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RimWorld => Releases => Mods => Outdated => Topic started by: milon on December 04, 2015, 09:16:14 AM

Title: [A15 test][A13] Adaptation Refusal 0.8
Post by: milon on December 04, 2015, 09:16:14 AM
Orphaned Mod Seeks Responsible Modder Parent:
I'm really busy with IRL stuff and don't have time to maintain or update mods (sad!), I'm not going to update this mod.  Anyone else can take over from here.  I've checked with the original author, and he's not going to take over, so it's open to the public for whoever wants it.

To update a mod, start a new A15 game with this mod attached and see what error messages pop up.  Fix the XML until no more errors happen.  (See the XML modder's reference in my sig if you're new to modding.)

Speaking of which, there's a build of this mod for A15 that seems to be working: https://ludeon.com/forums/index.php?topic=16995.msg280672#msg280672




Adaptation Refusal 0.8 for A13

(https://www.dropbox.com/s/u85mt1hncp6v8zy/Preview.png?raw=1)



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 (https://ludeon.com/forums/index.php?topic=5717.0) 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:

(https://www.dropbox.com/s/rxwm7ezwat198f9/Gear.png?raw=1)

(https://www.dropbox.com/s/csucrkf2myl1ogv/BackAlley.png?raw=1)



(https://www.dropbox.com/s/9meloqdrsfnsy02/DropboxDownloadButton.png?raw=1) (https://www.dropbox.com/s/dtedt980uoz6sdr/AdaptationRefusal.zip?raw=1)

Changelog:
A13.0.8 - Added Meal Synthesizer, Synth Meals, Synth Meal Addiction, Synth Meal Addiction tales (artwork!), tweaked building costs (require components now, and can break down), Adaptation Refusal buildings give off heat, minor tweaks & balances
A13.0.7b - Fixes another crafting bug, hopefully fixes the electrolyte hoarding issue
A13.0.7 - A13 update, and fixes an armor crafting bug, adds 2 new weapon textures by SlimeCrusher
A12.0.7b - Bug fixes, new bacteria battery
A12.0.7 - First release (update original mod to A12)

Known Issues:

To Do:
- Slot armors appropriately to allow extra clothing (ie. Aparello stuff)
- Further test Synth Meal Addiction tales
- Further test heat balancing (armor & buildings make colonists hot now, so temperature is a consideration)
- Add a "recharge" ticker to appropriate self-generating benches (may not be possible with xml-only modding)
- Continue rebalancing stats (ie. armor prices)

License:
You may include this in other works, learn by looking at the code, etc.  Give credit where credit is due.  Updated to A13, balanced, and slightly edited by milon.  Some textures by SlimeCrusher (https://ludeon.com/forums/index.php?action=profile;u=18187).  Original mod by Krantz86 (https://ludeon.com/forums/index.php?action=profile;u=4627); contact him for any additional permissions.
Title: Re: [A12] Adaptation Refusal
Post by: Techgenius on December 04, 2015, 10:11:28 AM
Hohoho! oh boy! fallout 4 will have to wait now, I gots this whole mod back, thank you Milon! you're the best, I will come back with feedbacks soon :D
Title: Re: [A12] Adaptation Refusal
Post by: Techgenius on December 04, 2015, 03:05:59 PM
It looks like the slag armor crafting isnt working, the work amount is always at 0, there might be more, looking.

EDIT: For some reason the slag armour recipes appear on the tailor's workbench, they also are at 0 work time.
Title: Re: [A12] Adaptation Refusal
Post by: Dragoon on December 05, 2015, 12:21:05 AM
This loosk amazing!!! I have one question however. "This mod rejects peasant farming colonies" we can still do both right, it doesn't turn it off or anything?
Title: Re: [A12] Adaptation Refusal
Post by: Techgenius on December 05, 2015, 10:53:27 AM
Quote from: Dragoon on December 05, 2015, 12:21:05 AM
This loosk amazing!!! I have one question however. "This mod rejects peasant farming colonies" we can still do both right, it doesn't turn it off or anything?

