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Sell, sell, sell i need more sells...
However, have you ever considered changing the recipe requirements from just raw item count to nutrition value?
For example, when making jam with fruits:
A strawberry has 0.05 nutrition (the standard crop).
A pineapple from VPE has 0.2 nutrition (higher nutrition, but takes longer to grow, and is more efficient in fertile soil).
Yet, the recipe only consumes the same number of fruit items regardless of their nutrition value.
This makes cultivating high-nutrition, specialized crops feel pointless. Even if I try to make use of surplus produce (for example, crafting Alpha products to trade), I end up losing efficiency compared to just growing low-nutrition, fast crops.
- Fixed Royal salve recipe which was causing the artisan workshop to not register as a kitchen
What would a "medieval patch" for this Mod entail? I assume one that makes the buildings not require electricity?
Perfume: The Story of a Murderer https://share.google/fpdQgN4RquMLeMooX
- Recipes that have variable yield now explain on their description what the baseline is
- Oil is now usable as a condiment for VE Cooking, as was always the intention
- Aloe vera can now be used to reduce infections by 5%
- Perfume and soap now indicate their use
- Giant seeds from Alpha Biomes can be used for the same things as sunflower seeds in VE Plants - More Plants
- Mushroom from Alpha Biomes can be used in any recipe using RawFungus. Same for black truffles from Alpha Animals
- Fruits from Alpha Biomes can be used for the same things as any fruit in VE Plants
- Scented candles can use wax from Alpha Bees
- Added 15 new artisan crafts: cured hive confections, infused oil, balsamic vinegar, popcorn, buttered popcorn, caramel popcorn, powdered horn, powdered mineral, truffle oil, vegemite, desert salve (Alpha Animals), sky syrup (Alpha Animals), iced elixir (Alpha Biomes), jamón serrano (VE Cooking) and royal salve (VFE Insectoids 2)
- Added 1 new artisan machine, the infuser
- Added 1 new research, flavour infusing
- Added 2 variations for purees (baba ganoush and tapenade) and 1 for pickles (barrel cactus from Alpha Biomes)
- Updated all items to use the Graphics classes now present in the VE Framework to avoid duplicate code
- Rebalanced chutney and salted caramel to not be so profitable
Perhaps a geothermal stove?
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?