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This seems to work relatively fine in 1.5 but ran error checker and this was one of the ones that came up
Similarly, I feel like crated resources should probably not be placeable on shelves, and should have smaller stack limits. (Or at least, have these as options.)
https://imgur.com/Bj2J9y3
-Now supported 1.3
That being said, fantastic mod, thank you for creating this. I also did notice one thing: Packing Table bill name is incorrect for unpacking Heavy Fur - labeled as "Heavy Leather," but making resource crate is correctly labeled.
But I can fix that in my patch if you'd be okay with it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2269950789
Would also love to see stone bricks be a part of the crate mod, boulders are much too unrefined to be used like this imo.
Woudnt however want to change the chance of having a caravan pull hundreds of crates of gold to my base. Sure, its a bug, but it adds a tempting chance to raid that caravan and make a huge profit from it.
Keep it up!
I have only one gripe with it, is that traders seem to love carrying stacks of crates full of goods, like 50 crates of a resource, and while they are accordingly priced, if whoever is carrying the crates gets downed, that colony is instantly broken cause of the wealth it would add.
Any way of changing that? I noticed that the crates weight 1kg each regardless of the type or amount of goods, if its not possible to set so it would change accordingly maybe if the crates would simply be heavier, like close to max weight a pawn can carry or even if the crates themselves wouldnt stack maybe the issue would be solved.
-Fix costlist on Gold from 2500 to 250
- change the Costlist for the making silver crate bill to 200 from 2000,
its the sprite for the category itself that was missing. not for any specific type of of crate
(Reads comment below about helping you hide wealth in the late game.)
Hits subscribe.
I have a local copy running with a fueled table and a fuel rate of 290.0 gets pretty close to 10 wood per pack/unpack cycle if you want to give it a spin, I'm fine tuning it right now to get it as close as possible.
@TrahsPanda i got the idea from you but my mod is about store and hiding wealth on endgame
* Disable 35% value drop
* Disable Mass Reduction
I would even go so far as to say that packing up resources neatly should (some may already exist):
* Add trade value (Something small like 2.5%)
* Add beauty to surrounding
* Prevent deterioration outside