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Which will show all hidden items/entities.
When looking at stats of the cargo suit, truly having it behind the puc is actually an overkill for something that is fine as it is, As for the industrial mech, i stand the same
As for the quiver, The idea was less about the harpoons, and more about an "givers tool belt", you could actually change theharpoon slot into an "any ammunition" slot, with the main attraction being the weapon bonus, because when it comes to ammo while diving, You NEVER want it in your belt, you want it in your hotbar
As for the Industrial Suit I am somewhat mixed on due to it's difference in design and utility but also kinda agree, it is very easy to get early on and is a pretty powerful suit when used correctly, having it require Exosuit would make it a later game choice so I might consider that when I next roll out an update (There are a few things I'm working on first, most of which is cleaning up and editing sprites. But also the upcoming circuit box item might make the wiring belt useless meaning I should remove it too. So going to see the game's new update before this gets its next update)
I suggest a rework to the quiver, based on what on what i generally experienced as a Coil Rifle diver:
- Just 2 slots For harpoons in the quiver
- 2 Non stackable slot for a battery cell for the rifle (They dont need to be stackable because hardly you'd shoot more than 50 Times assuming their quality is above good)
- 2 "Stackable" slots for oxygen tanks (Because the slip suit eats sooo much O2, plus, in the next update they are making Oxygen tanks not stackable, so this might be a nice gimmick to have)
- 1 Stackable slot for medicine
-+10 Weapon bonus
This effectively makes the quiver a frogman's toolbelt
Otherwise, it barely 1 biome to get enough mechanical skill to craft it long before i've unlocked the exosuit talent, considering the industrial suit is pretty muit a support exo, it just makes sense
When we give the precision welder to bots (i am a single player 80% of the time) dosent the smaller flame mess with their AI while dealing with the range? Also, do they know how to change the batteries in it?
Another thing, you should give a drawback to the precision welder, just like the HMG, it requires 80x80 Eletrical + Mechanical otherwise you cant use it/Burn yourself to death
Or, maybe you can "split" the precision welder in two, A "mechanical welder" that needs 100 mechanic or you lacerate yourself to death, And an "Eletrical Welder" That needs 100 eletrical or you burn yourself to death
Im guessing the item painting taps into the sprite color property function normally only used in the sub editor to apply the effect without creating a separate item entry?
Might consider moving paintables into there own mod soon tbh, so might not put it in that guide