RimWorld

RimWorld

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[XND] Stuffed Flaks (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
264.170 KB
21 Mar, 2020 @ 12:53pm
15 Mar @ 1:15pm
7 Change Notes ( view )

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[XND] Stuffed Flaks (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
846 items
Description

Update of XeoNovaDans mod
https://steamproxy.net/sharedfiles/filedetails/?id=1133818670

- Added support for Midworld Expanded: Flak Armor



[dsc.gg]
[github.com]



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.

Not save-friendly; a new game has to be started for this to function properly, or alternatively save editing if adding this to an existing save.

If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.

Overview
Stuffed Flaks is a very simple mod that allows you to make Flak Vests, Flak Pants and Flak Jackets out of any 'Metallic' material in the game, whether it be vanilla or modded. Flak equipment will retain their old insulation ratings, but their base armor ratings have been replaced with the 'Material Effectiveness Multiplier' system.

Stuffed Flaks are currently balanced as follows:
  • Flak Vest - 1x material effectiveness multiplier
  • Flak Pants - 0.4x material effectiveness multiplier
  • Flak Jacket - 0.6x material effectiveness multiplier

As for how these changes are reflected in actual gameplay, this is how the resistance stats (Sharp / Blunt / Heat) for each piece of flak equipment equipment compares to vanilla per material:

Material
Vest
Pants
Jacket
Vanilla
100 / 36 / 27
40 / 8 / 10
40 / 8 / 10
Steel
90 / 45 / 72
36 / 18 / 29
54 / 27 / 43
Plasteel
126 / 63 / 108
50 / 25 / 43
76 / 38 / 65
Uranium
108 / 54 / 90
43 / 22 / 36
65 / 32 / 54
Silver
72 / 36 / 36
29 / 14 / 14
43 / 22 / 22
Gold
72 / 36 / 36
29 / 14 / 14
43 / 22 / 22

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 through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


24 Comments
Mlie  [author] 23 Nov, 2023 @ 12:11pm 
@Killer Tamashi Should be added now
Mlie  [author] 23 Nov, 2023 @ 9:42am 
@Killer Tamashi Can you link to that mod?
Killer Tamashi 23 Nov, 2023 @ 9:09am 
Is it possible to add a patch for: Midworld Expanded: Flak Armor?
So their flak stuff can be stuffed too
Dr Jimothy 20 Jan, 2023 @ 2:14pm 
Ah, thankyou very much!
Mlie  [author] 20 Jan, 2023 @ 9:48am 
@De Jimothy Try the Mid-save Saver mod
Dr Jimothy 20 Jan, 2023 @ 9:21am 
Could this mod become save compatible if the stuffed flak gear was classed as separate from the vanilla stuff? It'd mean there being two "make flak pants" etc options in work benches but that might be solvable with putting a "stuffed" in the names of the tasks.
}EC{Menoske 3 Aug, 2021 @ 7:30pm 
@XplosiveAsh, Had a similar issue with Vanilla Stuffed Armors...In that case, if you were trying to edit a scenario that started with stuffed materials, it caused issues. The workaround there would be to create your own scenario or to edit a different one and add the stuffable version of the equipment to that scenario. Not sure if it will work here, but its worth a shot.
XplosiveAsh 11 Jul, 2021 @ 10:46am 
Hey Mile,

I've found a very unusual conflict. The game just becomes completely unplayable when you combine this mod with Save our ship 2. In particular: whenever you attempt to toggle edit mode, two lines of code are spammed and the HUD becomes unusable (reversible)

Here's the github of the debug log: https://gist.github.com/HugsLibRecordKeeper/a4c9873469cc93255b0a598d5a8f8d89

The start of the conflig up to line 3903 is just attempting to launch the game after unloading a large portion of mods to test on its own, and scenario's with modded items included.

However, past line 3938 up until 4499 is when the issues occur between the two mods.

I realise that you likely will not be able to do much about this, on top of the fact that 1.3 is edging ever closer you will be more likely to be attempting to update the continued mods asap, so I will give you the time you need.
Azuwi 7 Jan, 2021 @ 10:45am 
Sure thing! :)