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Obviously everyone has their own tastes, so it will be impossible to make it perfect for everyone, but I'm happy go get some community input.
Currently, my plans for C&S include adding more tesla-tech prosthesis and adding a clockwork style for Ideology. It the future, I'd like to provide more integration with the DLCs.
If you have additional ideas, feel free to suggest them in the discussion post above.
Wind ups are also likely to be tinkered with some more. At the moment they're more of a novelty. Alongside this, the clockwork faction is likely to be adjusted and possibly expanded.
Can u tell me how to change techmology lvl on some research?
I want some imlant and basic weapons in fantasy modpack, but steampower and turets is a bit op there)
i'm using Pickup and Haul Mod.
or more extreame, rebalance the resources and make them not all being minable, since in my opinion, mineral resources are the most annoying resources in game.
there is a reason why all the minable resources have alternative ways to gather them that isn't the quarry.
Regarding the comments below- Admittedly, I tend to play with the quarry mod and other mods that change resource balancing. So, its quite possible the mod is more unbalanced in a vanilla setting. If you have any suggestions as to how to address this, I'm all ears.
The new rifle uses code already in the game, and it will cause some bleeding alongside the shock.
During testing my changes broke my save, but it's possible that was from a separate issue. Regardless, take caution.
Additionally, I'm working on a proper update adding some new content (and likely tweaking more things).