RimWorld

RimWorld

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Internal Armor Plates EPOE
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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287.716 KB
21 May, 2020 @ 1:05am
25 Jun @ 11:53am
10 Change Notes ( view )

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Internal Armor Plates EPOE

Description
Updated to 1.5. Changes include added armor ratings for blunt, sharp and heat (to 1.5 only for now). It took some time but these are finally true armor plates. Note that ratings are currently set to work when using CE and might be to high for non-CE use, you can adjust this easily in the .xml file. Redid some work to use less patches as well. Please let me know if you run into trouble. I am thinking of redoing all these submods and create a single version that auto-detects mods like EPOE, but I am unsure, let me know what you think.


Ever created an ultimate supreme cyborg using Expanded Prosthetics and Organ Engineering, fully loaded with advanced bionics and weapons? Only to find that a few shoots to the torso put your new Riminator out of commission? Or you want to protect that pesky neck from being insta shot by a sniper rifle, so you have a chance to save it? Always having to walk in full power armor, even to their own wedding, just in case a drop pod crashed through the ceiling on top of your mother in law to be? Well I did. That why I created an addon for the EPOE mod using the Elite Bionics Framework, so I my new Riminator can walk around in peace, doing what a Riminator does best, one army killing that new raid of pirates that dared step on your lawn.

This is an addon that I created for my private use, but I wanted to share it in case others may find a use for it. It does 2 things: It gives an HP addition to the more advanced parts of the EPOE mod, see the list below for exact changes. It also adds separate internal armor plates that can be implanted in body parts that otherwise cannot be replaced or are too fragile, like the torso, head, neck, skull and brain. If you just want the internal armor plates and not the patches to EPOE, please see further down on how to remove those patches. If you do not want to use EPOE in your setup, please see the standalone version of this mod.

The internal armor plate is crafted using 40 plasteel, 20 steel, 15 hyperweave and 1 advanced component on the fabrication bench. It requires the Internal armor plates research project in the EPOE research tab to be completed (both for crafting and surgery). A placed internal armor plate increases the HP of that body part by 100, as well as adding an armor rating for sharp, blunt and heat of 0,9. Body parts still bleed however. While the armor rating protects lower layers, a plate on a higher level does not increase HP for lower levels. A plate does not remove the original body part and acts as an implant, like the exosuit from EPOE.

The plates can be removed but be extremely careful if that body part is damaged. If the body part is damaged below the original max HP value, the removal of the added HP by the armor plate puts HP below 0, destroying the body part. For example the head cut on preview photo 3, made by my best doc during surgery testing, thank you Max, your services are appreciated as always: If the head normally has max 23 HP, now 123 with the plate and it has a total injury of -83.5, the removal of the plate places it on -39.5, destroying the head and killing the pawn. In this case, the current structural integrity of the head has become depended on the armor, remove injuries first to allow it to become independent again. Also keep in mind that the pain caused by this head wound downs the pawn, the use of drugs or paintstopper may be needed.

The added HP changes to the EPOE mod:
Advanced Bionic Arm: +25 HP,
Advanced Bionic Leg: +25 HP,
Advanced Bionic Foot: +25 HP,
Advanced Bionic Hand +25 HP,
Advanced Bionic Ear: +25 HP,
Advanced Bionic Jaw: +25 HP,
Advanced Bionic Eye: +25 HP,
Advanced Bionic Spine: +25 HP,
Advanced power Arm: +25 HP,
Advanced Power Claw: +25 HP,
Exoskeleton Suit: +50 HP,
AI chip: +50 HP,
AI Persona Core: +100 HP,
Synthetic Lung: +25 HP,
Bionic Stomach: +25 HP,
Synthetic Liver: +25 HP,
Synthetic Lung: +25 HP,
Bionic Heart: +25 HP.

Now I realize that the new armor plates with their armor rating and changed HP values are possible OP or may not be to your liking. Or you may only want the changes and not the armor plates, or the other way around. I am always open to suggestions regarding balancing or new features, like if you want HP changes for other EPOE items. You can always tweak this mod when you are using it for yourself. You can do so by changing the .xml files in the mod folder, by downloading it trough this workshop it should be in a folder named: 2103181887. Inside the appropriate version folder (1.1/1.0) there is a folder called Patches and Defs. Inside the patches folder you find a file for the EPOE changes. If you want to remove the EPOE changes, simply delete that .xml file, or change the used HP values inside. If you want to have only the EPOE changes, simply delete the armor plates def .xml files from the Defs folder. You can also chance HP and armor info their.

