Armor Is Uncomfortable 2

MOD Desc
No longer are colonists happy to be encased in a suit of heavy armor for eternity!

Armor Is Uncomfortable 2 (henceforth known as AIU) is a sequel mod to Armor is Uncomfortable. It is relatively lightweight mod that gives colonists mood penalties when they’ve been wearing heavy armor for too long. These penalties start mild, but can grow severe if they’ve been wearing armor for a very long time.

Once a pawn is uncomfortable, they’ll need to spend some time in comfortable clothes before they can wear heavy armor without penalty.

AIU makes Rimworld more challenging. You’ll need to think far more carefully about what apparel you assign your troops – light armor for long journeys and patrols, heavy armor for when you KNOW there’s going to be a throwdown.

To avoid the tedium of changing outfits manually, you should use a mod like Gear Up And Go. (as of writing, Gear Up And Go was not updated to 1.2)
https://steamcommunity.com/sharedfiles/filedetails/?id=1316142788

MUST READ!
AIU should be placed high in your load order, especially above mods that add new materials, but lower than Hugslib!

Before you start a new colony, it is highly recommended you check out the mod options. AIU is a customizable experience and can be as rough or easy as you want it to be.

If you are having issues, choosing ‘Disable Mood Penalty’ effectively turns off the mod, though it will continue to run in the background.

If you alter the ‘Discomfort Recovery Multiplier’, you are advised to reload your save for the change to fully take effect.

INTERNAL DETAILS
Apparel is assigned an ‘Uncomfortableness’ value. This value is calculated based on that apparel’s mass, coverage, armor rating, quality, and to a lesser extent, material.

The sum total Uncomfortableness of all the apparel a colonist wears is their ‘Discomfort’. If they have a Discomfort of more than 1, they are considered uncomfortable and will gain mood penalties over time. The higher the Discomfort, the faster their apparel comfort need goes down. With a discomfort of 1, the apparel comfort need falls very slowly, but speeds up rapidly with higher levels.

Once a colonist strips off their uncomfortable clothes, they’ll need time to fully recover. If they wear armor before then, they’ll have the same penalty they accrued before. This could take a long time if they were in armor for weeks.

DIFFERENCES FROM AIU 1
Discomfort is now controlled by an ‘apparel comfort’ need that can be viewed from the ‘needs’ tab, rather than the bizarre hacky system it used before.

AIU 2 has the new ‘armor tolerance’ trait. Some people can walk around all day in their tank-like armor suits, while others crumble. Nudists especially hate heavy armor.

AIU 2 has optional climate effects, meaning your pawns will become uncomfortable faster in hot, humid conditions. Running through a jungle in plate armor is now a bad idea!

MOD SETTINGS
AIU uses Hugslib’s mod settings, so most of the mod’s internal constants can be changed at your leisure. Too rough? Tune things down. Too forgiving? Crank up those dials!

MOD COMPATIBILITY
AIU should be placed above any mod that adds new materials.

AIU is very compatible, even with Combat Extended. AIU calculates discomfort dynamically based on the weight, coverage, and protectiveness of a piece of apparel, so it (usually) produces logical values. All armor mods should work just fine.

There are potential issues with alien humanlikes with custom body part groups – discomfort values assume roughly human anatomies, so things like tentacle sleeves and centaur barding will not produce discomfort when they should. This shouldn’t be game-breaking.

AIU doesn’t currently make distinctions with zombies and androids, so they will become uncomfortable over time (but only if they are members of the colony).

I do not know if this works in Multiplayer.

LIKE THE MOD?
The absolute nicest thing you can do is to check out my book. I’m not very good at self-promotion, but if I wasn’t proud of it, I wouldn’t share it. If you’re interested, check out the free preview, and decide whether you want to read the rest of it from there.

https://www.amazon.com/Nightrise-William-Martin-ebook/dp/B079XXSQXS/


Well I’ll be damned. It’s out at last.

Rimworld was an example of EA done right well before the release, a momentous occasion in my eyes, for it is special to me. But I reckon that if you like a deep simulation of building colonies, managing workers and dealing with every flavour of disaster only to have the best possible ‘So this happened to me’ stories imaginable, then this game will be special for you too.

