated room for them after noticing their negative beauty values, so of course I tried to directly reinstall them in the new room. The blueprint was successfully made, but no constructors actually went to reinstall either chemreactor, and I can't have a constructor prioritise them either since nothing came up upon right-clicking. However, chemreactors can be uninstalled and then installed, so this really is a trivial bug, but would be a nice one to fix.

It seems to be just the infinite chemreactor that's affected by this; tool cabinets, dining chairs, armchairs, sculptures, heaters, and standing lamps all work fine (all furniture in the workshop) - even vanometric power cells can be directly reinstalled fine.

No savefile attached since this was easily reproducible on a new save.

Expected Outcome
To be able to directly reinstall infinite chemreactors like any other minifiable furniture in the game.

Actual Outcome
Have to uninstall and install the chemreactor instead.

Steps to Reproduce
1) Spawn a minified infinite chemreactor
2) Install it
3) Attempt to reinstall it; observe no constructor try to reinstall
4) Attempt to prioritise reinstallation; observe no right click menu
#48
Overview
My colony has this one particular prisoner, Elena, who currently has moderate malnutrition. She is allowed to receive food, yet nobody actually goes to feed her, and there's no way to prioritise feeding said prisoner through either doctor or warden. It's not a reservation issue since I drafted everybody except both particular cases mentioned above separately, and there was still no option to deliver food or force feed. There is plenty of food available in my colony, and the prisoner is capable of eating.

If it helps, she did go berserk multiple times - one of which was during when she was released, but was promptly beaten down by another released prisoner. This save is also quite old, existing since build 1695 or 1696 (if I remember correctly), but there was no related bug prior to this.

Save file and output log here since they're too large to attach together.

Expected Outcome
Option to prioritise feeding prisoner/automatic feeding, as is the normal case.

Actual Outcome
No way to feed the prisoner, either manually or automatically.

Steps to Reproduce
Haven't tried to reproduce; it seems quite random, but the following steps roughly outline the situation:

1) Spawn two hostile pawns
2) Down them and capture them
3) Get their moods really low (organ harvest or dev mode)
4) Release both prisoners at the same time
5) Wait for one prisoner to go berserk; have the other prisoner beat them down
6) Observe as there's no way to feed the prisoner that went berserk later on down the line
#49
Overview
See attached; a picture speaks a thousand words.

Gokaku, the guy with the sniper rifle, decided that he wanted to attack a wall moments after he arrived into the 'killzone' and moments before the rest of the raiders actually started arriving. As a result, he's created an obstruction, and the obstructed AI still persist with their original goals.

Edit: OK, the raiders did eventually sort themselves out, so this could be disregarded. My apologies!

Expected Outcome
A) Obstructed raiders barge through the small gap
B) Obstructed raiders move out of the way of Gokaku
C) Obstructed raiders also decide to change tactic
D) Gokaku decides to go with his original plan

Actual Outcome
Perfect minigun fodder

Steps to Reproduce
Seems to be quite a randomly occurring bug, so I guess just spawn a load of large raids while there's a narrow entry point. Although I could see how this is WAD because of anti-killbox, it currently works somewhat in my favour since I can, again, just mow down all down by aiming a minigun at the wall off to the right off-screenshot.

[attachment deleted by admin: too old]
#50
Bugs / [0.18.1700] Colonist in caravan won't self-tend
October 24, 2017, 09:22:24 AM
Overview
I sent some transport pods over to an item stash, and promptly cleared it out with the two colonists sent over.

Contents of the transport pods are as follows:
- around 340 pemmican
- Skye and Carlotta
- A juvenile dromedary
- 1 luciferium pill
- 30 herbal medicine

Upon reforming the caravan and heading back, the tend utility kicked in and Skye (the doctor) healed Carlotta - so far, so good. However, at this point, I didn't set Skye to self-tend, so that's something on my behalf. By the time that I notice this, I set her to self-tend when most of her injuries have mostly healed, but she still doesn't self-tend despite being set to self-tend and receive herbal medicine treatment.