You will need to do some farming still, but once you unlock the advanced techs, why bother?
Title: Re: [A12] Adaptation Refusal
Post by: Techgenius on December 05, 2015, 12:06:54 PM
Colonists are not consuming Eletrolyte solutions, rather.. they are storing them in their persons, their inventory instead of storing them in storage areas, I had a colonist die last pirate attack to find out he was hoarding 228x eletrolyte cans in his inventory, they are starving, but hell, they arent going to consume, those shiny, full of protein pseudo-drinks
Title: Re: [A12] Adaptation Refusal
Post by: milon on December 06, 2015, 06:01:17 AM
Wow, what a pack rat eh?

I guess my bug testing wasn't very thorough.  Thanks for the reports.  I'll fix it as soon as real life permits.

And as Techgenius said, it doesn't disable anything, just adds another path of advancement.  I edited the first post for clarity.
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: milon on December 08, 2015, 08:28:59 AM
Thanks for the bug reports.  The following bugs should be fixed now:
- Tailor bench has slag armor recipes
- Crafting armor 0-work
- Colonists won't drink Eletrolyte solutions (it's raw, so they won't prefer it, but they'll drink it, cook with it, & train animals with it)

Also, enjoy the new large bacteria battery.  ;)
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: HefferX on December 10, 2015, 05:26:45 PM
How do you craft the charged weapons? I don't see a recipe at the back alert armory
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: HefferX on December 12, 2015, 11:41:33 AM
Oh I see it. I didn't expect it at the battery itself.

The vest upgrades don't seem to be working for me. I can upgrade the plate armor and helmets just fine.
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: LustrousWolf on January 02, 2016, 02:39:17 PM
Will this mod become compatible with combat realism?? Already tried it with cr and it messes up the reloading system :o

EDIT: Sorry this mod does not mess up the combat realism at all! It was a mod I had not even suspected of being able to break other mods. So far this mod is working with over 60 other mods that I am currently using :)
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: RickyMartini on January 02, 2016, 05:03:45 PM
This is a really really neat mod. Congratz
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: bullet on February 12, 2016, 06:33:29 AM
For the recipe of Improved Slag Vest,  in the <fixedIngredientFilter> field you put  Slag_Vest_Improved instead Slag_Vest_Crude, because of that  impossible to make Improved Vest version
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: Techgenius on May 16, 2016, 03:48:14 PM
I'm hesitant to use it with the latest version, but I'll try and see if it's working, if not, can you update it Milon? anyone?
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: Krantz86 on May 16, 2016, 06:05:00 PM
Ah! just downloaded on principle
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: Techgenius on May 16, 2016, 08:31:08 PM
Seems broken, everything appears as if they were researched prior. All unlocked.
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: milon on May 23, 2016, 06:04:14 PM
I've begun updating this to Alpha 13.  Looks like there were a lot of posts in here that I missed.  Oops!  Life of a busy mod(erator).  And honestly, I got really burned out on modding for a while.  I probably won't do much with this beyond getting it A13 ready.

Quote from: bullet on February 12, 2016, 06:33:29 AM
For the recipe of Improved Slag Vest,  in the <fixedIngredientFilter> field you put  Slag_Vest_Improved instead Slag_Vest_Crude, because of that  impossible to make Improved Vest version

Thanks for catching that!  And fixed.  That was a really dumb mistake.  :)
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: Techgenius on May 24, 2016, 01:22:26 PM
Quote from: milon on May 23, 2016, 06:04:14 PM

Oh yes... Please update it Mr Milon, I need it , now that @Krantz86 is here, maybe he'll continue?

