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Ilmoita käännösongelmasta
The much wanted research overhaul is live, along with plenty of other goodies. Check the Change Notes for deets.
As always, let me know if you come across any bugs or quirks.
Make sure you grab the "Pursue Hostiles" mod too so colonists, when enabled, will actively attack enemies in sight range instead of standing around if they're not weapons range, which is really helpful for melee and short ranged attacks.
Certain non-OP modded characters with pre-equipped weapons and skills can help a lot too. I always roll with Akane and Aurelie with their melee and archery bonuses, and there's others like Elisa Chesterfield that come with a Railgun Sniper 2.0.
How that went: total party wipeout with the first wave of bugs xD
Research order matters at Frostpunk levels with this mod suite (ie, mess up the research and your people die). I LOVE IT.
In case anyone else was wondering, get your initial lightning rod up and then go straight for weapon making because you will need ranged weapons STAT. Meanwhile, get basic base defenses up. I made the critical error of trying to increase food production before getting my people armed.
Not too long ago that was actually the case, the Lathe completely replaced the Anvil and did so pretty fast, and the melee weapons were made at the Crafting table. However, to make the Anvil more useful, and de-clutter the Crafting Table Weapons list, I moved them there. Makes more realistic sense too since most of the work of crafting these is done at an anvil (or, in modern times, springhammers).
And for additional clarification on the others, early non-gunpowder weapons are made at the Crafting table like other non-tech vanilla weapons, and gunpowder ones are made at the Gunsmithing table, which is unlocked once Gunpowder is researched.
Apologies for the obtuse tech chains, I'm actively working on fixing that so that there's both less of a mystery on what tech unlocks what, and what the unlocked items are and do. I'm hoping to have that update out by Wednesday.
Glad you're enjoying it and my More Realistic Farming mod! Any and all feedback is always welcome. :)
Also, for anyone else reading this, mod suite is awesome at adding fun and challenging tech progression (once you know what leads to what). It feels like you're a real pioneer. If played with the more realistic farming mod and irrigation mod once fixed, you'd better can some vegetables and meat for your first winter or things get a bit lean. Also, don't expand your base too quickly as the amount of items to make/tasks to do blows up as you progress through the tech tree. You really want to be teching with one eye towards survival and the other eye towards getting bots to help with all the tasks.