Crafting Menu Addition: Utilities

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Ranakastrasz
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Crafting Menu Addition: Utilities

Post by Ranakastrasz »

There are a number of Items in the crafting menu which I think need their own tab.

They don't fit into Logistics or Production.

-Combinators. - Doesn't produce or move anything physical. You might be able to claim it is logistics, but I don't really agr
-Lights. - Produces Light
-Speaker. -Not Logistics
-Tools/Repair Kits. - Not Production
-Radar - Not Combat.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

mattj256
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Re: Crafting Menu Addition: Utilities

Post by mattj256 »

Are you saying the light should be in its own tab by itself? How many tabs do you think there should be, and what should be moved?

For what it's worth, I'd rather stay with four tabs even though some items don't fit perfectly.

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Ranakastrasz
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Re: Crafting Menu Addition: Utilities

Post by Ranakastrasz »

All of these items would go into the new tab.


I started making a mod that sorted items from the other mods I played. A lot of mods have sorting issues, especially when more than one mod adds an item to a category, so I was doing it myself.
I ran into an issue where a bunch of items didn't really sort into any existing category. Eventually I realized that some items in vanilla didn't really belong where they are either.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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