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Hi, thanks for pointing this out! I just had a look, and I found the issue. Turns out my code for the croomin mood buff was accidentally overwriting Rimworld's code for the default alcohol mood buff. I'm about to push out an update that fixes this issue.
That being said, I don't think 1.6 should have broken this mod. You should still be able to run it. If you run into any issues, let me know!
The recipe value was indeed incorrect. The psychite tea recipe is meant to only require 4 psykcaps. I have just pushed out an update to fix this. Thank you for letting me know!
Hi, thank you for your patience so far. I'm pushing out an update that allows VE Genies' antibiotics to be made with Psykcaps. I think existing antibiotics bills will disappear from workbenches, so after downloading the update please check your workbenches to reapply the bills
Let me know if there's any issues :)
Hopefully as quick and easy as your work to patch the 'shrooms.
Since apparently my use of the plural was a bit .... exerated. ;)
Actually, there's only one VE mod that uses psychoid leaves and doesn't work with the Psykshrooms: The antibiotics from Vanilla Races Expanded - Genie .
Since I usually beeline for these lifesavers, I soon realized the lack of interchangeability.
All the other recipes from the base game (there aren't that many) work fine. (I used the power of dev mode to make sure there weren't any other recipes. However, I only added your 'Psykshroom' mod before launch and no additional VE mods. I don't think there are any other VE mods that use Psykite. )
I still appreciate your patches!
Thank you in advance!
What *will* be a problem is finding the recipes in question. 'Psykshroom' is one of the mods I only use sporadically (if I'm planning to run a mountain colony - which I'm not doing at the moment).
May I come back to you later when I've figured it out?
Thank you, @Lambda, for investigating.
And university is definitely *much* more important than any mod!
Is this intentional or an oversight?
very based mod
If you add the following to the mod's about.xml it'll tell the game what order to load things in:
<loadAfter>
<li>syrchalis.processor.framework</li>
</loadAfter>