![]() DIOX, thats why you dont use Rimthreaded it gives you a lot of TPS, but also a lot of bugs, use the alternatives (RocketMan) DIOX May 24 6:46am. Might work better if youre not a mod psycho like me, who plays with 100+ mods at once. Removing it can cause some red errors but they will be gone with time. It wil give your game a tremendous boost, but also break it. If you have a suggestion for a new module, please ask for it on the main Brewing mod comment section.Ī: Yes, you can add it whenever you like. Q: Will you keep updating the mod with new types of meals?Ī: This mod is feature-complete - it’s literally a small module for the main Brewing mod. Q: Do I need the Vanilla Cooking Expanded/Vanilla Plants Expanded mod for this to work?Ī: No, but having those mods unlocks more features of this mod.Ī: Absolutely, leave a comment down below! There shouldn’t be any incompatibilities or issues, but in case anything pops up, report issues in the comments. Vanilla Brewing Expanded - Tea and Coffee mechanics can be seen described below: With Vanilla Plants Expanded you will gain access to Lemons, and Vanilla Cooking Expanded will allow you to farm mint - a new condiment boosting social impact! This particular mod introduces 8 new types of coffee and 9 new types of tea, with ties in to other Vanilla Cuisine Expanded mods, with each coffee and tea granting unique effects!įrom regular lattes and pumpkin spiced coffee, to kombucha and cannibal coffee, this mod has something for everyone, and will surely help your pawns warm up in the cold winter evenings! Vanilla Brewing Expanded - Coffee and Tea is another sub-module to the new Vanilla Cuisine Expanded mod series. It only adds the same over-wall coolers anyway.ĮD's Reverse Cycle Coolers changes the vanilla Cooler and re-writes a bunch of code so it's 100% not compatible with other mods.[Thanks to Trahspanda for letting me add his lemonade mod to this. That being said, it can still restrict building to skilled builders only.ĭon't use Better Coolers/Better Vents. QualityBuilder doesn't use the minimum quality setting when replacing building material - it won't re-build to get a better quality. I guess you can paint things with this mod This doesn't need a new save, but this will affect saves of course, if you have the new coolers or replacing jobs in progress. Smarter Construction mod make it so the corner wall is built first and won't get blocked to begin with. Vanilla allowed frames and smoothed walls to be mined, ?!? So now blueprints and rock/ore are workable too. The previous list of features is where you can now place buildings, but it's not like this lets you place a wall over a turret and it'll decide to deconstruct the turret to make room.Ĭorner walls are buildable and mineable from the inner corner. * Okay maybe not anywhere - This mod lets you place buildings in places you probably want to, but not literally anywhere. I would describe more but Steam Workshop descriptions have a size limit Modded bridges and foundations should work Removing a bridge blueprint will remove the blueprint above it Building things that needs a bridge will show the bridge cost Resources are delivered to frames blocked by mountain rock (otherwise clearing out one rock tile for a wall would make you deliver only to that frame, so now it delivers to all wall frames even if they are not yet cleared for building) You may want to cancel your building projects until the skilled miners do their job. If it's valuable ore, your builders who are unskilled miners will lose potential ore. When building over rock, miners and builders will both mine away the rock to make way for the building. Replacement failure does account for the fraction of work that is deconstruction work, so it doesn't fail on the first part and doesn't reset work done past that mark. Replacement jobs can fail just like normal construction can fail, which loses 50% materials and resets work done. Buildings generally can't be used when being replaced. Damage done is reset (as normal deconstruction/reconstruction would reset the HP). Buildings with quality are assigned a new quality level. (This is technically a slight buff to normal deconstruction/reconstruction, but with the idea you're not deconstructing it for good, this is how it'll work) The material that didn't get replaced is preserved in the building, so you don't lose any, nor need any. The materials left behind is only the replaced stuff at the normal deconstruction amount (usually 75%) (Some buildings require something like wood and your choice of another material: This keeps the wood, replaces the other stuff) Materials Needed is just the stuff to be replaced. Work Needed to build is the same as normal deconstruction and construction. The goal for the mod is to remain the same as vanilla deconstruction/reconstruction without the hassle of empty holes or moving parts around.
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