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Back then I was just making whatever idea was coming to my head to basically learn the very basics of XML modding for Rimworld.
Once again, your idea is solid.
at least a 25% chance of one seems resonable up to 75% chance.
Thanks for the idea!
Works as intended.
Have fun!
Some small changes.
Time to refine 1 slag reduced about 25%
Time to refine 3 slags reduced about 33%
Fantastic QoL mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2892287209
This used to be on Vanilla Furniture Expanded but was removed for some reason.
It consumes 1000W, needs quite some research, and has way bigger range than the vanilla sun lump, and also produces some heat,
Tomorrow I might check your mod as you said, and see if it's easy enough to implement the research for my mod.
Thanks in advance.
i'll try to get crafting up to make good clothing - currently all of my cotton goes towards making mercers backpacks so that my colonists can carry and haul large amounts of stuff :)
ah thats ok, you dont have to add any research, but if you wanted to learn you are very welcome to have a look at how i did research for my recycling mod if you want :) (we all learn bits of code from others and help the community to grow with mods :)
Unless you play in big worlds and you have a lot of space to spare for this flowers, they are pretty much useless and need a lot of work, what I do is, have a good crafter, most likely 16 crafting or higher, farm cotton, make good quality cloths, (masterwork or better) and sell them at crazy good prices, and buy whatever I want, OR i go directly outside of my settlement, create a second settlement and mine whatever that world has and bring it back via launchpads.
~Also, as you said that I should do something so the mod can be behind some research, I thought about doing this, but then again I don't have the experience to do it, the code it's self is inspired by other mods, I've seen many crafting def mods and learnt how to do a simple crafting recipe, but that's all I know.
Still thought, thank you for commenting and giving ideas!
im adding to my 1.2 game as 1 base doesnt have a machining or fab bench yet, to save me using a helicopter to send components to it, but that base has lots of slag chunks on the map :)
(if it's not hidden behind a research tech, i think it could be cool for this mod to have 1 research item, like 400 research or something small, which then unlocks how to turn slag into component) :)