However, this did work fine in the past when I wasn't so late to set a colonist to self-tend, so it could just be to do with the game detecting that no injuries are going to be potentially lethal - but it'd still be nice to get that last bit of treatment done quicker.

Link to save file since it's too large to attach

Expected outcome
When a colonist's set to self-tend, they'll tend to their own injuries, even if mostly healed.

Actual outcome
No self-tending happens.

Steps to Reproduce
Note: Haven't actually tried reproducing this bug, but the following steps are possible steps to reproduce:

1) Make a world incident (item stash in this case)
2) Spawn a bunch of colonists, make sure one's a skilled doctor
3) Dev mode an instant caravan formation, and dev mode instant arrival at incident
4) Clear out the incident and reform caravan. Make sure that the doctor sustains some injuries beforehand
5) Head back to base; wait a while
6) Set the doctor to self-tend; observe that the doctor doesn't self-tend
#51
Ideas / Crops with >100% Fertility Sensitivty
October 01, 2017, 11:38:38 AM
I think with the concept of genetically-modified crops, it'd be interesting to have a crop or two that actually has a fertility sensitivity of greater than 100%, but also probably have a low base grow time to compensate.

They could also need a high growing skill, and a research gate.
#52


Compatibility
This mod will be redundant if you have Combat Extended active since this mod does basically the same thing to materials and armor vests as that does, albeit with a different spin on balance.

No metals from any other mods have been made compatible with this yet; this can still be used with metal-adding mods, but they'll only offer as much protection as steel. I'm not going to be responsible for making compatibility patches, but I'm more than willing to integrate compatibility patches for mods that add metals.

Download
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Overview
Armor Stuff Expanded is a small mod that makes armor vests craftable out of any resource that has the 'Metallic' tag. In the case of vanilla: steel, plasteel, uranium, silver, and gold.

Additionally, each metallic resource (in vanilla) now has their own set of multipliers for sharp and blunt armor; a steel armor vest offers baseline protection, but a silver armor vest will offer less protection against sharp damage, while a plasteel armor vest will offer superior protection to most other materials. This, of course, applies to any other stuffed armor too; simple and advanced helmets will benefit from this.

To compensate for plasteel's enhanced protection multipliers, the armor vest has had its base sharp resistance nudged down to 50%. This way, plasteel armor vests won't offer any more protection than power armor.

I'm no expert with metals, so you're more than welcome to leave some feedback if some figures seem off. If I deem suggested figures as sensible, I may change them accordingly.

Credits
Marnador for the RimWorld-style font.

License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
#53
Important Post-Report Edit
OK, so me being Mister Forgetful that I am, I actually reported this and then checked to see if this was already reported. It had already been reported here during Alpha 9, and in turn put on the mantis here, with the conclusion being that leathers would have their own base market values. In this case, the 'Market Value' multipler should be removed to prevent confusion amongst others.


Overview
When inspecting leather, it has a stated market value multiplier upon viewing information, with most leathers having a 'x130% Market Value' multiplier. So theoretically in this case, it should count as either...
A) Having a 30% higher effective market value when being used as a Stuff ingredient (e.g. 2.1 value leather counting as 2.73 value)
B) Multiply the value of the final clothing product by 1.3.

With both of those cases in mind, let's see how this works with a normal quality duster...
No Multipliers: 80 * 2.1 + 22000 * 0.003 = 234 = 235
Case A: 80 * (2.1 * 1.3) + 22000 * 0.003 = 284.4 = 285
Case B: (80 * 2.1 + 22000 * 0.003) * 1.3 = 304.2 = 305

However, despite all that's stated in the info tab of Leather, a normal quality duster made out of leather doesn't factor in the aforementioned multiplier, so a leather duster actually only has a base market value of 235. I've also looked at other pieces of apparel, and there's no sign of the multiplier being put into effect there either. Similarly, I've spawned in clothing made of leather with a different multiplier (pigskin), and clothing made of stuff with a different base value (chinchilla fur), but again to no avail regarding the multiplier.