It could use some graphical improvements, maybe even new weapons, high-tech technologies, plasma lamps, Turret Tesla Conductors, brain-control implants, makeshift computers and and well, more inventions n' gadgets
Title: Re: [A12] Adaptation Refusal 0.7b
Post by: milon on May 24, 2016, 05:36:32 PM
Working on it.  Actually, it's mostly updated, but the research part throws a bunch of errors when I load it.  Once I solve that, it'll be ready for release!  :)
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: milon on May 24, 2016, 06:26:53 PM
And... done!  ;D  Alpha 13 version released.
Title: Re: [A13] Adaptation Refusal 0.7
Post by: Trigon on May 25, 2016, 12:03:31 AM
Just downloaded it and none of the benches work. For some reason it seems that the power needed is set to 0w. It seems that this messes it up by making it so there's no power being fed to any of them, making them unusable.
Title: Re: [A13] Adaptation Refusal 0.7
Post by: milon on May 25, 2016, 06:43:24 AM
*facepalm*

Sorry, thought I had that fixed. It'll be fixed in a couple hours.
Title: Re: [A13] Adaptation Refusal 0.7
Post by: Techgenius on May 25, 2016, 07:57:27 AM
This is just too good to be true!  :D

I'll download and test it right away. I'll try it on one of my heavily modded worlds, who knows.. maybe it will work.
Title: Re: [A13] Adaptation Refusal 0.7
Post by: milon on May 25, 2016, 08:15:13 AM
A temporary fix, if you hit that error, is to turn on the dev mode option Unlimited Power.  Testing continues.  Also, I removed the Bills tab from the small bacteria battery since it doesn't actually have any bills associated with it.
Title: Re: [A13] Adaptation Refusal 0.7
Post by: milon on May 25, 2016, 11:04:05 AM
I've updated Adaptation Refusal.  Try the download link in the 1st post to get the latest build.  I think I've got it fixed, but I couldn't really reproduce Trigon's problem.  I think I've also fixed the 'need batteries' alert for when you have only bacteria batteries running.  :D

The nearest problem I found to what Trigon reported is potentially a vanilla bug: if I place power-requiring structures via God Mode with no power lines/generators nearby, then it gets stuck in the 'not connected' state (with no Reconnect button). When a power line/generator is placed within range, it connects to that and the problem corrects itself (including having a Reconnect button).  I'm still investigating this issue.

Trigon (and anyone else), if you are still experiencing the power needed problem, please post a screenshot & a game save (plus world save, of course).  I didn't have much time to test/confirm this morning, so I still could be overlooking something.

Note that I haven't tested this with any other mods active, so that's a potential conflict source.  I've done my best to ensure all internal names are unique, but that's not a guarantee.  I have tested enabling this mod on a preexisting vanilla game, and it worked just fine with the exception of existing stockpiles having the new content disabled (ie. electrolyte solution won't go in your food stockpile until you enable that).  But that is to be expected with any mod that adds new content.  :)

EDIT - I forgot to say that I'm going to tweak building costs to take advantage of Components (ALL the new buildings in this mod should use them).  I'm taking suggestions for updated building costs, so let me know what your thoughts are!
Title: Re: [A13] Adaptation Refusal 0.7
Post by: Trigon on May 25, 2016, 10:55:47 PM
Alright, I'll download the latest version and if I still have problems then I'll post up a save. Hoping it works because I like doing a lot of low tech playthroughs, but I want to change it up and see how this other stuff shapes up.
Title: Re: [A13] Adaptation Refusal 0.7
Post by: Techgenius on May 26, 2016, 12:42:58 AM
Seems to be working, I have yet to reach the krill farming yet, though. I can see some of the old habits returning, the colonists are hoarding eletrolyte solutions/canisters again and not consuming it when hungry
Title: Re: [A13] Adaptation Refusal 0.7
Post by: Trigon on May 26, 2016, 12:54:47 AM
Everything is working, but as Techgenius said they hoard electrolyte solution, but I looked into it and tested it and I think I found the problem. Nutrition for a single electrolyte solution is set at 5. which means 500% nutrition. So I think that might be the main issue.
Title: Re: [A13] Adaptation Refusal 0.7
Post by: Techgenius on May 26, 2016, 01:23:00 AM
Quote from: Trigon on May 26, 2016, 12:54:47 AM
Everything is working, but as Techgenius said they hoard electrolyte solution, but I looked into it and tested it and I think I found the problem. Nutrition for a single electrolyte solution is set at 5. which means 500% nutrition. So I think that might be the main issue.

