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why not make them consumable for the colonists instead just selling them
Apologies if this has already been asked, I just wanted to say how much I'm enjoying the game/mod! I'm currently doing a fun little artisan-themed medieval run where they make candles and soap hehe.
That said, I’ve noticed a few things I can’t seem to craft without power. I was wondering if there’s any workaround or medieval-friendly version for certain recipes? For example, I wasn’t able to find machines or tools for things like liquor, vinegar, pickles, or kombucha.
I’ve been using the tooltips a lot, but I didn’t see any machines listed when trying to make those items. It’s possible they’re part of another machine I missed, there are so many mods for medieval content that I tried using God Mode to check each unpowered machine, but still couldn’t figure it out.
Any help would be appreciated! Thanks again for all your hard work <3 ( works fine on non medieval runs, just curious about medieval verison)
Not sure how it could be Rimworldfied.... Using mushrooms to make it?
I know what Vegemite is from a song that plays on FM radio all the time, "I Come from a Land Down Under."
Well, I don't blame ya for being unfamiliar with it. I only discovered that Vegemite existed because it was featured in a FNAF-themed cooking video. According to Google, it's made of recycled brewing yeast extract, vegetables, and spices. The Australians love it as a food spread, for some reason.
@gunns22 (Vomits) He's trying to kill us all!!! Besides this is mostly an "artisanal" mod so most factory scop I would imagine be for another place.
The words "Vegemite" and "death" should mean the same to these pirates. Do you understand?
The valuation tips are such a huge QOL feature so I can make informed choices about my opportunity costs. And I haven't even loaded any of the other VE mods on my current run.
May your gods grant you the strength to endure gamer comments.
Otherwise click on fermenter (choose quality + begin loading ingredient) then a new hauling job is created where you can click on either the item or the fementer again to prioritize the hauled item.
That's called margarine, which is a substitute made from vegetable oil, although some margarines have buttermilk it.
Hmm that is interesting....that should be either the cooking skill or your pressing corn oil from the artisanal bench instead of the oil press. As that has a 40% efficiency cap in oils, butter, and jams.
Also 55silver in (10)corn => 100 silver in (10)oil = 45 silver profit!!! Not including the uh...actual trading buffs/debuffs that happen in game.
Smokeleaf = 1.6 value, 50 smokeleaf = 80 therefore smokeleaf should yield 14 (or 15, I dont know how these recipes deal with rounding numbers), but I get 10
I may be misunderstanding how it works so please let me know.
@Aluxxen: Culprit is the mod that adds "FuelGen_Ambience", that one is not mine
@Consecutive: I have a spreadsheet, you can see it there.
For example in the case of oil, making it with corn yields 4, using smokeleaf gives 10, is there a way to see this without actually crafting it?
Awesome mod btw.
It seems the Artisan Fermenter won't dispense vinegar once it is brewed. It's at 100%, it has a valid storage spot, but colonists won't collect it and it doesn't drop on the floor like a brewing barrel would.
My log is spammed with the following two messages. It finally stopped the log bc it reached the character limit lol. I suspect this is the thing name?
https://pastebin.com/3vG20Px0