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marceline: No worries, but feel free to ping me a message in future, better to collaborate in these circumstances. Cheers.
After a brief search, I'm left unsure how to tell rimPy anything other than explicitly state dependencies or load orders against other specific mods.
And lastly: The mod "Medieval Stove Retexture" and the textures from fueled workbenches from "Medieval Overhaul" should, hopefully, give you some very good ideas for what to do next. I sure would love to have my fueled furniture look different than the electrical ones
The changes I made were: Shaded the bottom/side area of the cabinet a single tone, made the metal sheets even wider and added a 1 pixel-wide shadow besides the sheets.
Another feedback I'd like to make is with the front side of the cabinet: Adding a single, bigger locker in the middle rather than two on the sides will allow our brains to instantaniously recognizable it is the front of it and not the back. I know that realistically you'd have two because of how wide it is, but realism should always step aside for utility.
Looking forward to seeing what else you'll make
and no, they're not limited to modern tech. they've been available in my pre-industrial worlds that limit tech. they don't require electricity or anything, so. the one's currently in my colony are smithing cabinet and the tailor cabinet. drug cabinet would be useful as well.
- Changed visuals to better reflect vanilla art standards.
- Changed title from "Low-tech" to "Medieval"
- Changed workshop images and preview thumbnail to reflect graphical and title changes.
Nice job.