+1


Plus, a option appears at the tailoring table (electric) to make crude slag armour, vest and helmets, while it shouldn't be there, it also "creates" slag metal chunks for free, even if you try to make the these improvised armours, it always stays at 0 and if you cancel, you get free mats
Title: Re: [A13] Adaptation Refusal 0.7
Post by: milon on May 26, 2016, 10:40:36 AM
Odd that something TOO nutritious wouldn't get eaten.  I'll nerf it down to 1 or 0.9 or something and play around with that.

And thanks for catching the tailoring bug.  It's the result of some lazy copypasta on my part, I'm sure.
Title: Re: [A13] Adaptation Refusal 0.7
Post by: Techgenius on May 26, 2016, 12:01:24 PM
The slag armors aren't really compatible with Aparello either, some of them replaces some spots.

Other than that! everything is working perfectly, only those bugs above are there, I'll resume my tests, this time I'll research the Krill Farming, we'll see how they will last winter.
Title: Re: [A13] Adaptation Refusal 0.7
Post by: Techgenius on May 26, 2016, 08:10:38 PM
Krill Farm and Moisture Converters should have a "timer" when ready to produce krills and synthensize Eletrolyte Solutions,

Example: 100% ready to make Eletrolytes/Canisters
Example: 100% Krill Ready to Harvest/Cann-tin

Faster than anything Hydroponics or soil farming, like every 24/48 hours

I suggest this because I feel that only energy consumption isn't much to balance
Title: Re: [A13] Adaptation Refusal 0.7
Post by: milon on May 27, 2016, 10:24:12 AM
Fixed: Tailor bench bug

Probably fixed: Pawns hoard electrolyte drink and won't consume it (please let me know your results - I don't have time for proper testing with this)

Download link (also in OP): https://www.dropbox.com/s/dtedt980uoz6sdr/AdaptationRefusal.zip?raw=1

@Techgenius: About the Aparello bug, what do you mean that "some of them replaces some spots"?  Are we talking clothing layer on a pawn, or more Bill crossover, or something else?

And I really like the timer idea.  You're right - it shouldn't be always available.  Same goes for the large bacteria battery - there should be recharge time involved. I'm not going to add new mechanics (that gets into C#/dll stuff, which is beyond what I want to do), but I'll see if I can do it with existing ticker/progression mechanics.


EDIT:
I think the only way I can add the ticker using in-game mechanics is to make "plant" versions of Algae-Kryll, etc which need to grow over time, and get harvested (involving the colonist's plant Growing skill) to produce the resource.  On the one hand it seems odd to involve the Growing skill, but on the other it kind of makes sense - you're trying to coax life out of a nutrient broth, which sounds an awful lot like Growing to me.  It would make the Growing skill more relevant, and even bring in lighting considerations and further power needs.  Thoughts?

Also, I'm going out of town later today and won't be back in until Monday night, so you won't hear anything from me before Tuesday.
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: Techgenius on May 27, 2016, 03:44:11 PM
Aparello - Not really a bug, it's just the way the "armour" replaces all body parts, bellow, middle and top, certain apparels such as aprons should be possible to fit with the slag armors, not the improvised ones, some armors overwrite pieces that it shouldn't, thats what I mean.

I think making Algae a surface "crop" defeats the purpose of the Algae, because they often grow in water, oceans, or deep lakes, well, I'm not really a expert on the subject, but I think it does involve a bit of "growing" as in game, Krantz would certainly know more, now, If i'm not crazy.. Krill is some sort of Fish? crustaceous sea-entity? I bet google knows, the Algae-Krill farm is multi-purpose, does it require only energy to feed these lifeforms? maybe it comes with a replicator-synthesizer to feed the algae and krill requiring only power to function.. Ingenius :O

Using only steel makes steel a much more precious resource as you'll use it for.. everything, now making some sort of a timer would make colonies less "completely" reliant on such source. I don't know though, maybe if there was a way to reuse the steel pieces it would be awesome, I like where you are heading, maybe the Krill-Algae Farm outputs the resource automatically? and the settlers only go there to collect/cann?
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: milon on May 31, 2016, 12:13:09 PM
I'll look at what clothing layers the armor takes.  I agree you should be able to wear socks or aprons or whatever under the armor.

