Ironman Armor
Now added a quest and new enemy type.
Now added a quest and new enemy type. You will go to the crashing site and found new mechanoid.
Defeating them will give you recipe to make tessarect shard and techprint for research mark3 armor and above.
Added spiderman gene and mutated spiders.
This is the first quest, future plan will turn this into quest chain with end boss ultron, and probably adding rimworld style ironman armor like archotech ironman armor.
I also plan to add serum that give you hulk super power.
If you have more ideas or bug reports, join the Discord or leave a comment.
Discord
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Ironman Armor adds powered armor suits, deployable suit systems, real flight, world flight, nano armor, and a Hulkbuster hangar/piloted-mech system.
All Ironman suits use armor energy and heat. Standard suits refuel from chemfuel. Flight and weapons consume energy and generate heat.
----- MOD OPTIONS -----
The Ironman Mod Options page includes global balance sliders for every Ironman armor:
- Energy capacity: changes the max armor energy bar.
- Map flight energy use: changes energy drain while flying on the map.
- Passive energy regeneration: changes passive energy recovery for suits that have it.
- Heat capacity: changes how much heat armor can hold before overheating.
- Heat gain: changes heat generated by flight and abilities.
- Heat dissipation: changes how fast armor cools down.
- World flight energy cost: changes energy cost per world tile.
- Flight damage rules: toggle melee immunity while flying and explosion damage reduction.
These options are global multipliers.
----- MARK I -----
Mark-I Helmet:
- Stats: Sharp 0.80, Blunt 0.60, Heat 0.30 | Max HP 520 | Mass 3 | Insulation +10 cold / +5 heat
- Recipe: Steel 120, Plasteel 10, ComponentIndustrial 4 | Work 10,000 ticks | Fabrication Bench, Crafting 10
Mark-I Armor:
- Stats: Sharp 0.75, Blunt 0.65, Heat 0.28 | Max HP 1500 | Mass 22 | Insulation +15 cold / +8 heat
- Move -0.18, Work -0.20, Aim +0.18, Learning -0.05
- Recipe: Steel 420, Plasteel 40, ComponentIndustrial 12 | Work 28,000 ticks | Fabrication Bench, Crafting 14
- Abilities: Arm flamethrowers and single rocket. No flight and no world flight.
----- MARK III -----
Mark-3 Helmet:
- Stats: Sharp 1.40, Blunt 0.45, Heat 0.55 | Max HP 600 | Mass 3 | Insulation +20 cold / +20 heat
- Recipe: Plasteel 60, Uranium 20, ComponentIndustrial 6, ComponentSpacer 4 | Work 12,000 ticks | Fabrication Bench, Crafting 12
Mark-3 Armor:
- Stats: Sharp 1.35, Blunt 0.50, Heat 0.60 | Max HP 1200 | Mass 18 | Insulation +25 cold / +25 heat
- Energy Shield: 160 max, 2.2 recharge
- Move -0.08, Work -0.10, Aim +0.08, Learning +0.10
- Recipe: Plasteel 180, Uranium 60, ComponentIndustrial 18, ComponentSpacer 10 | Work 24,000 ticks | Fabrication Bench, Crafting 18
- Abilities: Unibeam, micro-missiles, repulsor palms, flight, and world flight.
----- MARK V (briefcase suit) -----
Mark V briefcase:
- Wear on belt and use Transform to deploy Mark V armor and helmet.
- Detransform returns the suit to the briefcase flow. When the deployed suit fails, the pawn can revert.
- Stats: Max HP 400, Mass 2
- Recipe: Plasteel 240, Uranium 80, ComponentIndustrial 24, ComponentSpacer 14 | Work 36,000 ticks | Fabrication Bench, Crafting 18
Mark V Armor (deployed):
- Stats: Sharp 1.05, Blunt 0.38, Heat 0.48 | Max HP 900 | Mass 15 | Insulation +18 cold / +18 heat
- Energy Shield: 120 max, 2.6 recharge
- Move -0.03, Work -0.05, Aim +0.04, Learning +0.05
- Abilities: Weaker Mark V unibeam, repulsor palms, detransform, flight, and world flight.
----- MARK L (Nano Armor) -----
Mark L implanted arc reactor:
- A bionic heart replacement with 200% part efficiency.
