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Since no one is familiar with the ping system in Steam...
The original author updated his mod. No idea what you wanna do with that info.
@Seoul Rayne Yes. The value alterations don't interfere.
I've removed the double harvest bonus, but left alone the uncapping of the stat, the removal of the fail chance (I'm not sure how you botch cutting down a plant so badly you don't get any) and the bonus yield for animals with the configurable setting.
Basically the difference between the two mods is smaller now, and focuses more directly on the bonuses provided by things like the plant/animal specialist roles and modded gear/tools than a global change to the effect of stats. Different options to the same end, and this one fits more in my own playstyle and interests so I'll leave it available for people. Sorry I posted it so broken OP.
@fallengrace See screenshots at the top. Plants 20 Floraspeaker was getting 7-8 on a 8 yield plant. I was running out of food as a vegetarian colony pretty badly (the meal efficiency is terrible), so I checked if this mod was alive, it wasn't, and I fixed it. It's by no means the most balanced mechanic in the world, but I liked playing with it, and I no longer have food issues.
They seem to do the same job, just this one has settings for a limiting factor. Together they may ignore the caps settings, but it would probably be load order based if it does. I mostly targeted it for an update because my main concern was food yield and I subbed to it already, plus the jobs it doesn't target are mostly speed-related and my colonists do things fast enough already at high skill.
Or do they conflict?