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Have any ideas of what else you would like to add that way I can release another update
For bulk building, I had to set up a system that dynamically creates a bill for whatever item you want. That way, it stays mod-compatible. I will add a way to raise the capacitor cap—I thought about it when I raised the other limit but didn’t get around to it.
While I’m doing that, I’ll also fix it so you can toggle industrial mode on and off while the replicator is stabilizing.
Actually, I think I’ll split them into two separate jobs. That said, I’ll make it so players can decide in the settings whether they want those jobs separate or keep them under hauling and crafting. That way, people can customize the mod to their preference.
It also let me handle solar flares in a way I liked better, since I didn’t want the replicator to just shut down completely whenever one hit. That said, I do think there are other ways balance could be approached — whether through optional settings or locking it behind extra research like you suggested. The capacitor just happened to be the simplest way to capture the “sci-fi snap-replication” vibe without breaking power systems completely.
Really glad to hear you’re enjoying it overall
EDIT: After messing around with it, it just spontaneously started working again after three reloads. Might have been a fluke conflict.