缺氧
Improved Wood Tuning
8 条留言
Gem  [作者] 6 月 8 日 上午 12:07 
@Zergologist Thank you for the report! I have hotfixed this now, since the mod does a lot more than tune oak shells, and the potential wood loss is honestly negligible.
Zergologist 6 月 7 日 下午 4:21 
Crashes on the more recent beta patches as the small molts were removed, may or may not want to wait until the Prehistoric Planet Pack releases to fix that.
Zergologist 2024 年 12 月 8 日 下午 4:18 
i'm gonna retract my previous statement and make a bug report on the klei forums about it because it seems to be strange how its aligning
Crunkdiddly 2024 年 9 月 7 日 上午 11:54 
Great implementation. Glad we can configure it but... honestly I'm rather happy with with the settings you set. Using Wood burners is actually a valid consideration now haha
Shannae Darkehart 2024 年 7 月 23 日 下午 2:57 
Neat mod. =^.^=

The high CO2 emissions of burning wood is actually very helpful in the maps types using Oxyfern and Alveo Vera for early game O2 production, as these plants take in more CO2 than your dupes will emit by themselves in order to function. I even hooked one up to automation to burn wood and potentially waste power, just to keep the CO2 levels high enough, on my last playthrough.
Gem  [作者] 2024 年 7 月 20 日 下午 3:21 
@Dragontail This is intentional. All wood-burning buildings release 16% of the mass as CO2. Wood's value comes from the many other uses it has. The power buff is mostly to make floxes not so outclassed by other early game critters.
Dragontail 2024 年 7 月 20 日 下午 2:35 
Reduce CO2 production and maybe Id give it a shot, wood burning produces 4 times as much co2 as coal in the Frosty DLC.
Mannerheim 2024 年 7 月 20 日 上午 8:43 
Based