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Plus side: I am working on this mod today. So, hopefully a proper updates soon.
For instance, in a modded game with, lets say VE Architect, Medieval Overhaul, Alpha Animals, and More Archotech Garbage, that is 19 types of "woody". Your 6 incense, becomes 114 different incense for traders, stockpiles, et cetera. It's overwhelming.
But when I get around to it, I can look at adding options to adjust for personal taste.
1. Would love to see if its possible to add settings in mod options for fuel consumption speed. If a full stack of 10 sticks lasted half a day, that would be fantastic. Or at least, having the ability to set how long it lasts would be great since I have to actually draft a pawn and make them stand in the cloud to get the full effect. 2. Perhaps show the radius of effect just to see where it will go, and to better plan rooms and stuff.
Hope that helps!
@Vjmes, it should be about 2.5/stick. I'll do some tests and see what's up.
-Added bulk recipes.
-Added Neolithic era production bench.
-Adjusted costs so neolithic is about the same as before production bench addition. Making ingredients/sticks at Drug Lab will cut the time in half.
Why the Drug Lab instead of the neolithic 'crafting spot'?
Drug Lab makes more sense as an tech upgrade option, maybe unlocking bulk production recipes or something.
-Improved code should see pawns gain the effects smoother.
-I also increased the rate of smoke, so they will output more over the course of the burn.
-Decreased the grow days for trees. Making it easier to acquire resources.
First round of my updates is mostly finished. Several mods I was waiting for the final 1.3/Ideo update. So, hopefully I can find the time to get the rest of my mods updated soon.
Or LWM's Fuel Filter