Screenshots of the baseline case are attached.

Mods
As usual with my bug reports, I'm running MOD-E, Core, HugsLib, and Mod List Backup. These most likely won't have any effect on the outcome of this bug.

Expected Outcome
Leather's market value multiplier would affect the market value of equipment made out of it either by giving leather a higher effective market value, or as a post-process in a similar fashion to quality and health points.

Actual Outcome
The leather's market value multiplier has absolutely no impact on the market value of equipment made out of it.

Steps to Reproduce
1) Devmode spawn in any 'Leathery' stuffed apparel until there's a Leathery apparel item of normal quality
2) Spawn in a piece of leather, preferably the same leather as the apparel item is made out of
3) Observe as the market value multiplier has no effect

Ease of Reproduction: Always

[attachment deleted by admin: too old]
#54


Compatibility
For Modders: To make a patch for this mod, simply plug the defNames of your mod's animals into the appropriate XML patches. Vanilla animal patches can be found in Patches/Core for reference.

I wouldn't recommend using this and 'A Dog Said' together due to the overlap of parts and inconsistencies that will be introduced.

No animal mods have been made compatible with this yet. I'm not going to be responsible for creating compatibility patches with other mods either.

Compatible with Combat Extended Unstable RC2. Do note that animal size categories haven't been changed from the vanilla combat system (e.g. rhinos are still huge, when they're large in CE).

Download
GitHub
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Like this mod? Check out my other mods here!


Overview
Vanilla-Friendly Animal Surgery takes a very similar approach to animal body parts and prostheses as the original 'A Dog Said' by Latta, rather than the current 'A Dog Said' which is being maintained by spoonshortage and kaptain_kavern. This mod is aimed at those who like the idea of being able to augment and fix up animals, but prefer to keep it faithful to vanilla, found A Dog Said to be imbalanced, and/or certain parts in A Dog Said to be gimmicky. I personally fall under all of them cases.

This mod only adds hearts, kidneys, livers, lungs, dentures, peg legs, simple prosthetic arms, simple prosthetic legs, bionic arms, bionic eyes, and bionic legs for animals; the same diversity as Vanilla offers for humans. In turn, these parts are divided into five size categories, which determines the cost of the part, its weight, and combat effectiveness in some cases.

These are the five size categories:
Tiny - Fits on animals with a mature body size of less than 0.3, such as chickens and squirrels.
Small - Fits on animals with a mature body size between 0.3 and 0.8, such as monkeys and alphabeavers.
Medium - Fits on animals with a mature body size between 0.8 and 1.3, such as boars and ostriches.
Large - Fits on animals with a mature body size between 1.3 and 2.4, such as muffalo and bears.
Huge - Fits on animals with a mature body size equal to or greater than 2.4, such as rhinoceroses and thrumbos.



Animal organs and prostheses, similar to human prostheses in the base game, can only be obtained via trade; you can't produce them or expect them to come falling from the sky. For balance reasons and due to XML limitations, you can't harvest animals for their organs either; they also can only be obtained via trade.

Animal body parts also have their own trade categories, so these won't interfere with the commonality of human body parts on the market. Additionally, adding parts to and removing parts from animals only yields 5/16ths as much experience as an operation on a human, to reduce the feasibility of experience grinding.

Credits
Marnador for their excellent RimWorld-style font.
Shotgunfrenzy for the 'Combat Extended Compatible' text on the thumbnail.

License
You may use this mod in your mod packs, and you may also derive from the mod. All that I ask is that you please let me know, and give me credit and provide a link to this forum post.
#55
Overview
When attacking animals with certain body types, whether it be with melee or ranged, most hits don't hit the body, but in fact the limbs, ears, eyes, and so on. The animal body type that seems to be the worst-affected by this phenomena is 'QuadrupedAnimalWithPawsAndTail'. If my memory hasn't failed me, I reported this issue during the unstable stage: a panther actually lost limbs but the torso was relatively untouched.