As of now I did not find any bugs, but if you find some please let me know.

Regarding compatibility, it needs the Elite Bionic Framework and the EPOE mod. I have tested it using a few other prosthetic mods but it should be fine as long as you still use EPOE, although I am not sure why you would use two of those mods. This mod is of course incompatible with other mods that makes likewise changes to the affected body parts described above, The "FSF Advanced Bionics Expansion" mod for examples also makes HP changes to the bionic body parts, like the heart, and is therefore incompatible. If you do not want to use EPOE, for example if you use EPOE-forked, or if you face other compatibility problems, then please see the standalone version of this mod on the workshop, that one just adds the armor plates using vanila research, nothing more, nothing less. As multiple mods making HP changes to the same part create problems I did not change anything to the Archotech parts, as those are covered in the Elite Architect mod from Vectorial1024, this is also why I created two patch files, just in case you need to delete or change the EPOE changes for compatibility, you can for example delete the patch operations to the parts that are already covered by another mod, making it work for your mod list. Last but most important of all, yes, it is CE compatible (as far as I know), I use it for my own playthrough.

For setup, simply enable the mod and place it below the Elite Bionics Framework and the EPOE mod, and of course below things that those mods require.

Credits go out to Vectorial1024 for his work on the Elite Bionics Framework, which made the needed HP adjusments possible and Ykara for the Expanded Prosthetics and Organ Engineering mod which is used to add the Internal Armor Plates and from which limbs have now increased HP.

I think that covers it all for this description, if you have questions or remarks please feel free to comment below.

82 Comments
004GP  [author] 15 Jun @ 11:37am 
Ah sorry all for being late on the 1.5 version. I am finishing up on my masters thesis and lost track of time a bit. I shall try to get things up and running again over the upcoming week. I am still undecided if I should make a single version of this mod that auto-detects compatible mods, eliminating the need for separate downloads. But this needs extra work and may not be wanted by all. Anyway I shall get an updated version out first before making such decisions.
004GP  [author] 27 Mar @ 4:17am 
@Aurus, I am not sure (Real life is busy at the moment so I cannot test for some time). But in the worse cause it should give some errors and not apply the +25 HP buff. If will always give an error as it looks for EPOE, but it shall stil ltry to apply the HP changes even if it does not find the normal EPOE.

In a newer version I am looking to integrate most EPOE like mods in one full edition, but I am still undecided on the best approach.
Aurus 26 Mar @ 2:41pm 
Does it work with EPOE Forked?
004GP  [author] 17 Mar @ 8:47am 
@Jas-Azinar. I am able to use armor for both CE and Vanlia at the moment. CE requires higher values for natural results (90% vanilla blocks almost all and is OP, but 0,9 in CE gives dents on .45 FML and heavy bleeding on .45AP and feels just good enough). I still need to decide on all values (As these are internal plates, some bleeding/damage is realistic and provides some balance), change descriptions (e.g. torso armor now also protects internal organs) and add them to EPOE parts. As CE requires automated checking, I am going to check for EPOE and other mods as well, removing the need for dedicated mods (EPOE, Standalone version, ect.). To prevent problems with others, I am also undecided if I am going to push all these changes to the current 1.4 versions, or make a new mod for 1.4/1.5 with all changes and automated checking combined. Long story short, progress has been made but it will take longer before I push it to Steam.
004GP  [author] 15 Mar @ 11:38am 
I have allocated some more time tomorrow to look into it, including making sure the correct way is applied to both CE and non-CE mod-lists. It would also be great if I can get the values of both armor and HP to be adjustable in the mod-settings.I cannot make any promises, but I shall try my best for a few hours tomorrow if life allows.
Jas-Azinar 14 Mar @ 3:04pm 
cause im assuming they have atleast something to convert vanilla values of armour into CE's armour rating
Jas-Azinar 14 Mar @ 3:02pm 
try looking into Cybernetic Organism and Neural network etc, or ask on the CE discord about it
004GP  [author] 14 Mar @ 2:38pm 
I wanted to do that first, either by implant or trait (like the Tank Trait mod). But I never got that to work with CE (Tank Trait mod had the same issue). CE ignored all armor values I put in, so an increase of HP was my only option available. If someone knows how to implement it I am more than happy to add it to this mod and use it myself as well.
Jas-Azinar 14 Mar @ 2:25pm 
cause what will likely happen is a slow gain of scars which will kill them or make them immobile
Jas-Azinar 14 Mar @ 2:24pm 
also it might be worthy adding an armour value and lowering the health? just a suggestion as it would make it more of an armour instead of HP bonuses