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รายงานปัญหาเกี่ยวกับการแปลภาษา
Either way I added a setting where you can set the maximum percent of resources from wild animals.
So the issue is that it works if you're raising the animals themselves; however if they're wild animals you basically get everything.
I'll give you a scenario. I'm playing in a tundra with naked brutality. Finding clothes is important right off the bat since it's going to be super cold. I got and kill myself a single muffalo. Great that should be enough to make maybe a hat. Except I go and butcher the animal, and not only do I get ~50 muffalo hide, I also get ~70 muffalo fur. In vanilla, you'd have to kill maybe two or three muffalo to get some decent clothes, with this mod all you need is one or two.
This is also apparent for anything else that produces "something" when they're domesticated. There is no incentive to raise boomalopes for chemfuel, since you can just hunt them to extinction with no penalty other than maybe a forest fire.
I think it would make sense for this to only apply to domestic animals, or at least include an option to make it so.
You get no more resources with this mod than without it, you just dont have to wait until an animal has 100% wool. When you butcher an animal with this mod active it will give you the current growth of resources as well.
I think you might have misunderstood the mod-function, perhaps you thought it gave 100% resources regardless of when you butcher?
Not only are you getting the leather, but you're also getting the wool. If you're playing on a map that requires lots of leathers/furs/wools for temperature regulation, you're basically getting twice the amount per animal.