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Then forgets cause of load times cause of hundreds of mods and goes "WHY THE FUCK IS EVERYTHING DROPPING THE WRONG THING?!"
Something I did note, probably something to do with modded materials/material incompatibility idk I was trying to make a shortbow and it kept making a cloth apparel object (couldn't tell) and when the pawn placed it in the stockpile the whole thing disappeared. Dunno what that's about, might just be mod interaction but I thought I'd let you know in case you wanted to take a look and it didn't end up being.
mining also still seems unchanged.
testing will commence...
now it alone is broken.
Silver is turned into a modded item with a value of 800. so I can get infinate money
if no could you do that. I want genuinely every thing in the game to be randomized
Anyway, I added it back in and fixed it so it won't break existing saves. It should start working the next time you save a game.
* Have the item shuffling bound to the save file. Whenever I would close and relaunch Rimworld (which would happen a lot due to crashes), all items get a new shuffling. Late game, even though my fridge was overflowing with food, I had to resort to nutrient paste dispensers because I couldn't get a source of meals. Having the randomization tied to the save file would encourage building up unusual supply chains that you can use consistently.
* Maybe add the option to disable randomization from workbenches, or even add the option to only disable it for certain kinds of products.
* Similarly to how food is randomized by nutrition, maybe other materials can be randomized by market value.
Overall, fun little mod. Would recommend for silliness.