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RimWorld => Releases => Mods => Outdated => Topic started by: Krantz86 on August 24, 2014, 10:18:28 AM

Title: [MOD] (alpha6) Adaptation Refusal V0.6 - Discontinued
Post by: Krantz86 on August 24, 2014, 10:18:28 AM
ADAPTATION REFUSAL -
synth foods power and now upgrade weapons!

Hello everyone, this is my first mod, i've added 4 new techs that allow your survivors to utterly ignore planetary adaptation (aka farming) in exchange of minining, those techs allow you to use metal to can electorlyte solution and to build bio-farms to harvest kryll-algae based foods without need for actually growing anything.
Please critics and suggestions are welcome

PS: i tried to mantain the new workshops graphically neutral to adapt them to most of other mods, tell me what you think on that too

Update v0.2: recipe bugfix and screenshot added
Update v0.3: added research to develop cheap but effort consuming Bio-power Batteries
Update v0.4:adjusted some research, added 2 Upgraded sci-fi weapons
Update v0.4b: hotfix for charger rifle, i had mistakenly added the unfinished m16 too
Update v0.5: New research, new workshop, new weapon
Update V0.6: New armors, slag-recycled ones

Content:
   New Foods: Electrolyte Solution (water based) and Kryll-Algae Goo (meat...kinda)
   New Food Producing Workshop: Kryll-algae Farms and Moisture Converter
   New Mixed station: Bacteria Battery, energy producing and also where you can upgrade basic weapons to the Sci-fi era
   New Mixed station: added the back alley workshop and the deadly M-16X, you can also make illegal copies of your upgraded weapons
   New Armor: Crude and Improved Slag armour, able to sustain heavy firepower but completely useless against critters!
 
Download V0.6
http://www.nexusmods.com/rimworld/mods/50/? (http://www.nexusmods.com/rimworld/mods/50/?)

The project has been discontinued, anyone interested in using any part of it is free to do so, just give proper credits, ty everyone


[attachment deleted by admin: too old]
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.1 "Synth Foodstuff"
Post by: MrDecay on August 24, 2014, 10:47:07 AM
Any screenshots?
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.2 "Synth Foodstuff"
Post by: Krantz86 on August 24, 2014, 03:13:21 PM
screenshot added, fixed some nasty bugs, should work fine now
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.2 "Synth Foodstuff"
Post by: Iwillbenicetou on August 24, 2014, 05:34:01 PM
So basically you just have to worry about mining? I love this mod already
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.3 "Synth Foodstuff and bio-Power"
Post by: Krantz86 on August 25, 2014, 05:11:18 AM
exactly, i actually created this mod to be compatible with others and to colonize reallly hostile environments like the desert, i personally prefer using mine with the fantastic "Superior Crafting" and the beatiful Apparello, so i can colonize lands where space to grow food is scarce and hydroponics access is limited.

EDIT: screenshot of a modded play with the new batteries on the top

[attachment deleted by admin: too old]
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.3 "Synth Foodstuff and bio-Power"
Post by: Reaper on August 26, 2014, 03:20:56 AM
please explain what this mod does
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.3 "Synth Foodstuff and bio-Power"
Post by: Raufgar on August 26, 2014, 03:37:22 AM
Quote from: Reaper on August 26, 2014, 03:20:56 AM
please explain what this mod does

Long story short = make food (indirectly) out of metal. No need to farm.
Longer story = Use metal to make new benches that can make food out of nothing. Provide power (also from metal) and pow! No need to farm.
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.4 "upgraded weapn edition"
Post by: Krantz86 on August 26, 2014, 08:53:14 AM
new version, new stuff, also upgraded description

Edit:Here a preview of the weapons

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Title: Re: [MOD] (alpha6) Adaptation Refusal V0.4 "upgraded weapon edition"
Post by: Ominus on August 26, 2014, 04:22:32 PM
Finally i can try to survive in more barren locations  ;D

Nice update!
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.5 "Back Alley update"
Post by: Krantz86 on August 27, 2014, 06:25:07 PM
ty, another update, here the new weapon

HInt on what i'm thinking next:
Cranial Implant/s(hat, preserve eye/s and Brain)
Slag Armor

[attachment deleted by admin: too old]
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.5 "Back Alley update"
Post by: Zeta Omega on August 28, 2014, 04:07:53 PM
What are the new weapon stats?
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.5 "Back Alley update"
Post by: Krantz86 on August 29, 2014, 02:16:15 PM
Quote from: Zeta Omega on August 28, 2014, 04:07:53 PM
What are the new weapon stats?

for the first 2 (pistol and lee-enfield) mainly same as the "slug" counterparts, except increased accuracy, range and dmg( total dmg is now 14 and 24)

the new M-16 is toally reworked, has a 2 hit burst, 14 dmg shoot faster but lose a little of range

Handcrafted RX Charger Rifle (M-16) Acc: 96%88%75%68% Burst2 Dmg: 14 Rng:28
Homamade Charger Rifle (lee-Enfield) Acc:98% 98% 94% 92% Dmg: 24 Rng: 38
Homamade Charger Pistol (pistol) Acc: 95% 75% 55% 45% Dmg: 14 Rng: 26

each weapon now fire fast charged shots instead of the old fashioned ammo



Title: Re: [MOD] (alpha6) Adaptation Refusal V0.5 "Back Alley update"
Post by: Shinzy on August 29, 2014, 02:46:29 PM
Quote from: Krantz86 on August 27, 2014, 06:25:07 PM
HInt on what i'm thinking next:
Cranial Implant/s(hat, preserve eye/s and Brain)
Slag Armor

