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Please see discussion
Upper limits changed to 100%. (Details/Notes above changed to reflect this.
Note: Applying large values will make the NPC be more capable on average to afford the very best tech available, especially if their pawn kind information tags them to use specific items where possible (though this could be by design). This has the potential to skew things more favourably for the NPCs as a balance concern.
This comes with a "warning" however, since applying larger setting values will also skew NPC equipment to make it begin to be more homogenised (less variety) as the tendency of equipment use will move towards the better tech available on average, though the randomisation will still allow for some variety. (This is still weighted by commonality and other definition settings that control the regularity of the items).
I have still added the larger limit values to allow for player choice, it is left to player discretion how they wish to apply this tool.
Yes, but I'm using the standard mod settings process which has a limited canvas space to work with, so would have to perform additional GUI work to have all the individual tech epochs provided for.
Since I'm using percentages, the category use with pre/industrial/post eras seemed sensible by equivalence.
I could do the additional GUI work but I'd have to justify the investment of time really.
Additional option to check for the minimum potential weapon value for the technological era. (Further details above).
ty, will update the notes to reflect awareness to the validation notifications.
Do you get validation notifications for when the values are tuned lower than the 0% adjustment value? As any other values wouldn't respond or remove those validation checks where a sufficient allowance is provided? And if a 0% adjustment is applied and you are still getting those validation notifications then again that it a helpful warning to the creator of the faction about their allowance settings.
Going to look into adding an additional check for possible ThingStuffPair combinations to allow for minimum allowance for weapons (maybe as additional option). Though will need to check if commonality factors can still create an exclusion to that minimum in the generation process.
It applies a factor to the existing base values. It doesn't add additional checks into the pawn equipment generation process.