Temporary Patches
What is this?
I have lots of big projects coming up that I don’t know where to put some of these smaller tweaks. In my earlier workshop days, I would have made a billion tiny patch mods for them but i’ve shifted my philosophy a bit to these more themed larger progression mods. To not have lame Progression mod spam, i’ve decided to put work that I want done for my modpack in this mod to allow for certain mods to be where I need them to be without having to release mediocre patch collections. I’m also wrapping on the grand Medieval Overhaul integration project, and i’d love to get some final stuff out of the way fast.
Current patches
- Core – Removed the vanilla planning system so you can use modded planning mods
- Mahjong Table – Removes the A variant mahjong tables to reduce bloat, renames the "automatic" ones to "automated"
- Biomes Fossils/Medieval Overhaul – If both mods are detected, overlap patch for Amber that prioritizes Biomes’ one.
- Therapy – Makes therapy a Medieval tech instead of industrial.
- VFE Triblas/Medieval Overhaul – Patched out MO’s research bench in favor of VE’s
- Animal Cages – Added a research project for the cages
- Ancient Urban Ruins – Small fuel generator renamed to Small chemfuel powered generator fit into VE naming convention
- Medieval Overhaul – Made Dark Forest way less dense with trees
- Dubs Bad Hygiene/Medieval Overhaul – If both mods are detected, overlap patch for burn pit that prioritizes MO’s one.
- Roo’s Satyr and Faun Xenotypes Expanded – Renamed "Fae craftables" to "Fae technology"
- Roo’s Minotaur Xenotype – Renamed "milking spot" to "human milking spot" and removed meta references from description.
- Save Our Ship 2 – Moved all SOS2 stuff into the ship category and not mingling around others, made basic holodeck spacer research
- More Planning – Renaming planning category to "plans"
- Vanilla Christmas Expanded – Removed the trees
- Alpha Crafts – More modded factions can buy and sell artisan goods