I really can't wait for these! ;D you better add the log armors too while you're at it!
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.5 "Back Alley update"
Post by: Zeta Omega on August 29, 2014, 07:34:58 PM
Ideas. Lightning gun/arcthrower concept (Small or long range to harm mechanoids for good deals of damage and increase incap chance with humans for capture but no damage to them) Or just a tazer...
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.5 "Back Alley update"
Post by: Krantz86 on August 31, 2014, 08:21:15 AM
Quote from: Shinzy on August 29, 2014, 02:46:29 PM
you better add the log armors too while you're at it!

not for now, looks too bad ;)

Quote from: Zeta Omega on August 29, 2014, 07:34:58 PM
Ideas. Lightning gun/arcthrower concept (Small or long range to harm mechanoids for good deals of damage and increase incap chance with humans for capture but no damage to them) Or just a tazer...
well, that kind of coding seems way out of my league but you gave me some ideas, on a arcwelder, a shortrange/melee overkill weapon, got to try to make one

later/tomorrow i'll release the Slag armor (recycled, crude, heavy, effective) and probably the Improved Slag armor (still crap looking, but lighter)

EDIT: preview of the slag armors

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Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 "Slag Protections"
Post by: Krantz86 on August 31, 2014, 08:39:54 PM
New Version Released, Enjoy
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 "Slag Protections"
Post by: Match on August 31, 2014, 08:54:04 PM
This will be a very noobish question, but how do I download this? The nexus DL page is blank and I don't see any mirrors on this forum post.
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 "Slag Protections"
Post by: Username 9000 on August 31, 2014, 10:44:56 PM
Quote from: Match on August 31, 2014, 08:54:04 PM
This will be a very noobish question, but how do I download this? The nexus DL page is blank and I don't see any mirrors on this forum post.

Yeah there's nothing under the files tab. Previous versions are gone as well.
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 "Slag Protections"
Post by: harpo99999 on September 01, 2014, 05:07:56 AM
Quote from: Krantz86 on August 24, 2014, 10:18:28 AM
ADAPTATION REFUSAL -

 
Download
http://www.nexusmods.com/rimworld/mods/50/? (http://www.nexusmods.com/rimworld/mods/50/?)
look for the word 'download'
admittedly it is dark blue on dark grey so difficult to see, and there is NO download in nexusmods either
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 "Slag Protections"
Post by: Bodog999 on September 01, 2014, 08:18:59 AM
:O that slag armor man :O could you give some stats?
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 "Slag Protections"
Post by: Shinzy on September 01, 2014, 09:01:05 AM
Oww the slag armor! I'm loving it (now add a variant with some checkered patterns on it and a football helmet) #40k
I'm still rooting for the log armor, make it happen =P
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 "Slag Protections"
Post by: Krantz86 on September 01, 2014, 01:01:27 PM
sorry guys, i had to stop the uploading for serious family matters, should be all fixed
Quote from: Bodog999 on September 01, 2014, 08:18:59 AM
:O that slag armor man :O could you give some stats?
ok just a hint, gunshot absorb for full set (helm, vest and armour) should be 80% torso and neck 40% legs and arms and 80% upper head but will slow around 40-50% based on quality

i'll probably modify it basing on feedback, for now on my to do list there is melee weapons(still on the sketching phase)
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 "Slag Protections"
Post by: daft73 on September 01, 2014, 01:12:59 PM
This is interesting, we can now go Beyond the Thunderdome, er something like that. I like the idea of scrap metal colonies, scraping it out to make it in the world. Keep up the imagination.
(http://i58.tinypic.com/wwck84.jpg)
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 "Slag Protections"
Post by: Krantz86 on September 01, 2014, 01:22:31 PM
aaah! one of my old favorite movies, here in italy i haven't seen it on tv in a age! now i want to code pig ranches which allow the production of pig meat, skins and methane, but i miss the skill for the textures so i'll probably won't be able to do it
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 "Slag Protections" - Fixed
Post by: StorymasterQ on September 02, 2014, 03:08:02 AM
So this is like the laser upgrades in X-Com? Sounds enticing. Might give it a go.
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 - Discontinued
Post by: Techgenius on November 03, 2015, 04:01:59 PM
This mod isn't working anymore, could someone rework it and bring it to working condition? no authoral rights infrigement intended!
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 - Discontinued
Post by: milon on November 08, 2015, 05:05:53 PM
I'll take a look and see what I can do. I'm looking to grow my mod skills, so this might be a good opportunity.
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 - Discontinued
Post by: Techgenius on November 08, 2015, 05:11:07 PM
Quote from: milon on November 08, 2015, 05:05:53 PM
I'll take a look and see what I can do. I'm looking to grow my mod skills, so this might be a good opportunity.

Endorsed +100%  :)
Title: Re: [MOD] (alpha6) Adaptation Refusal V0.6 - Discontinued
Post by: milon on December 04, 2015, 09:19:42 AM
Updated (https://ludeon.com/forums/index.php?topic=16995.0)