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I see no problems with that. I am basing the decision on the standard industry practice that once a system is out, it won't be changed in a backwards-breaking way.
I am not going to review whether it works for 1.6, because I have faith from 5 years ago it's gonna work for 1.6.
You may notice how this mod is early-tagged as "compatible with v1.5" even when I dont even know what v1.5 will contain.
That sounds good as the next step, but would go way out of scope. Also, the tech is too hard.
Besides, I have heard of a mod In-Game Def Editor https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1568772413 that allows you to modify the numbers in-game. For the tech-savvy and the nerds, that mod would be a good start to really "modify the numbers in this mod" since recipes are simply yet another kind of defs. If you are careful enough, you could even transition fully to that Editor and just straight-up drop this mod too. But for the general users, this mod should do.
(Or, you could just go and get yourself a non-Steam copy of this mod through GitHub in the link above and modify the value inside the patching XML to your content, that works also)
What do you mean "pawn is hitting a tree"? Do you mean you are ordering the colonist to melee-attack the tree? Or do you mean the colonist is chopping the tree down?
This mod does not modify any of those values. Instead, this mod speeds up the planting process; the time between colonists planting the bud and a small tree appearing should be reduced
I loaded a save where a pawn was hitting a tree with and without the mod and stopped time. it was 28 sec everytime. i was wondering because it took so long (he had plants lvl 10).
..and naturally the mod is loaded after core; i even tried it after any other mods that might add trees, but it was still the same speed.
This mod is quite simple and tiny, should not have much loading problems
What do you mean by "doesnt work"? Do you have any error logs?
Still, to make sure we are on the same page, please load this mod after Core.
I am now able to really update my mods to 1.1, starting from the smaller and simpler mods.
This mod should still function in v1.1, just that there is 1 additional line to tell the game that this still works for v1.1.
So until the other mods have stabilized, I am not gonna touch this mod. Meanwhile please ignore the "errors" that RimWorld gives to you for "using a mod that is not designed for the current version of the game".
The mod is able to edit a variety of defs in-game, which includes RecipeDef of sowing trees. Since that mod operates at a lower level than this mod, their changes will take final effect.
You may subscribe to that mod to fine-tune the work amount of sowing trees.
Yes!
(I should update my description a bit.)
Can you please help me adapt this so I can 3D print it? It currently won't work.
(Thanks, I was wondering why it took so long to plant some trees)