RimWorld

RimWorld

Adaptation Refusal
15 Comments
Mlie 5 Jul, 2020 @ 10:19am 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2155231290
Hope this helps anyone!
Roque the Rogue 10 Nov, 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 10 Nov, 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 10 Nov, 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] 10 Nov, 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 9 Nov, 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] 9 Nov, 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 16 Aug, 2018 @ 2:14pm 
@sulusdacor is the mod currently updated for latest game versions?
Roque the Rogue 8 Feb, 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] 20 Jan, 2018 @ 9:24am 
added modsync
sulusdacor  [author] 7 Jan, 2018 @ 11:00am 
added toolcabinet as linkable to all workbench typ in this mod (only exception is algae workbench)
Roque the Rogue 3 Jan, 2018 @ 11:27am 
That's awesome, I was looking for someone to make better weapon arts for it, I've stiched together a better energy assault rifle texture, I'll upload it in the forum for you if you want it.

We gotta keep those old mods going, Adaptation Refusal was a favorite of mine of all time.
sulusdacor  [author] 3 Jan, 2018 @ 11:23am 
i did not remove that. i think <generateCommonality> determines if a raids/friendlies use the items and the improved slag helmet was still set to 30, the rest is zero. i fixed that and did some spawns of raids+friendlies and no one had stuff from the mod. so i think that should be fine. *fingers crossed*

and yes old mod, but somehow love it ^^
mining colonies :P
Roque the Rogue 3 Jan, 2018 @ 10:43am 
Thanks, I was about to update it and upload. Did you remove the *Heat* effect from the helmets? otherwise they will spawn on visitor pawns during winter, making it unrealistic, they're not supposed to be common AFAIK
lloki 3 Jan, 2018 @ 8:33am 
Now that's an old one :)