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When the mod is updated you'll be able to add it to an existing save, so you don't have to wait for this to update before you start a new game :)
Thanks :)
B18 update is finally here. For those of you still running A17, the download link is in the description.
(i think it was better than the feed the colonists one). =(
I'll consider the smokeleaf and other drug production bulk mods, but I want to do a thorough search for myself on the steam and ludeon forums for one that already exists first. I know the struggle of producing drugs one at a time :P Lol
In any case, if you made a collection of bulk work mods you know about (or have made), you'd still be doing the community a service, as many people don't know of them, or as I said, they can be somewhat difficult to find.
I do hope you might address smokeleaf at the very least, as it would be nice to keep a "Drug Lab Room" for all drug jobs, instead of requiring a seperate (and sometimes hard to see) crafting spot for -just- smokeleaf joints. Perhaps leave the crafting spot alone, and allow the Drug Lab to produce Smokeleaf Joints in groups of 1, 5, and 10?
@Winter Flar (TWP) - I don't disagree with you, haha. However, I found it simpler to avoid confrontation with any other mod authors. The last thing a good community like this needs is for its contributing members to [unintentionally] push each other away from the modding scene.
You could always make a full range of bulk work mods, which would set you apart because you'd be able to make a collection of it. You could easily make a "Bulk Work" collection, add all your mods, and link/add the mods you feel you don't need to make yourself.
So far, these are the things I can think of that would benefit from bulk work.
Medicine
Smokeleaf Joint
Catnip Joint (Orassan's)
Other Drugs? (I don't make them, so I don't know if this already exists!)
Components (The mods that come up when this is shown are mildy OP, 75% reduction in crafting time per component!)
It's totally your choice, but as far as I can tell, the other mods are only "found" because they're insanely popular. If it werent so, they'd be very difficult to search for.
I've been accused of insulting the work of others by posting similar content. Feed The Colonists is the example in this case. I posted a warning 2 weeks ahead of time...
Regardless, I still have the mod as a hard copy in my backup files. If you'd like, you can add me and I'll send it to you personally. I know the pain of having a broken save, and would be more than happy to help you. I just don't care for some of the messages I've received for having it posted publicly...
Been accused of insulting the work of others by posting similar content.
As far as the skill requirements go, medical skill 6 & crafting skill 3 are the base requirements for producing one medicine; I didn't add those. The reason behind upping the crafting skill requirement is mostly for balancing purposes, but also to add a progressive feel. It doesn't take long to get a pawn to lvl 6 crafting, seeing as though its one of the easier skills to train :)
As far as the knowledge requirements go, I'm pretty happy with the crafting level (6 from 3), but I might consider upping the medical skill requirement. I just can't think of a solid reason for why I should do it. This is, above all, a crafting bill. Is it not?