While, strictly speaking, this isn't a bug, some body part coverages definitely need tweaking; the current setup may cause great frustration to some due to the significant meat and leather losses simply due to RNG, when it's somewhat undue. A rule of thumb I've personally established from this is to just leave an animal to die either from starvation or bleeding as opposed to quickly (and humanely) finishing it off.

The screenshot below is an extreme case scenario as to what can happen with the current coverage setup:



It's not uncommon to see multiple limb losses however, when the animal should be dead.

Expected Outcome
Colonist would quickly and efficiently finish off the downed animal with little to no additional, unnecessary body part loss.

Actual Outcome
Screenshot.

Mods
I took this screen capture quite a while ago (still Alpha 17), but I remember that I was only running HugsLib and Mod List Backup: HugsLib being a mod functionality library, and Mod List Backup being a mod management utility. Neither of these two mods wouldn't have had any impact on the situation, and the same results could be produced even with just Core active.

Steps to Reproduce
1) Spawn multiple colonists
2) Spawn multiple animals with the body type 'QuadrupedWithPawsAndTail' (e.g. alphabeavers)
3) Send the colonists to attack the animals
4) Watch as the hits are widely distributed across the entire body, with almost no torso concentration whatsoever.
#56
Overview
I've noticed that when a humanlike pawn who has two simple prosthetic arms engages another pawn in unarmed melee, the enemy pawn only ends up getting headbutted. I investigated this further on my test map and, to confirm my suspicions, a pawn with both arms as simple prosthetic arms only headbutts their target; there's not a single punch thrown. This is most probably owing to the lack of a comp assigned to the Simple Prosthetic Arm's hediff. Looking at the pawn's Melee DPS in his stats, it indeed shows that he will attack for 5 damage every 1.8 seconds.

Testing an intermediate scenario, I spawned in a pawn and only gave them one simple prosthetic arm on their left shoulder and, as expected at this point, they only attacked with their right hand. She showed up as 6.99 damage for 1.6 damage in the stats, which is normal.

However, providing a counter-argument, simple prosthetic arms may not be envisioned as sophisticated enough to be reliably used in combat, thus making this whole 'issue' WAD - although Simple Prosthetic Arms are described as 'durable', so I don't see why they shouldn't be usable to some degree in combat, with more feasibility over headbutting. Thus in this case, it's just that it's not very intuitive.

Cropped screenshots are in the attachments section.

Expected Outcome
Pawns would still be able to utilise simple prosthetic arms to some degree during hand-to-hand combat.

Actual Outcome
Simple prosthetic arms don't see utilisation in combat at all.

Steps to Reproduce
1) Spawn a colonist in, and then spawn a pawn for them to attack.
2) Observe the normal results.
3) Add the 'SimpleProstheticArm' hediffs to both shoulders of the colonist.
4) Spawn in another pawn for the colonist to attack
5) Observe as the colonist only headbutts their target

Mods
The only mods I am running are MOD-E, HugsLib, and Mod List Backup. Seeing as HugsLib is just a core functionality mod for other mods, and MOD-E and Mod List Backup are both utility mods for mod management, I don't see any of these three mods having any impact on the situation, thus the results should be perfectly producible even with only Core active.

Save File
The testing save file can be downloaded from Dropbox here; compressing the save into a RAR file with 'Best' compression still only took it down to 1.17 MB. Do note that all 3 test pawns have been set to attack the squirrels.

