Bug or Feature?
The Grower, Mining, Crafter and Cooking droids have the Construction skill.
ExpandedCloth just adds extra steps to getting cloth, for those that don't like to get cloth strait from cotton plants.
I can agree it would be nice to move some items to the modules that use them. But what if later modules require those materials? Or other present modules are expanded and suddenly need those materials? Then they would have to be moved back into the base module or else people who then be required to install modules they don't want to use.
I got enough stuff on my mod list without adding even more mod modules to the list, such as separate modules for research. Or potentially having saves break because items are no longer where they are supposed to be as far as the save is concerned.
Or having complaints from people who didn't read the fine print specifying they have to download a second module just to research and use the module they want to use.
I can agree it is a little out of place to have the MD2 research be 'marked' as such.
On the flip side, there are going to be people who want to have certain things clearly marked. Be it wanting to dive in to a newly downloaded mod, to those less experienced with mods who might get tripped up if they have a long research list but no idea which one unlocks stuff for a mod whose stuff they want to try out.
I tend to leave techs I don't care about until last, then research them to get them out of the way, then not use whatever is unlocked.
Those look like a handy set of mods.
You would need to set the limits pretty high to affect the droids (if they are affected, anyways)
The droids, as I have observed anyways, tend to start with their respective skills at 14-15 and passion for those skills at Burning.
The Grower, Mining, Crafter and Cooking droids have the Construction skill.
Quote from: silentlord on March 31, 2015, 07:44:55 AMYou don't need ExpandedCloth for MoreBedsCloth.
i use morebedsvanilla, as i didnt want the cloth as that needs the cloth mod. im having no issues... gotta be your load order.
ExpandedCloth just adds extra steps to getting cloth, for those that don't like to get cloth strait from cotton plants.
Quote from: SSS on March 31, 2015, 09:08:31 AM
Oh, right. Modmaker: Could you remove the Mechanical Defense 2 designations next to research items in future versions? It really breaks the narrative of the game when I see something so meta in the research queue. At that, breaking up the research into the separate sub-mods would be nice; if I'm just using droids I don't care to research coal, but leaving it unresearched would annoy me too.
I can agree it would be nice to move some items to the modules that use them. But what if later modules require those materials? Or other present modules are expanded and suddenly need those materials? Then they would have to be moved back into the base module or else people who then be required to install modules they don't want to use.
I got enough stuff on my mod list without adding even more mod modules to the list, such as separate modules for research. Or potentially having saves break because items are no longer where they are supposed to be as far as the save is concerned.
Or having complaints from people who didn't read the fine print specifying they have to download a second module just to research and use the module they want to use.
I can agree it is a little out of place to have the MD2 research be 'marked' as such.
On the flip side, there are going to be people who want to have certain things clearly marked. Be it wanting to dive in to a newly downloaded mod, to those less experienced with mods who might get tripped up if they have a long research list but no idea which one unlocks stuff for a mod whose stuff they want to try out.
I tend to leave techs I don't care about until last, then research them to get them out of the way, then not use whatever is unlocked.
Quote from: HefferX on March 31, 2015, 12:45:08 PM
Should droids respect the SkillLock mod for crafting tables? I don't think they do.
https://ludeon.com/forums/index.php?topic=10908.0 for reference
Those look like a handy set of mods.
You would need to set the limits pretty high to affect the droids (if they are affected, anyways)
The droids, as I have observed anyways, tend to start with their respective skills at 14-15 and passion for those skills at Burning.