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but could you consider adding a toxic version of a food mushroom?
By any luck, is it updatable to 1.5 please ?
Only minor gripe for my situation is Agrihands are capped at 10 skill making the Toxistrand un-plantable.
Not the end of the world as I'll manually edit the XML, but it *might* be worth dropping it to 10 to put it inline with Devilstrand and mech capable.
Just a suggestion is all!
Suggestion: some kind of toxic animal fodder like haygrass to feed my tamed toxalopes would be great :)
Also, it would be cool to have toxic decorative flowers.
Love the mod, btw.
Ignore my comment. I was thinking of a different mod while typing, earlier, and didn't catch what I had commented on. Toxistrand works just fine; yellowish-gray in color, as promised.
Furniture items made from darkstrand are colored the standard devilstrand red.
Clothing items show up as the lovely purple color it is, though!
The bloodrose shows their description fine, but the Toxiroot doesn't.
I really like the idea of a plant which produces a fruit that functions like a toxpack but a bit more stable (maybe the multi month shelf life of some veg?). It would a cool reflection of actual plants/fungi that function as bio-accumulators and are used irl to clean soils on Superfund sites.
due to lack of time playing I have not encountered them yet ..
3.) I would love a plant that reduces pollution as well.
They should drop no ressources at all or something useless that is a bit more stable than tox-packs .. or even randomly tox-packs.
1.) I was wondering why the tox-gas weapons don't use tox-packs as an ingredient.
( well except that you could cheaply dispose of tox packs while making money )
1. Slight adjustment to current explosives based on tox-gases.
Make a special plant that will produce "concentrated" tox-gas so you can create explosives from it instead of chemfuel (because it's a bit silly). Like how the chem root was made in VE: Settlers.
2. A plant that pollutes the soil around it when harvested, or while it grows. So that the player has the opportunity to create a pollution zone without using mechanoids for this. You can combine this feature with part from above. Or attach some other resource as product.
3. As opposite, a plant that grows slowly and removes pollution from an area when harvested, while producing a cheap resource (wood, for example). So that tribal colonies have the opportunity to clean up pollution without producing wastepack.
I have a feeling that the developers do not specifically finishing some aspects of the game, leaving room for modders =)