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KA3NMNP

Vintarian
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  1. Yes, this is an interesting thought. According to the recipe, I have so far settled on two plates and a leather strap or rope. This is for all base metals from copper to steel. With the given parameters, the protection comes out to be approximately the same as a gambeson or slightly better than copper lamellar. But it also costs much less than vanilla armor.
  2. As far as I know, the game files do not distinguish between domesticated and wild livestock, but in general, drops from animals can be edited. But if it seems to you that there is too much food, then it might be better to play with the settings for the speed of hunger and food spoilage.
  3. Yes, i know. That is the question of how to set these parameters. I was thinking about the option of proceeding from the metal consumption, that is, the less metal in the recipe, reduce the parameters by that much.
  4. Hello everyone, I’m currently developing a mod that adds simple types of armor as opposed to expensive and bulky vanilla ones. To start, I made these chestplates and greaves. The question is, what parameters would be correct for these types of armor? I’m thinking of taking the parameters of brigantine armor as a basis, because these are also essentially hung metal plates. But through what parameter can we correctly express similar strength, but a much smaller coverage area?
  5. Hello everyone, i am developing a mod for disassembling and recycling metal products. And when it came to shields, I discovered that many of their varieties are implemented through attributes. I started writing their variations in the recipe using “*”, but the recipes don’t work that way. For example: However, if I specify a specific value for each attribute, the recipe is workable, like this: For now, I’m busy writing out each of the 384 recipes manually, but I’d like to find a more rational method.
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