[Edit: Added reproduction steps as a standalone from the overview. It was 2 AM when I started writing this bug report]

[attachment deleted by admin: too old]
#57
Outdated / [B18] Simple Plastic v1.3b (22nd Jan 2018)
August 06, 2017, 12:18:35 PM


Multilingual Support
サポート日本語 (by Namsan)

Compatibility
This mod can safely be added to existing savegames, but issues may arise if you remove this from an existing savegame if there are any plastic items, plastic, or plastic flooring present.

Will conflict with Titanium+. If you prefer this mod's version of plastic, place this below Titanium+ in the load order.

I'm not aware of any other mods that this may conflict with.

Download
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Steam

Like this mod? Check out my other mods here!


Overview
Simple Plastic is a mod that adds plastic to RimWorld as a standalone item, along with the ability to produce synthread.

Barky's Showcase!

Plastic can be obtained as follows:

  • Production: Using a refinery to directly convert 70 logs/food items to 63 plastic. Somewhat quicker than converting said organics to chemfuel, then chemfuel to plastic.
  • Production: Using a refinery to convert 35 chemfuel to 70 plastic.
  • Trade: Purchased from bulk goods traders.
  • Scavenging: Found in cargo pods.

Both production methods require 'plastic' - a 900 point, industrial level research project - to be researched.

In terms of how good plastic is as a material, it serves as an intermediary between wood and steel. It fulfills the niche of being an easily producible material in the industrial era of the game which is also fairly lightweight and therefore good for building temporary structures or the first iteration of an outpost. Plastic counts as a 'metallic' material, meaning that it can be used in the production of helmets, turrets and so on, but it's naturally going to be worse in these roles than steel.

Plastic can also be used along with cloth to produce synthread at a tailoring bench. This in turn requires a spacer-level research project to be completed, along with at least a level 8 crafter. Much like component production from steel; synthread production from cloth and plastic isn't economically ideal. 40 cloth and 20 plastic makes 16 synthread.

Finally, there's plastic flooring which requires 2 pieces of plastic and is quicker to lay than concrete, but is also ugly like concrete and slightly flammable.

Credits
Mehni - for saving me from a massive headache over getting synthread production working
Marnador - for their amazing RimWorld style font

License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
#58
I figured I'd go the extra mile from a spreadsheet that I made a couple or few months ago, and actually go into an in-depth look at various popular mods (+ Ryan's Ultimate Survival) to acquire their stats, and present them in walls of beautiful numbers. This gives quite an insight into some imbalanced aspects of some mods too, so this may be valuable for any authors that stumble across this.

Unfortunately, this spreadsheet doesn't do numbers with Combat Extended, so sorry to anybody that expected that. Not enough mods support CE to really make a meaningful analysis, and CE's much more unpredictable in nature than vanilla's combat system.

Spreadsheet: https://docs.google.com/spreadsheets/d/1MWL1Jr2wUfRPK0gkfYjMf9MLxjbKtWVyM4IBE5avw3o/edit?usp=sharing

Mods featured in this spreadsheet:
GlitterTech
High Caliber
Medieval Times
More Vanilla Turrets
Rimfire
Rimsenal
RT's Weapon Pack
Ultimate Survival
USCM
#59
I'M NO LONGER OFFICIALLY MAINTAINING THIS MOD; THE CURRENT VERSION IS ACTUALLY AN UNOFFICIAL VERSION PROVIDED BY SOMEBODY ELSE.





Important: This mod is XML Patch-based, so this must be run alongside Ykara's Expanded Prosthetics & Organ Engineering 2.0. Load after EPOE since this adds a couple of researches dependent on EPOE's researches. This will NOT work with Rah's Bionics and Surgery Expansion.


