I like the idea of more complex production chains, especially with sugar and vinegar, but it sounds like a balancing nightmare to compare just selling raw crops vs putting extra money and effort into sourcing these ingredients.
Super interested in the update and wanted to ask if you would mind adding compatibility for Machine Progression System? I used this mod and found it really interesting in my early game but realized it didn't work as my game progressed, I actually tried to edit the mod to do so myself but found it a bit more complex than expected.. I try to make easier edits to mods occasionally but I am not a programmer by any means so this was a bit out of my range lol
Oh, I just checked your profile and saw you're on hiatus with tendonitis, I hope it will improve soon and that you're resting up!
I'm working on a rewrite of the mod using Extra Machine Configs which will allow per artisan good settings rather than just per machine like there is now. I am also creating my own salt resource to be used for artisan goods nothing else makes sense for, like caviar. That's should be uploaded as a separate mod (in case any other authors want to use it for their own recipes) later today. Both the salt mod and version 2.0 of CRAG will have i18n folders for translating!
I just remembered I never updating the strings so if you try to use a machine but don't have the item it's going to say you need coal. 😅 Will definitely get that done for the next update!
That's an interesting idea ! Especially the vinegar/sugar part, both can be crafted in vanilla but the vinegar requires a keg which would be kind of paradoxal with this mod 😅 Sugar on the other hand looks very promising, 1 beet seed costing 20g can be milled into 3 sugar, that would make for a more balanced artisan goods gameplay !
I definitely thought about that! I think using glass early game and switching to sugar/vinegar you make yourself once money is less of an issue (and you're using large eggs/milk for more of a profit) is a viable strategy. I did think about requiring oil for truffle oil the same way, but don't know how to do it per item rather than machine. And requiring oil to make oil is just silly!
Hi, you can set individual requirements per item using the framework Extra Machine Configs! It works from inside a CP pack, so no need to create a new mod folder.
Oh wow thank you for this! I will have to look into it. And also try to decide what to use for aged roe because salt doesn't exist in the game but using sugar is just weird haha.
I'm definitely following this mod's development ! It aligns quite well with what I have in mind for a modded gameplay ^^ I'd suggest Ocean Stone for aged roe, it doesn't have much uses, can't be obtained before reaching floor 40 in the mines and can be produced with a crystalarium while making some sense as a salt replacement XD
Thank you for this mod, I can't way to see it evolve further <3
couldnt you also put pickles and jam into clay pots? could just use clay or put clay into the furnace to make the pots as an item or ad jars in as an actual item that can be bought or crafted? Shoot even adding in salt as an item itself i dont think anyone has done that before.
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Oh, I just checked your profile and saw you're on hiatus with tendonitis, I hope it will improve soon and that you're resting up!
I'm working on a rewrite of the mod using Extra Machine Configs which will allow per artisan good settings rather than just per machine like there is now. I am also creating my own salt resource to be used for artisan goods nothing else makes sense for, like caviar. That's should be uploaded as a separate mod (in case any other authors want to use it for their own recipes) later today. Both the salt mod and version 2.0 of CRAG will have i18n folders for translating!
I'd suggest Ocean Stone for aged roe, it doesn't have much uses, can't be obtained before reaching floor 40 in the mines and can be produced with a crystalarium while making some sense as a salt replacement XD
Thank you for this mod, I can't way to see it evolve further <3