Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Raccoon Hat
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2177778557
for some examples
Megasloth & Muffalo wool have identical values.
plainleather and dog leather only differ by like 2 points in cold insulation.
blufur and fox fur are also identical.
I do understand the balance aspect to a certain degree but there are several of each material type that are so close to identical that one really isn't any better than the others. There is roughly 20 leathers in the game of those 12 are unique as far as sharp and blunt armor values are concerned. There is 4 wool types and they only differ in insulation values. Sorry for the slightly long message but i wanted to try and explain my thought process on potentially consolidating some of the various leather and wool materials.
https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationFindMod
I've given you an award just to make up for me leaving this comment. :)