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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2610910079
Thank you, for that great mod! Hope that helps make it better.
1. I will look into Rimefeller. It sounds good.
2. The reasoning behind chemfuel is the following: The shroom tub uses a solvent to extract shroom fibres from the shrooms (neutroamine or chemfuel). So I thought it would be logical if the advanced machine uses the excess solvent to generate power. Thus chemfuel as fuel and not electricity. Therefore I don't want compatibility with burn it for fuel. I hope my reasoning makes sense.
1. Make it compatible with Rimefeller (ability to connect to chemfuel pipes to auto refill)
Such compatibility is in SRTS Expanded mod to fuel ships. Do not know is it hard to implement.
2. Make mod compatible with [JPT] Burn It for Fuel (to use only chemfuel and not other stuff).
Do not know if you want Shroom processor to work on chem fuel only, but with [JPT] Burn It for Fuel you can use any material to fuel. I have already asked [JPT] Burn It for Fuel dev if that possible.
Config error in Automaticshroomprocessor: Refuelable component set to consume fuel per tick, but parent tickertype is Rare instead of Normal
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
no problem about the feedback! and sure, i'll check out your add-on if you ever decide to make one, your work is great!
I get mixed feelings from your suggestions tbh. I aim to make the spinning wheel obsolete in the later game like the fueled smithy is made obsolete by the electric counterpart. Yet I love the bowstring idea. Since it is outside of the scope of the mod (Cloth production) it will require an add on mod. If I find the time I will do it because I really like the idea. Come back in a while to see if I added a link to the description.
I'd be nice if it had some unique properties that would make it useful in the long run. For example thread being used in more recipes, like bows. This would make club, knives, pilas more useful in the early game in my opinion. To compensate for the increased bow price, maybe you could make thread out of other materials as well? (haygrass thread, etc.)
just my opinion though, still a great mod!
@LoggerC4: Right now I got no idea why this is the case. But I got the same thing listed so I obviously did something wrong. I'll try to change it. Thx for the feedback.
<researchViewY>3.75</researchViewY>
To prevent overlapping in research tab.