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Just research it!!
In all seriousness, the basic workshop is rather easy to acquire even as a tribal due to its cost, unlock, and the fact its not electric powered. However the rest of the mod demands access to electricity and seperate research.
If you want simple stuff stick to things like tea, tobacco, gravies, and flower soaps/oils that you can reliably produce with a lvl6 grower and below. Alternatively, if you want consumables you can use for combat/disease utilize garlic plantations and the fermenter to create black garlic.
Not only is the item itself easy to make/use...the base garlic itself takes a long time to rot in storage meaning you don't need fridges wasting your batteries.
The artisan table like the main workbench for this mod has a missing texture and missing tooltip icon on my architect tab.
I mean, I am Korean here, So Pepper > Extract > Pepper powder
into Kimchi is too much for a game, but still.. Kimchi needs Pepper. It has red pallet in infographic.
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