I'm not against the colony being fully reliant on Adaptation Refusal tech - I just don't want it to be too easy or too overpowered either.  There should still be some challenge to it, even after you've got everything researched and built.

Which is why I really like the timer idea.  And without getting into C# stuff, I'm limited to using the existing game mechanics.  And the only existing game mechanic where time passes to create a resource is plants.  (You could argue the rot mechanism fits too, but it's hardcoded to turn corpses into rotten/dessicated/etc things and there's no way to make it produce something else.)

And you're right about krill growing in water and being essentially self-sustaining (ie. not needing any help Growing).  They're a very small crustacean that eats plankton (a kind of algae).  Which is the genius of the Algae-Kryll Farm - it's an all-in-one ecosystem that produces a constant source of meat.  But it seems overpowered, and a timer is an excellent solution.

Pros:
- It gives time for everything to grow
- It nerfs an overpowered production table
- It makes the Growing skill more valuable
- It introduces the need for Light (plankton/algae need light to grow)

Cons:
- Growing isn't the best skill match for the harvesting of algae-kryll
- It either sidesteps the need for steel or else makes the production chain longer (harvest THEN can THEN cook)

I have to think about this more.  I'd like to hear more thoughts & reactions.
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: Techgenius on May 31, 2016, 12:41:31 PM
I just usually let them place the cans of krills in the nutrient synthensizer though, hahaha, I wish someone made a trait that allowed pawns to actually end up liking nutrient paste, what could go wrong when you mix soylent green, krill-algae, cave fungii, eletrolyte and quorn? xD


If it had a constant production quota, like.. needing constant "tending", it could also make for a good balance if timer ends up being harder to implement

Perhaps also a way to re-use some of the steel materials as well, after consumption.
Title: Re: [A13] Adaptation Refusal 0.8 - BETA
Post by: milon on June 02, 2016, 04:30:15 PM
Adaptation Refusal, 0.8 BETA release.  See attachment below.  This is not on the OP yet - I'd like some feedback first and I've got a bug or two to iron out.  Do NOT attempt to run this alongside Adaptation Refusal 0.7.

Changes:

To Do:
- Find a way to get 1 or 2 Steel recycled back from the Meal Synthesizer while still allowing Do Until You Have x
- Fix production of SynthMeal ("either it's broke, or it don't work!")

NOTE: If you load a pre-existing game you'll get a popup about mod mismatch because the name is different.  It should still work just fine, however.

EDIT - I forgot to say that the texture for the Meal Synthesizer comes from mrofa via the Art Modifications - Resources (https://ludeon.com/forums/index.php?topic=2390.0) thread.

EDIT 2 - I forgot to create a WorkGiver for the Meal Synthesizer.  >_<  Fixed now.  :)

EDIT 3 - Thoughts I'm thinking about currently, and would like feedback on:

EDIT 4 - Attachment removed; see download on first page
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: Techgenius on June 07, 2016, 06:42:26 PM
I'm going to test it soon, sorry.. I got hooked on Total War Warhammer for a while xD
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: Garr1971 on June 08, 2016, 01:20:07 AM
not compatible with CR...(
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: milon on June 08, 2016, 08:56:15 AM
@Techgenius: No rush, no worries, no need to apologize.  This is all just for fun.  :)

@Garr1971: I've never actually used CR.  Can you put up the output_log.txt file from the \RimWorld###Data\ folder?  I may be able to get it compatible if I know what's breaking.
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: Garr1971 on June 08, 2016, 10:42:46 AM
Quote from: milon on June 08, 2016, 08:56:15 AM
@Garr1971: I've never actually used CR.  Can you put up the output_log.txt file from the \RimWorld###Data\ folder?  I may be able to get it compatible if I know what's breaking.
No, not a fault. Incompatibility in the fact that the weapon does`nt use ammo. Unfortunately, it can not be used together, it is unfair that one needs gun ammo, while others do not. Although, I really enjoyed it.
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: milon on June 08, 2016, 02:20:32 PM
Ah, that makes sense.  That would require a separate CR-compatible release.  I don't think I'll do that myself, but I'm sure you could do it if you're interested. 

