About this mod
Changes aspects of the crafting system to make it more realistic while also making it less tedious.
- Permissions and credits
- Changelogs
Here's what we got so far ...
Craft previously uncraftable resources
Allows crafting resources that are non-craftable by default. These can be crafted at the industrial workbench:
- Solvent
- Sealant
- Polymer
- Memory Substrate
- Membrane
- Luxury Textile
- Lubricant
- Adhesive
- Adhesive (from duct tape loot)
Craft previously uncraftable components
Allows crafting components that are non-craftable by default. These can be crafted at the industrial workbench. It is currently unknown if any of these are used at all in the game, quest-object or otherwise or if they are unused or cut content. For now these only serve as decoration items. These were all added as new records so to not conflict in any way with the original records that have some unknown conditionals. (Crafting these requires Special Projects perk 2 and 3).
- Deformable Nozzle
- Gravitic Laminate
- Regenerative Illuminator
- Stimulated Shielding
- Electron Pump
- Gravity Inducer
- Helical Equalizer
- Neutral Capacitor
- Plasma Igniter
- Quasi Neutralizer
- Stochastic Emitter
- Thread Logic Circuit
- Veryl Explosive
Craft previously uncraftable misc/aid items
- Digipick
- Ship parts
- Med pack
- Trauma pack
- Emergency kit
Resource Weight Changes
Changes the weight of all inorganic and organic resources to be lighter but based on realistic values:
- Inorganic resources use their actual real weight per one cubic centimeter, divided by 100, e.g.: one ccm of Iron: (7.87 / 100) = 0.0787 (game default: 0.6).
- Fictional inorganic resources and resource groups (e.g. Caelumite, Chlorosilanes) have a weight of (1 per one ccm / 100) = 0.01.
- Organic resources use a hundreds of their game default value, e.g. Fiber: (0.5 / 100) = 0.005.
These weight changes have been primarily done to lessen the tendency to become over-encumbered without outright setting every resource weight to zero which would feel like cheating to me. The numbers in-game are still unit-less but as the new weights are based on real world metric units they can be easily upscaled if needed.