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About what you mentioned:
You can change your own inventory size with the save editor which is on github - you don't even need a mod for it.
Dunno about alchemy mods.
Fast Work Mod: https://www.nexusmods.com/graveyardkeeper/mods/4/
QoL: sprinting f.e. https://www.nexusmods.com/graveyardkeeper/mods/2 (I think the other mod which doesn't use Harmony can also do that)
Chest being linked: doesn't exist afaik.
But I don't think linked chests would be such a good idea (unless you mean not only them being visible but also automatically supplying items for a craft) because a list with f.e. 20 inventories is also difficult to interpret.
I have install QMODS for graveyard keeper.
Then i have create a folder QMODS
And i have add the mod to this folder.
But nothing happen in game.
https://image.noelshack.com/fichiers/2019/04/2/1548190932-graveyard.jpg
I will try again, but i know qmods very well i have use it a lot with subnautica. Will check.
My folder is correct, like subnautica, everything should work. Maybe the QMODS on nexus are not good ?
There used to be a lot of mods for this game but all of them were unofficial and they broke the game for many people and it wasn't compatible with the game being updated all the time by the devs....so in this case, i hope we only get mods after the game is completly done
I disagree. Mods can be wonderful in many ways, from quality of life changes to adding replayability to a game that someone has beaten many times before and gotten bored with. Some games have dev support even with the game being EA and still in development.
umm what? sorry thats not a valid opinion :D
Mods are great for any game, no doubts. But developing of creation kit will take some time we don't have.
Thanks for the answer i understand then.