- Adds a passive reactor shield before armor deployment.
- Recipe: Plasteel 320, Uranium 160, Gold 80, ComponentIndustrial 24, ComponentSpacer 24, AIPersonaCore 1 | Work 60,000 ticks | Fabrication Bench, Crafting 20
- Surgery: install on Heart | Medicine 15
- Abilities: Deploy Mark L from the implanted reactor and retract it back into the body.
Mark L implanted armor (deployed):
- Endgame nanotech suit with passive energy generation.
- Strongest normal armor line in this mod.
- Abilities: Repulsor barrage, Mark L unibeam, unibeam pulse, EMP burst, flight, and world flight.
- Uses deep-blue Mark L projectile, mote, and impact effects.
----- HULKBUSTER (hangar-built piloted mech) -----
Hulkbuster hangar:
- 5x5 powered deployment hangar from the Production menu.
- Build the hangar first, then use Build Hulkbuster on the hangar.
- Hangar recipe: Steel 300, Plasteel 100, ComponentIndustrial 12, ComponentSpacer 8 | Work 18,000 ticks
- Research: Powered Armor + Advanced Fabrication + Multi-Analyzer
- Power: consumes 900 W. A docked Hulkbuster recharges armor energy and repairs integrity from the powered hangar.
Hulkbuster construction:
- Colonists assigned to Construction haul required materials to the hangar.
- After all materials are delivered, the hangar processes the Hulkbuster automatically.
- Hulkbuster material cost: Steel 600, Plasteel 320, Uranium 160, Gold 80, ComponentIndustrial 24, ComponentSpacer 20, AIPersonaCore 1 | Processing 45,000 ticks
- When complete, the Hulkbuster appears docked on top of the hangar.
- Use Enter Hulkbuster on the hangar, then choose the colonist who will pilot it.
- Pilots are drafted after entering. Undrafting sends the Hulkbuster back to its hangar.
Hulkbuster active armor:
- Standalone PilotedMech frame stored, charged, entered, and recovered through the hangar.
- Stats: Sharp 1.70, Blunt 0.90, Heat 0.75 | Max HP 2600 | Mass 75 | Insulation +35 cold / +35 heat
- Energy Shield: 260 max, 3.4 recharge
- Move -0.45, Work -0.35, Aim +0.20, Learning -0.10
- Energy: 220 max. Flight drains energy. Docking recharges from hangar power.
- Abilities: Piston Punch, Slam, Repulsor Shockwave, Bunker-Buster Missile, Grapple, Siege Unibeam, Flight, and World flight.
- Return to hangar stores the Hulkbuster back in its linked hangar. If integrity is destroyed, the pilot is ejected.
----- FLIGHT AND WORLD FLIGHT -----
- Mark III, Mark V, Mark L, implanted Mark L, and Hulkbuster can fly.
- Flying ignores terrain and obstacles, uses armor energy, creates heat, draws smoke/fire effects, and uses suit-specific world-flight markers.
- World flight opens a targeter for flying to another world tile.
- Base world flight cost: distance x 2 energy per tile, modified by the Mod Options world-flight slider.
----- REQUIREMENTS -----
- Research: Powered Armor + Multi-Analyzer for armor sets.
- Hulkbuster also requires Advanced Fabrication.
- Bench: Fabrication Bench.
- Crafting: 10 Mark-I helmet, 12 Mark-3 helmet, 14 Mark-I armor, 18 Mark-3 armor, Mark V briefcase and Mark L portable reactor, 20 implanted Mark L reactor.
----- ABILITIES SUMMARY -----
Mark I: Arm flamethrowers and single rocket.
Mark III: Unibeam, micro-missiles, repulsor palms, flight, world flight.
Mark V: Weaker unibeam, repulsor palms, detransform, flight, world flight.
Mark L portable: Mark L unibeam, micro-missiles, repulsor palms, detransform, flight, world flight.
Mark L implanted: Repulsor barrage, Mark L unibeam, unibeam pulse, EMP burst, retract, flight, world flight.
Hulkbuster: Piston Punch, Slam, Repulsor Shockwave, Bunker-Buster Missile, Grapple, Siege Unibeam, flight, world flight.
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