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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3465168354&searchtext=
Lots of bug fixes, re-balancing, and additional content.
I like the addition of simple firearms, makes sense that a survivor would not directly transition to a laser weapon from a bow...
But i have one question: Where do i find the "boomstick" that is required for the coach gun and cartridge musket?
One suggestion though, I think it would be ideal if all the OET items were grouped under their own toolbar icon, so they're easier to locate.
Ideas for bootstrapping to future tech:
Refined silicon (growing crystals).
Tools to make lenses, then microscopes and lithography machines for IC production.
Glass production.
Refined glass.
Plastics.
Microcontroller IC production.
CRT displays.
Solar cells from refined silicon.
Fiber optics production from refined glass.
To skip bootstrapping, it should be possible to deconstruct loot such as laser pistols into lenses etc.
But I found the next bug.
You cannot produce ammonia, the process in the barrel only produces nitrates.
There are 3 categories displayed:
Plants/Raw = Acid (works),
Hay = nitrates (works),
Manure = Ammonia (bug), this is where nitrate comes out
There is currently the following problem.
As soon as you build "Anvil" you get the message MOD-related problem. As soon as you produce “Anvil” there, the character you are using disappears.
The 2nd problem is that you can't build the "Chemical Production". (See screenshot)
Chemical Production [postimg.cc]
One minor bit of feedback, I'd recommend changing the carved wood icon to be smaller in size so the number is flush with the rest of the resource toolbar. Might drive some OCD folks a bit bonkers. ;)