I'll try to help you out if you like/need.  It should only require matching CR's weapon & ammo definition styles.  If you want help, PM me to keep this thread "clean" or start a thread in Mod Help.
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: Garr1971 on June 08, 2016, 11:44:05 PM
Quote from: milon on June 08, 2016, 02:20:32 PM
Ah, that makes sense.  That would require a separate CR-compatible release.  I don't think I'll do that myself, but I'm sure you could do it if you're interested. 

I'll try to help you out if you like/need.  It should only require matching CR's weapon & ammo definition styles.  If you want help, PM me to keep this thread "clean" or start a thread in Mod Help.
Good idea. Well, I'll try to work out a patch for the backbone of the CR, if necessary. then I ask for your help because I'm not a programmer)
Title: Re: [A13] Adaptation Refusal 0.7b
Post by: milon on June 09, 2016, 10:40:02 AM
I'll do my best to help you.  I have no knowledge of CR or how it works, so it might be a good idea to ask for help in the Mods\Help forum or something.
Title: Re: [A13] Adaptation Refusal 0.8
Post by: milon on June 17, 2016, 11:47:37 AM
Adaptation Refusal 0.8 released, OP updated.  This is the Beta release relabeled, so nothing new if you already have that.
Title: Re: [A13] Adaptation Refusal 0.8
Post by: Techgenius on June 30, 2016, 11:39:47 AM
Looks like i missed a couple updates, immagetit right now. Also, is the armors compatible with Aparello now? Hmm.. I'll see.
Title: Re: [A13] Adaptation Refusal 0.8
Post by: milon on July 05, 2016, 10:54:22 AM
I didn't do the Aparello compatibility work yet.  Since we're only ~10 days away from A14, I'm waiting for that.  :)
Title: Re: [A13] Adaptation Refusal 0.8
Post by: sulusdacor on September 15, 2016, 01:49:23 PM
hey, was wondering if you are updating this mod for a15, really liked it back in the day in a strange way ;)
Title: Re: [A13] Adaptation Refusal 0.8
Post by: milon on September 26, 2016, 04:00:04 PM
Erm, oops!  I forgot to post here.

I'm really busy with IRL stuff and don't have time to maintain or update mods (sad!).  So no, I'm not going to update this.  Anyone else certainly can take over from here.  I've checked with the original author, and he's not going to take over, so it's open to the public for whoever wants it.

To update a mod, start a new A15 game with this mod attached and see what error messages pop up.  Fix the XML until no more errors happen.  (See the XML modder's reference in my sig if you're new to modding.)
Title: Re: [A13] Adaptation Refusal 0.8
Post by: Medelsvensson on November 29, 2016, 09:38:09 PM
This fix should be working for a15, at least im not getting any more errors.

