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Something about the black background with gray swirls makes me feel disgusted/sick when I see the original textures. It's great that the artist was able to evoke that feeling with the original resin textures, but it can be a bit annoying having to clear out the soft resin that gets everywhere with the change to make resin tunnelers aggresively spawn.
If you can get beyond that there's still the matter of tracking what segments need to be overriden and safely injecting your own generated world data -- efficiently no less! Dessi did something simple in his mod for adding water but I suspect he had to account for many of these things. Decompiling his code would be a good place to start.
The actual programming aspect itself is pretty easy if you have basic programming skills. C# is easy to work with (even if you never have before -- I learned it to do all of my modding work) and there's a lot to reference between the modding API document, my tutorials and reference code on github, and there's plenty of support from other modders on the Discord in #modsupport.
I might recommend getting started with something simple but when I jumped into it I started with the advanced lifts which was a monster from the programming side as well as the depth of understanding of Unity. It just took a lot of learning before I got to release. As you learn it gets easier and quicker. My jump boots and cloning vats mod were done in a day each.
Would be nice for those oh crap moments when you turn something without noticing and suddenly have a surplus of useless materials that you might of needed else where.
Name of mod
instead giving us guess game about the craft cost, could you say the cost?
Do you want to craft it in self-craft or in manufacturing plant? (or both?)
Does it have to be new machine ;d?
Wouldn't it be better to make it just normal manufacturing plant with lowered cost?
1x PSB1
1x MK1 Transmitter
1x each of the t1 auto-crafters
= Manufacturing plant
And let it be researchable once all t1 ores have been scanned.