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Adaptation Refusal
   
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Mod, 1.0
File Size
Posted
Updated
1.684 MB
Jan 3, 2018 @ 4:27am
Nov 9, 2018 @ 11:58am
6 Change Notes ( view )

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Adaptation Refusal

In 1 collection by sulusdacor
Mods Revived
6 items
Description
not doing anymore updates for any rimworld mods.

I did not create this mod!

This is just an update of the original Adaptation Refusal mod from here[ludeon.com] and here[ludeon.com]. the description and all content is taken from there.


"Adaptation Refusal"

Origianl Description:
We refuse to adapt!!
Your colonists are no dirt-scrabbling pre-industrial animals. They're sentient space-faring beings, and they're going to live like it... With a little research. This mod allows dirt farming to be bypassed with some new technologies that allows the production of power, food, weapons, and armor using various metals. Original mod by Krantz86, updates and additional content by me, some art resources by SlimeCrusher. Criticism & feedback are welcomed, especially since it needs a lot of balancing work yet. Here's a quick look at some of the new equipment and benches.


Details:

adds:
- research tab
- 4 research projects
- 6 armor pieces: slag armor,vest, helmet and the improved versions of these
- 3 weapons: charge pistol, charge rifle, charge sniper
- 3 meals: electrolyte drinks, raw algae, synthetic meal
- buildings/workbenches:

moistureconverter (makes electrolyte solution)
alagefarm (makes algae raw)
small bacteria battery(produces a bit power)
large bacteria battery(produces a bit more power + recipes to craft the weapons)
mealsynthesizer(makes synth meals)
backally workshop(recipes to craft+improve armors)

- armors are crafted out of metal slags (backalleyworkshop has backup reciep to make these if u run out)
- weapons are crafted out of autopistol, boltaction rifle, assault rilfe for their counterparts
- electrolyte solution algae raw are basicly raw food used to make synth meals and needed for some of the buildings (you can craft normal food with them too)
- synth meals give minor stat boni, but bad mood modifiers (gets better if they eat more)
- adds tales if you colonists get "addicted" to syn meals (no drug, just a condition, that can build up)

some changes with b18 compared to older versions:
- reduced the research by alot so it is not so much of a late game tech
- added component cost to most things that had still steel+silver only
- added low cost to armor upgrades (some steel+comp)
- added recipe to make steel slag for the offchance a player does not get any
- synth meal is no drug, but takes 5 days to get down from full addiction (over 1 day for 1 meal eaten).
- made vest and armor cover same bodyparts/groups as vanilla armor vest and power armor (slag stuff still has more movement debuff) (did not test with apparello yet)

Ludeon forum topic:
https://ludeon.com/forums/index.php?topic=38010

Dropbox: https://www.dropbox.com/s/8lmmljpcwcnwqra/AdaptationRefusal_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/AdaptationRefusal/releases

Dropbox link to folder with old mods in forum topic for the mod.
Changelog in forumtopic or about folder of mod.
15 Comments
Mlie Jul 5, 2020 @ 10:19am 
Made an update of this for RimWorld 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2155231290
Hope this helps anyone!
Roque the Rogue Nov 10, 2018 @ 8:59am 
Weird, suddenly slag plate armours are working again, not breaking Facial Stuff. But they still take up middle apparel sections, it might have been something in my load order that was breaking the mod
Roque the Rogue Nov 10, 2018 @ 7:43am 
I was repurposing some of it's weapon textures and it worked amazingly with Adaptation Refusal adapted weapons, while running other mods I have also seen conflicts with charge weapons on nomenclature which prompted me to change the ARs unique weapons name to Adapted Pistol, Adapted Rifle. I really wish I had uploaded that version before my computer Motherboard died, I was on the team helping revive AR on the forums as well.
Roque the Rogue Nov 10, 2018 @ 7:43am 
@sulusdacor
It is more visible when using with Facial Stuff and prepare carefully, pawns lose their heads when wearing AR armors, the "armour" despite having a open middle section does not allow middle apparel, "slag armour" is top armor and while "slag vest" is middle armor and they can't be used to together, the archaic structure confuses me a little with more modern mods I've been trying to edit it to fit more with Aparello in visual terms, try adding the armors using Facial Stuff, either we are playing different versions or it is load order problems, but trust me I never report anything broken without tests, there was the problem with the masks generating too much heat and being way too common, there's a mod, I think it was called Energy weapons or more energy weapons, it had amazing textures and the M.A abandoned it
sulusdacor  [author] Nov 10, 2018 @ 2:07am 
- added synthmeal texture (was on my mind anyway, just not had the time to do this yesterday)

@roque:
whats the problem with the armors excatly? since i found they worked as they should with apparello and/or facial stuff. no errors or other problems i can see there. so i'm slightly confused.

as for texture updates i must admit i enjoy the textures from this, so was not planing on changing them really. feel free to take the mod and tinker/improve/retexture how you like. as stated above it's not mine and the original author/s abandoned it.

"some of the stuff there is archaic" what excatly?
Roque the Rogue Nov 9, 2018 @ 2:49pm 
sulusdacor, the armors need update, either remove them from the mod or we try to recreate it from scratch, right now it is incompatible with mods like Facial Stuff, Aparello and many others. the synth meal needs graphical updates since it does not work with ResearchPal, weapon skins could use retextures, I've been tinkering a lot on my own using the version from the Forums and yours, comparing data, some of the stuff there is archaic compared with the standards of rimworld 1.0 modding scene
sulusdacor  [author] Nov 9, 2018 @ 12:02pm 
updated for 1.0

- added mass 0.44 from mealbase vanilla to all meal type stuff
- added weapon mass, pistol=1.5 (vanilla auto pistol is 1.2, rest vanilla values), sniper=4, assault=3.5

otherwise same
Roque the Rogue Aug 16, 2018 @ 2:14pm 
@sulusdacor is the mod currently updated for latest game versions?
Roque the Rogue Feb 8, 2018 @ 6:26am 
Weapons need better textures and we need a compatibility patch for aparello too, these are things I couldn't fix.
sulusdacor  [author] Jan 20, 2018 @ 9:24am 
added modsync