Armor tips & tricks in modded Rim World
Hi folks, I wanted to ask you for tips & tricks regarding armor in modded Rim World.
There's a bunch of analyses and breakdowns for Vanilla in the internet, but I can't seem to find anything for modded Rim World.
Can the standard Flak Vest + Devilstrand Duster be substituted/augmented with modded protective apparel?
I'm still pretty new to this, but I'll share a few things I learned:
- Vanilla Factions Expanded - Medieval introduces Tabards, which are worn
On topand cover Torso and legs. Since they don't conflict with anything, there's no reason not to wear one (?)- Your pawns can wear a Tabard on top of a late-game power armor for that WH40k flair.
- Devilstrand tabard (normal) has armor
Armor - Sharp 28%, Armor - Blunt 7.2%, Armor - Heat 60%. - Thrumbofur tabard (normal) has
Sharp 41%, Blunt 7.2%, Heat 30%
- Black insect chitin from Alpha Animals is a leather material with following multipliers
Max HP: 150%, Sharp: 175%, Blunt 100%, Heat 150%, Insulation 10.0C/10.0C, Beauty 170%- Great material for protective apparel in temperate climates.
- You're almost guaranteed to get raided by the Black Hive if you're playing with Alpha Animals mod enabled.
- Black insect chitin tabard (normal) has armor
Sharp 35%, Blunt 20%, Heat 30%
- (021) Dragons Not Included adds pauldrons for
Middle accessoryslot. They cover whole arms, including fingers and Steel knight pauldrons of normal quality haveArmor - Sharp 75%, Armor - Blunt 46%, Armor - Heat 27%
How do you equip your colonists? Do you have any must-have pieces of apparel you keep crafting?
Posted Jan 1, 2021, 6:21 PM UTC
41
My opinion on it is: everything outside the chest and head - and above masterwork - are diminishing returns, even with mods.
Thats a lot of wealth to keep stacking on pawns that wont be killed from suddenly needing bionic legs.