[attachment deleted by admin due to age]
Title: Re: [A13] Adaptation Refusal 0.8
Post by: milon on December 13, 2016, 09:51:47 AM
Awesome!  Feel free to make a new thread for it and/or link it in the A15 Mods Announcements sticky.  (You can get there from the A16 version, btw - the A15 will get unstickied shortly after A16 launches.)
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: Techgenius on January 13, 2017, 03:17:35 PM
How bad is the mod currently? is it compatible with 16?
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: Techgenius on January 14, 2017, 07:25:01 AM
It seems the new items are not categorized, meaning every pawn has a high chance to spawn with them, every 8 of 10 will
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: milon on January 17, 2017, 02:27:18 PM
Yeah, it'll need some tweaking to be A16 compatible.  I haven't touched it since A13, so I'm not the right person to ask.  ^_^
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: Techgenius on January 18, 2017, 10:52:33 AM
I tweaked it to working order, first, I ajusted research timers which were really unfair, then I changed how common crude helm and improved helms are they were far too common, 30 to 0(thus allowing only P faction to have), for the most part the mod seens to be working perfectly, at this point I think it need more items, your addition of the synthmeat sounds cool, I have yet to try it though, I'm still changing a few things, and if the game allows me instead of causing my lone colonists to have a stroke, I'll probably have it working, I'll copy here any other things I've changed.. Thank you kindly Milon, your work is appreciated.
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: milon on January 18, 2017, 02:01:50 PM
^ Awesome!  If you do get it into working order for A16, I suggest you make a new thread for it.  That way you can keep the 1st post up to date, showcase new features, etc.
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: Techgenius on January 21, 2017, 08:38:23 AM
I cant do that, I tried but much just falls off my area of knowledge, I rather have you do it, this way I wont break anything
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: Techgenius on January 25, 2017, 05:18:02 PM
Meal Synthensizer not working currently
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: milon on January 26, 2017, 04:04:07 PM
What kind of error are you getting?
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: Techgenius on January 26, 2017, 06:26:19 PM
Not creating the meals, the synthesizer has all the items, but when the crafting process is over, no synthmeal appears, all the items are on the ground as if it failed
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: milon on January 28, 2017, 06:16:19 PM
Sounds like a bug in the Recipe. Look at the recipes for Simple Meal (etc) and how it defines the output of that recipe. Make sure it's structures the same.
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: Techgenius on February 03, 2017, 11:41:24 AM
Quote from: milon on January 28, 2017, 06:16:19 PM
Sounds like a bug in the Recipe. Look at the recipes for Simple Meal (etc) and how it defines the output of that recipe. Make sure it's structures the same.

You saying the synth meal right? hmm.. I looks... like it should? hahaha, I'll keep investigating, but if you have more wisdom, I'm ready to learn
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: Techgenius on August 26, 2017, 10:20:21 PM
I have been updating this mod as much I can, however I hit a limit on my ability. It seems the "Survival rifle" became a bolt-action rifle, but idon't know which references apply to the code in order to make the weapons, everything else except the synthmeal is working... anyone can help?
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: sulusdacor on August 27, 2017, 04:11:34 AM
wip version: https://www.dropbox.com/s/ntlxlq7fq3zqvqy/AdaptationRefusal_a17_wip.7z?dl=0

- the textures still have a bit of an issue when zooming (white corners,edges that need to be removed)
- the synth meal is currently a simple meal. i was planing on moving it to drugs, so you can assign who and when they consume them + get the buffs

@survival error: i remember i ran into an error with the new naming of the survival rifle, but can't really trace back where that was and how i solved it. it has been a while when i updated this. if u post your current version with the error or the error log it might help if you want to know the solution.

Quoteedit: think i found the section you meant, if it is the recipe def. to solve this, just check the name of the new suvival rifle ingame(spawn with dev mod for example): bolt-action rifle. then go into the core/defs/thingdefs_misc. there the weapons_gun.xml. search for the name and you should find the bullet and gun def section for the bolt action rifle. take the defname (Gun_BoltActionRifle) and put that into the recipe. done.
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: Techgenius on August 27, 2017, 03:05:15 PM
I have used different textures for the weapons, taken from other mods from duly credited MAs. But you got it to working order. I had to tweak a bit, change some of the research timers, tune down the heat/cold protection they were providing as the factions were getting these new exclusive armor and weapons in winter seasons. I'm about to test your version, would you like to collab?
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: Techgenius on August 27, 2017, 03:09:08 PM
What has been nagging me more than anything is the lack of armor improvements, the vest and plate armor will overwrite sets and parts, making it incompatible with mods such as Aparello 2 and others, how can we fix this?
Title: Re: [A15 test][A13] Adaptation Refusal 0.8
Post by: sulusdacor on January 03, 2018, 07:24:07 AM
new topic + update to b18: https://ludeon.com/forums/index.php?topic=38010