RimWorld

RimWorld

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Internal Armor Plates Standalone
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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189.340 KB
23 May, 2020 @ 11:45am
25 Jun @ 11:40am
9 Change Notes ( view )

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Internal Armor Plates Standalone

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.

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? Wondering why your supreme cyborg even needs to depend on external armor, while they just take it in the movies? Well I did. That why I created this mod using the Elite Bionics Framework, based on code from EPOE, 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 mod adds separate internal armor plates that can be implanted in body parts that otherwise cannot be replaced using vanila Rimworld or are too fragile, like the torso, pelvis, head, neck, skull and brain.

This is a standalone version of the internal armor plates EPOE mod posted earlier. That one is an addon for the EPOE mod, aside from new internal armor plate implants, it also increases the HP values of high tech limbs and organs from EPOE. I created that for my private use, but I wanted to share it in case others may find a use for it. This standalone version was created for people who do not want to use EPOE, but still like the internal armor plates, for example EPOE forked, any other or no prosthetic mods (some prosthetic mods also get an internal armor mod addon later or have them already). If you are interested in having HP increased for EPOE limbs as well, please see the internal armor plates EPOE 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 main 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 of 0,9 for blunt, sharp and heat. Body parts still bleed, however. While the armor rating helps lower body parts, the HP increase does not extend to them. e.g. The head armor plate does not increase HP for the skull or the brain. 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.

Now I realize that the new armor plates 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 notice the market value can be exploited. 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: 2106586652. Inside the appropriate version folder (1.1/1.0) there is a folder called Defs, open that. In the Hedif folder is one file for the armor plates where the HP and armor increase patch is done, you can change values there. If you want to change research, cost or other values, please see the other files in the Def folder.

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 mod, The standard version requires the EPOE mod as well, but needed dependencies are now directly implemented in this mod, in such a way that is should also not be incompatible with EPOE itself, both can run together. I have tested a few other prosthetic mods, including EPOE forked but it should be fine as this mod is just an extra limb and uses vanila research and crafting. Do keep in mind that HP changes to a limb should be done by one mod only therefore, I did not change anything to the Archotech parts, as those are covered in the Elite Architect mod from Vectorial1024. 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 of course below things that that mod 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 from which code is used to add the Internal Armor Plates.

I think that covers it all for this description, if you have questions or remarks please feel free to comment below.
25 Comments
Samurye 27 Jun @ 12:03pm 
Thanks for the update even though you were busy!
004GP  [author] 15 Jun @ 11:36am 
Ah sorry all, 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.
Ranger Dimitri 29 May @ 3:39am 
Plans for a 1.5 update?
Darth Tiredlass 19 Jul, 2023 @ 5:55pm 
I've tried running this with both Advanced Bionics Expansion and EPOE-Forked, it doesn't work with either. I think this mod is outdated, as EBF has updated a few times since this one has
Darth Tiredlass 19 Jul, 2023 @ 2:13pm 
It seems like the armour plates have no effect when EBF and Quality Bionics are both running. EBF's mod page does say that it is compatible with Quality Bionics, so I'm not sure what is causing the armour plates to not change the HP values when both are installed
004GP  [author] 6 Nov, 2022 @ 10:17am 
@Raptor, thanks for noticing, should be fixed now.
Raptor 5 Nov, 2022 @ 6:31am 
the 1.3 patch is borked, the Patch tag is closed before opened
#6 4 Nov, 2022 @ 1:49am 
I think EPOE-forked already has support for the Elite Bionics Framework to increase hp of parts. At least I'm 99% certain it does. Though you could still tweak their numbers to make them in line with yours.
004GP  [author] 4 Nov, 2022 @ 1:36am 
@#6 You should be able to always use the standalone version, as it only adds the internal armor plate. It does not however increase HP of EPOE-Forked parts Like the EPOE version does. I should be able to make an EPOE-Forked version if people want those HP changes as well.
#6 4 Nov, 2022 @ 1:18am 
Would I use this version of the mod to work with EPOE-forked or does the EPOE version work with the forked version too?