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IMO most of the plants wild spawn rate is too high, but that's something I can tweak myself.
I have a quick question about the research "Herbalism (Intermediary)". It is said that after researching this you unlock crafting recipes to make Herbal Medicine x 1 and in bulk. Does someone know where you can craft these? Looked on the Apothecary table, the Cooking table, etc couldn't find the recipes.
Am I maybe missing another research?
I have not received permission from Original Author and as such, this will be removed on demand, If/when he/she returns.
That being said, every mod EXCEPT this one will be getting a 1.3 patch "soon", whereas I will be kicking myself into high gear in the same time frame and finally delivering the product I intended to when I wrote this hackjob. Once that is released, this will be delisted and left unmaintained in an "as is" state for current subscribers with an active save file.
Do you have plans to update your mods to 1.3? No rush just curious! I use pretty much all of them in all of my packs. Thank you for all your work!
At the moment you can make steel with apothecary charcoal as the only ingredient. With the change in the patch the recipe works properly, but you can only combine "apothecary charcoal" or "Expanded Materials Coal" (which is wrong and should be VMEu_Charcoal) with iron for steel until Argón corrects the "fixedIngredientFilter" in the "steel with charcoal" recipe. :)
<!-- VMEu_MakeSteelCharcoal -->
<li Class="PatchOperationAdd">
<xpath>Defs/RecipeDef[defName="VMEu_MakeSteelCharcoal"]/ingredients/li [2] /filter/thingDefs</xpath>
<value><li>AYCharcoal</li></value>
</li>
-------------------------
I also noticed an error in the charcoal recipe, so I will give Argón a heads up, too. :)
@501: I unfortunately cannot edit the code that influences what the burn cream and scar cream can or cannot do.
I'd also love to see this expanded further, making the base ingredients scale up further or have more uses so you're not just growing a crop for use in one desired product (not that there is anything wrong with this).
Thank you SO MUCH!
by removing all the oils and powders you made the mod nolthing but easy mode. you have to remember there is decluttering a mod and there is a straight up dumbing down cause im a idot decluttering.
The most important thing is learning how to determine the file structures, as RimWorld basically loads anything in \Textures\ into the game (even if those textures are never used!), in the appropriate file structure, in order of mod from top to bottom.
So to retexture an item added by a mod with the texture at \Textures\Item\Blarg, you'd need to loadyour retexture mod below that, and have the file in the same place!
Happy to chat more via Discord! Kayedon#7011