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it seems like its not a compatability patch but rather like a "mods i like tweaked: All in one version"
@OptimusGnarkill. You don't need to download all mods in list. The mod works with installed mods. If any mod is not exists the patch for this mod is ignored.
I don't see the author asking for feedback on their work, and the way you share said feedback comes across sounding very passive aggressive and judgemental.
It's fine to make recommendations, but starting an argument about it is just uncalled for. This isn't the kind of mod that warrants feedback, it's just a collection of patches the author made for themself and decided to upload in case anybody else shared their sentiment.
If you don't like it, either don't download it, or do, and make your own changes. If you're such a popular modder, then go do what modders do instead of whinging.
Thank you. Speaking from experience as a modder, just ignore most of the comments. They think the comment box is a signal that someone cares about their opinions when they haven't made anything. Their choice is to consume the mod or not.
Yes I agree. Especially if play with Ideology Cannibalism. The human leather it's getting too much after raids. You don't even have to go hunting. You can build a business only on human leather. It's quick and too easy. I also nerf only human leather too. Steel and other leather is unchanged.
Well... by that logic, though, you should also heavily nerf the market price of both Steel and all animal furs/hides so players can't make much profit from that, either. Otherwise, a player could just sell that stuff to traders to make almost as big of a profit.
Quote, "Also you can disassemble the clothes from the corpses."
Isn't that a lot of extra work, employing colonists that could probably be put to better use?
The thing about increasing one Colony's wealth or even just accumulating piles of silver: The game already has a very powerful self-balancing feature to curb this. Namely, the higher this goes, the bigger and more powerful the raids. That's why many RimWorld guides strongly recommend against increasing Colony worth in the early game.
MendingKit is defName in this mod.
I made the price 1 silver, because it was very easy to make money by selling the MendingKit.
Steel is easy to get (especially if you have mod Quarry), textiles drops from animals or raids. Also you can disassemble the clothes from the corpses. Creating a lot of MendingKit is not a problem. You don't even need to buy it. But to sell, if the price is high, it is very profitable and it becomes uninteresting to play. So I lowered the price.
Maybe market value of MendingKit should be 4-5 not more...
- Market price 1 silver for MendingKit, because in default is too much value"
(1) There is no mod in the Workshop with the name "MendingKit".
(2) Assuming above, it's "Mending Kit" (two words), not "MendingKit".