// Combat · RimWorld Mod

R Corp Armor - CE Patch

R Corp Armor - CE Patch mod preview for RimWorld

Combat Extended Patch for Kilo's R Corp Armor I'm relatively new to CE patching, so if you notice any bugs or massive balance issues, please let me know and I'll tweak/fix them as soon as I get free time to do so.

Combat Extended Patch for Kilo's R Corp Armor

I'm relatively new to CE patching, so if you notice any bugs or massive balance issues, please let me know and I'll tweak/fix them as soon as I get free time to do so.

Patched Items

Apparel

Rabbit Helmets A, B, C Reindeer Helmets A, B, C Rhino Helmets A, B, C Rabbit Captain Helmet Reindeer Captain Helmet Rhino Captain Helmet Rabbit Armor Reindeer Armor Rhino Armor Rabbit Captain Armor Reindeer Captain Armor Rhino Captain Armor Commander Beret Commander Coat Commander Overcoat Fatigues Lab Coat Turtleneck The helmets have -100% smoke sensitivity. And I've manually replaced the AimingDelayFactor stat with an AimingAccuracy stat for relevant pieces, as I know vanilla numbers on AimingDelayFactor can mess things up in CE, but otherwise all buff/debuff offsets remain the same and no per-part armour modifiers are involved (I’ll tweak them later).

When to bug me for an update

For any CE Patch, if the original mod gets updated and adds at least one thing from this list: new weapons, pawns (including animals and mechanoids etc.), pawnkinds, turrets, vehicles, artillery, apparel, implants/body parts, or stuffable materials; then this patch will also need an update. If the original mod updates but only changes the attributes of existing items, or adds things not on the previous list, this patch will *probably* not need an update. Don't ever ask the original mod authors for CE compatibility. Direct those requests to the CE Team or people like me who do standalone patches.