Have a Say!
Should spine installation have its own research? Conclusion: Produce & Install (28/07/2017 16:27 GMT, 64% voted)
Should mid-high tier part production require the Medicine skill or stay as Intellectual? Conclusion: Both Intellectual & Medicine (28/07/2017 16:27 GMT, 58% voted). This is currently on hold because I'm unsure of how to balance it.
Should the Intellectual requirements for artificial organs be lowered? Conclusion: No (11/08/2017 @ 12:35 GMT, 83% voted)

Overview
This mod is an extensive rebalance of Expanded Prosthetics & Organ Engineering by Ykara. Granted, Rah's Bionics and Surgery Expansion exists, but it personally didn't satisfy me so I decided to take my own approach to EPOE's balance. Whereas Rah took the approach of making most parts cost significantly more with limited diversity, I've chosen to diversify the requirements and shed light on items in vanilla that aren't very useful in the base game.

Let's get into the changes:

Body Parts now mostly use the new part efficiency model as opposed to the old offsets. Many body parts no longer have the weird damage offsets, to be more consistent with vanilla. The power arms have also had the nerf hammer dropped on them hard; they're still good, but no longer ridiculous.

High-Tier Parts including power arms, bionic spines, and exoskeleton suits each require their own researches to be produced, and even install in some cases. This is to limit accessibility to those extremely good parts in the mid-game.

AI-Controlled Pawns such as raiders have had their tech hediff (prosthetic) budgets bumped to line up with the different market values; it's a little unfair that your colony gets to use those shiny advanced bionics, but high-ranking pirate raiders can't. In addition, elite mercenary raiders may also spawn with power claws, power arms, and advanced power arms, so they're going to be a more dangerous presence on the field too!

Intellectual Skill Requirements are in place alongside Crafting skill requirements for any parts above 'Basic' tier. Higher tier parts require a higher intellectual skill. Furthermore, the weird crafting skill requirements for basic tier dentures and wooden feet have been removed, since they felt out of place.

Glitterworld Parts have mostly received a significant buff. Auxillary AI implants now give stat bonuses equivalent to gaining 5 levels in their respective skills. Tactical cornea implants give stat bonuses equivalent to gaining 2.5 levels in shooting.

Market Values have been completely refactored. Parts have their market values determined by their ingredients and work amount in the same manner that all objects in RimWorld do, but then they're further multiplied depending on the item's tier, before being rounded.

Natural Body Parts have had their market values reduced to roughly vanilla values. If a natural organ gets installed on another human, that part will be rejected and thus need treatment. Additionally, mincing natural body parts now yields the proper amount of meat for them; base EPOE mincing recipes yield around 10x more meat than the part is worth on a human body. Last, but not least, uninstalled natural body parts can now spoil and thus need freezing.

Crafting Recipes have also been completely refactored. Material costs are now more proportional with the size and complexity of each part, and most parts above 'Basic' tier also require textiles (simple needs cloth, bionic needs synthread, etc.). Parts above basic tier also take longer to make, and you no longer 'upgrade' lower tier parts to get high tier parts; I envisioned them as having completely different architectures.

Workbenches are more component-intensive to build, and less resource-intensive - with the exception of the basic prosthetic bench, which just had its build cost nudged down. EPOE workbenches are also no longer instantly buildable, and their work to build is based around vanilla workbenches for more consistency with vanilla. The Basic Prosthetic workbench also now needs the 'Basic Prosthetics' research to be constructed; another oversight in base EPOE.

Miscellaneous Changes include the effective removal of the rather gimmicky golden eye, most surgical operations taking as long as they do in vanilla as opposed to significantly less, and removing surgery success chance variations in most medical operations for consistency with the 'surgery success chance' stat. Additionally, Brain Stimulators and AI Chips now work properly for brain-damaged pawns.

Credits
Ykara for their original work: Expanded Prosthetics & Organ Engineering
Somebody who wishes to remain anonymous for the B18 update.
Marnador for the RimWorld-style font

Compatibility
As previously mentioned, this mod is dependent on EPOE, so you must have both this and EPOE active. Remember to load this after EPOE since it adds research that has EPOE researches as prerequisites.

This mod will not work with Rah's Bionics & Surgery Expansion since that doesn't have EPOE's glitterworld implants or energized components.

