RimWorld

RimWorld

[Dizzy] Ancient Eastern Armory
28 Comments
Dizzy Ioeuy  [author] 3 hours ago 
@manguyman They are all mostly tagged exactly as vanilla Plate armor is. Medieval military and Soldier.
manguyman 19 hours ago 
Absolutely amazing to play with this again! The balance changes feel great and the variety they offer is amazing, but are these armors patched to spawn on Medieval/Neolithic factions? I'd love to see them appear on raiders.
Dizzy Ioeuy  [author] 8 Sep @ 2:08pm 
And then it loads correctly with the PNG's deleted? I can't reproduce this at all. If anyone else is seeing this, a hugslib error log would help.

Is this for all your mods that contain PNGs? because if not then there is clearly something else referencing these files- another of your mods is conflicting. This mod is about as basic as they come.
Sophie the Opossum 8 Sep @ 8:38am 
it does this for every texture with both png and dds, but here's one line as an example:

Tried to load duplicate UnityEngine.Texture2D with path: FilesystemFile [/home/deck/.local/share/steam/steamapps/workshop/content/294100/3198224361/textures/apparel/asiannoblecloth.dds], Length 87556 and internal path: Apparel/AsianNobleCloth
Dizzy Ioeuy  [author] 7 Sep @ 1:31pm 
@Sophie I'm not seeing any errors loading in this or any other of the 190 mods I use which still have PNG in them, outside of yellow warnings when the 4 pixel multiplier rule is broken by the DDS (which it is not in this mod). What is the text of your errors?
Sophie the Opossum 7 Sep @ 7:02am 
now that rimworld supports dds files, having both the png and dds files causes errors, if you remove the png files it's fine
Dizzy Ioeuy  [author] 25 Aug @ 4:04pm 
If that mod fires no red errors, it just removes items. Not sure how one set of armor compares to the other though. I balanced this one to try to fit it well into vanilla.
TLS - Corgserker 25 Aug @ 2:49pm 
Would I still need the redundancy patch if I'm using it with T's Samurai Faction mod?
Dizzy Ioeuy  [author] 12 Aug @ 2:19am 
tweaked helmet equip offsets to actually mean something. +/-0.1 is not a meaningful thing for the skill offsets. Also weights of armors was very wonky. more in line with vanilla now.
Dizzy Ioeuy  [author] 2 Aug @ 9:14pm 
Noticing v1.6 has upped Plate armor and some other modern armors about 10%. So The metallic armors in this mod also went up for stuff factor by about 10% with all leather/cloth up by about 5%.
Dizzy Ioeuy  [author] 31 Jan @ 2:35pm 
updated:
Continued fine tuning. Qing Light Armor less sharp protection multiplier, but also covers fingers and toes, etc. This armor comes a tech earlier than the plate armors, so needed to be less advantageous. Still light and allows for faster movement though.
Dizzy Ioeuy  [author] 22 Jan @ 9:49am 
It's basic vanilla style xml. If this is not compatible with CE, idk what to tell ya.

I don't use ce.
Blackjack [®…®] 21 Jan @ 6:39pm 
Is this compatible with CE?
Yagger 1 Jan @ 4:29am 
o7
Roanafra 25 Dec, 2024 @ 5:20pm 
Thank you for the update. I hope you also wrap up this year well, and may the coming year bring even better days for you.
Dizzy Ioeuy  [author] 25 Dec, 2024 @ 2:42pm 
Updated/tweaked helmets for better balance and causes to use each one. Will likely update armors a little bit later.
Futstub 5 Jul, 2024 @ 8:40am 
Thx! 100% will use it in my next playthrough! :D
Dizzy Ioeuy  [author] 4 Jul, 2024 @ 7:06pm 
Ok, guys. Did it.

Updated: uses STUFF and attributes of the metals or fabrics (if that's the main ingredient) used in making the items.

I *might* have missed some details, but I did my best. This took a LOT of time and thinking to balance things within the realm of the vanilla game. Nothing should be OP, or underpowered, I hope. Let me know what you think.
Dizzy Ioeuy  [author] 10 Jun, 2024 @ 10:45am 
Ok, i will clean it up and try to nalance it better than i already did. But it will take a bit. Just haven't been "Rimspired" lately as Owlchemist has not returned.... His seeds lite mod was a major part of my olay throughs.

But updating this with some more balanced values can happen.
rimbrimbrimbrimbrim 10 Jun, 2024 @ 10:20am 
I echo the others and would love some further development on the mod. :) Appreciate it if you decide to!
Futstub 30 May, 2024 @ 4:34am 
Given that the original author gave up the mod years ago, it would be great if you stepped up! :)
chillingunknown 18 Apr, 2024 @ 4:57pm 
Id say that's a perfectly reasonable adjustment it makes sense I don't see why people wouldn't want that
Dizzy Ioeuy  [author] 12 Apr, 2024 @ 10:33am 
Yeah that would be something I'd try to adjust. But i know many do have multipliers. I'd have to really take over the mod. Would people want that level of adjustment from what it was?
Darth Nocturnis 12 Apr, 2024 @ 5:06am 
I noticed that there is no material multiplier on the armor itself. Instead of gaining value from the material used, it has a set value. This makes it so that steel versions of the armor are the same as uranium or plasteel. I didn't know if this was intentional, so I'm sharing the observation with you.
RutraNickers 29 Mar, 2024 @ 4:29am 
hell yeah
HaZ 25 Mar, 2024 @ 12:57pm 
o7 ok, going to test, i let u know if i find something out of place. Thanks for taking care of this mod.
Dizzy Ioeuy  [author] 23 Mar, 2024 @ 7:19pm 
Anyone, let me know if you find any stats too strong, or not making balance sense- there were a lot of places I had to adjust and may have missed some.
evil yaoi wizard 23 Mar, 2024 @ 6:45pm 
excellent rebalance thank you