Rimworld will give you such stories. Of triumph and failure. Of electric sheep. Of survival and death. Of how that one time, what happened to me was that I had a single colonist on an unforgiving ice sheet, a barren wasteland with not even a single plant surviving in it’s harsh cold of -60 celsius. A sole survivor, she was. And she was great at it. Nurturing a humble amount of potatoes to eat together with the meat of a few ice-resistant creatures she hunted, Red, the Engineer, didn’t need anyone. That is, of course, until she developed a debilitating heart disease at the age of 26, slowing down her blood pumping and by extension, the rest of her abilities. I knew the disease would get Red eventually, so I started setting up. I incapacitated a pirate who tried raiding my base and cut out his heart for replacement, putting it on ice (an abundant resource) for later use. Issue was, I needed help. I needed a doctor. And then one day, a distress call – a 50-something year old weaver who also happened to be a highly skilled surgeon. I saved her from a pursuing band of militarized madmen and after it all settled, she successfuly transplanted the new heart into Red. Issue was, she had rejection from the organ. So with a new crisis, I had to tend to her rejection every noun and then until a passing trading ship offered an artifical heart for a kingly sum that I paid in an instant. The heart, a top of the line transplant soon found its way into Red and after it calibrated, it was more effective than a puny human heart could ever be. Red, a transhumanist wishing to ascend beyond her fleshy frailness, was rejoiced by this and Doc, the faithful weaver who joined my town, became a priced member of my small yet ever-growing society despite her inability to do harm, even to raiders.

I mean what other game will give you this kind of a story without writing it.

Oh yeah and the mod support is goddamn legendary. The artifical heart is part of a mod called EPOE. Check it out.

First I should mention, this is a great game. It is very fun, even after well over 100 hours. Second, this game is total t and it’s the ing worst. But I still enjoy and keep playing this.
Most of the other comments are about how detailed the game is, how there are so many mods, and how amazing it is that a perfect blend of Colony Builder and Space Cowboy exists. While they are all right, I want to share a story from one of my colonies a while back.

It was all going well, my colonists were skilled, I had researched many things relatively quickly. There was plenty of food, and more being grown, everyone had decent weapons, and orbital trade was very profitable. I had sunk over 7 hours straight into this file. Then the Gazelles came. A herd of 10 to 12 Gazelles maddened with manhunter. I figured that it was more trouble than the meat was going to be worth, and decided that everyone should hide in the mountain base for a few days. Then I realized that Dave, my researcher, was too far from the base hauling raider bodies to make it inside before the Gazelles came. I figured that my 7 armed colonists would be able to take them out without too many injuries, so I drafted them to the sandbags and waited for them to come. It was a goddamn nightmare. They had overwhelmed my colonists, and I had underestimated their speed. Only 3 of them were using melee weapons, so those with guns were barely effective against the Gazelles. Everyone was downed and bleeding out, but then a miracle happened. That miracle was a Man in Black event, he valiantly rushed forwards, only to get murdered by the 3 surviving Gazelles, not before taking one out though. Then a second, again short lived, miracle happened. My gardener, Rosa, had recovered enough from her injuries hat she could walk, and started fighting the Gazelles again. She managed to take out one more, and promptly bled out with the others. Thankfully (for me, the colony was ed beyond repair) the last Gazelle bled out and died. The run ended with my favorite character, Hans, starving to death, as he was bedridden due to Sensory Mechanites. (He was a Wimp and had a scar).

And thus ends the tale of Rike Phields. It is still one of my top 3 runs, even though it was a bit short lived. Like I said, it’s an amazing game, I love it, and you should love it. Anyhow, I should end this review, as I’m 5 and a half hours into a new colony that looks promising.

Long time ago when I was still a young kid, in the middle of RTS boom, I had a hope that one day I’ll see a video game that isn’t focused so much on battle/war aspect, but rather take base building to the extreme where we’ll build our own castles, fortresses, defenses and our only goal will be to survive ever-increasing waves of enemies.

Years later, long after RTS boom has ended, I’ve never found my dream game from early childhood. Sure, there were games which were more-or-less about the same concept, like Settlers or Civilization, but it wasn’t what I dreamed of, just something that can be considered close enough. There was a Dwarf Fortress as well, but it seemed too awkward even for me. My dream was still unfulfilled.

…until two games came out in 2017 and 2018 – They are Billions and Rimworld, respectively. This review is about the second one, Rimworld.

Rimworld is survival-oriented base building management game. While They are Billions matched my initial dream expectations more, I consider Rimworld one of the best games I’ve ever played, due to the complexity of the simulation, polished and enjoyable gameplay and the fact that there is no run that looks the same, there is always something to improve or to do, and the game doesn’t stop to amaze me.

I’m deeply shocked how much work and thought was put into Rimworld as a whole, it’s clear as day that the devs put a lot of effort and love into this game. Personally I’d love to see only one single thing added – the actual campaign/scenarios that would put us into predefined positions and expect from us to meet certain goal, whether it’d be survival, establishing peaceful relations with some faction or anything else. However, everything in the base game is polished to perfection, and I’m very happy that I’ve found RimWorld, a game which fulfilled my children dreams of a complex base-building game.

I can wholeheartedly recommend this masterpiece to every person that is interested in checking out how a perfect definition of base-building management looks like. I’ve barely finished a single playthrough during my 80 hours with this game, and I know that it isn’t even everything that the game has to offer, let alone consider it finished. This is my current definition of how a good base-bulding game should look like, and I had a lot of fun from every single hour spent with this title, and a lot more to come.


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