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回報翻譯問題
-Armors can now be crafted of any metallic resource with their per material buffs. (thanks to KitKat)
-All items can now be crafted on both fueled & electric table. (thanks to KitKat)
-Plate Helmet is now full head protection. (thanks to KitKat)
-Rebalanced armor values.
-Other minor fixings
<recipeMaker>
<unfinishedThingDef>UnfinishedMetallicTechArmor</unfinishedThingDef>
<recipeUsers Inherit="False">
<li>ElectricSmithy</li>
<li>FueledSmithy</li>
</recipeUsers>
</recipeMaker>
Repeat per item, and all items should be craftable at both types of smith tables.
Sorry if my constant posts are obnoxious, I just want to help :P
<costStuffCount>30</costStuffCount>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
This is just an example, I replaced the existing line defining material cost with this, and it allows any metallic material to be used instead. To make sure this would have an appropriate effect on the effectiveness of the item, insert the following lines, editing the values as you deem appropriate.
<StuffEffectMultiplierArmor>0.46</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.05</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.05</StuffEffectMultiplierInsulation_Heat>
These three lines determine how strong the effect of the material is on the stats of the armor piece.
<supportedVersions>
<li>1.0</li>
<li>1.1</li>
<li>1.2</li>
<li>1.3</li>
<li>1.4</li>
Anyways, I love the mod, but I'm totally gonna mess with the files to see if I can consolidate all of the arquebuses and flintlocks into like 2 research items instead of the 10-ish by default. Gotta bring it in line with the vanilla game or it'll drive me crazy. Nice sprites though, good work.