If you're using Combat Extended, place this above Combat Extended in the load order. This edits Steel Arm's melee verbs, but CE then removes it.

This can be added to existing savegames if you don't have any pawns with golden eyes present.

Download
GitHub
Steam

Like this mod? Check out my other mods here!

License
You may include this mod in a mod pack, and you may make derivatives of this mod too.
#60


Overview
As the title very much states, this mod adds armour for animals to RimWorld!

Disclaimers: the armour works through Hediffs, and it has to be installed via surgery since that's the only XML-friendly way of actually making this mod happen - but there is an absence of the requirement for medicine, and the surgery success chance multiplier is 'Infinity', meaning that it's impossible to fail installing armour on an animal. Similarly, animals will still be anaesthetised since that's hardcoded in the surgery code, and I'm not a C# wizard so I can't write custom stuff. Also, the installation of animal armour will completely reset the animal's health for the rest of the body; this is most likely to do with the fact that the body is the main body part, so every sub-part gets reset. Since I've not got the skills yet to rectify some of the outstanding issues, consider this project deprecated.

Animal Armour adds three 'tiers' of animal armour to the game: makeshift, standard, and heavy. Similarly, these armour types are all split into five size categories: tiny, small, medium, large, and huge.

The only means of obtaining standard and heavy animal armour of any size is through trade, but makeshift armour however may be crafted. The further up the sizes you go, the more expensive the items are to purchase - or manufacture in the case of makeshift armour. All size categories are functionally identical, however, other than the animals that they be installed on. Furthermore, what size category an animal fits into depends on its body size as an adult since again, I'm no C# wizard.

Naturally, the ability to be able to handle animals plays a role as to the maximum size category that you can install armour on to; it won't take much to armour up on a small critter, but it'll take quite a lot more skill to armour up a lumbering beast. Fine craftsmanship is also necessary to make small animal armour, but also to make large animal armour that won't simply fall apart.

To remove armour from an animal, you need to make an 'animal armour remover' at a crafting spot - this being because the hediff remover class is hardcoded to require medicine. Armour can also be removed by installing another type of armour.

Armour Types
Makeshift: 20% sharp protection, 8% blunt protection, -5% movement.
Standard: 27.5% sharp protection, 11% blunt protection, no movement penalty.
Heavy: 60% sharp protection, 20% blunt protection, -20% movement.

Size Category Info
Tiny: fits on animals with a mature body size of less than 0.3. Examples: cats, iguanas, and squirrels.
Small: fits on animals with a mature body size of 0.3 or greater, but less than 0.8. Examples: tortoises, monkeys, and foxes.
Medium: fits on animals with a mature body size of 0.8 or greater, but less than 1.3. Examples: wolves, huskies, and boars.
Large: fits on animals with a mature body size of 1.3 or greater, up to 2.4. Examples: muffalo, boomalopes, and bears.
Huge: fits on animals with a mature body size of greater than 2.4. Animals: Rhinoceroses, Elephants, Megatheria, and Thrumbos.

I'd much appreciate some feedback on the market value balance too, since I'm currently a little uncertain about how everything's balanced in regards to that. It was a bit of a headache producing a formula which got sensible results for market values at various size points, and I even ended up slightly deriving from what the formula provided.

Compatibility
This mod will work fine with spoonshortage's A Dog Said. While this mod will also work with Combat Extended; it's not balanced around Combat Extended's changes to the armour system and protection values of certain armour types.

Animal mods currently made compatible with Animal Armour:
Dinosauria by spincrus
Megafauna by Spino

As for compatibility with other animal mods, I'm not going to be taking responsibility for making patches; it'll be up to other animal mods' authors to make a patch for their mods with this.

Credits
Marnador for the RimWorld style font
Canute and rambo for the ideas around armour removal

Downloads
GitHub
Steam

License
You may include this mod in any mod pack, and you may derive from this mod too. I only ask that you inform me, and that you also provide a link to this forum post, with my name.

Thank you :)