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with Smart Minify to customize the weight and add the item to the inventory categories. It also allows you to remove and add buildings, as in MinifyEverything , by default walls, doors and two dozen other things are not minifiable.
I thought every mod was loaded into ram and only then processed one by one
thats why 1k+ modlists need super huge amounts of ram for the loading to even begin
or at least thats what I thought
if it aint so Ill go back to subribing to all the small ones
I am just curious if there is any benefit other then ease of install/ management to the "all in one" mods I see
I am just worried that all my super tiny mods will bloat my RW more then one giant mod that compiles funtionality (even tho they tend to be an amalgamation of "stolen" mods more often then not)
Than you for your concise answer!
would there be any benefit to you doing a "all in one" version that includes all dlc?
Minify that: A minify for mods, that lets the player choose what the think should be minifiable or not... We can balance it ourselves and fix weird interactions that could occur by just disabling that thing that we added to the minifiable list.. This could be done with a designator on the orders menu, like a "Minify that" button, which makes a colonist go and minify that... And add it to the list so that from now on, youve got the usual minify buttong on that def..
Id love this, please save me from minify everything <3