This mod aims to change the crafting system and crafting-related systems like mining, surveying, and outposts to be more realistic while also reducing micro-management. This is a work in progress and more features will be added as the modding tools are going to allow for it.
Here’s what we got so far …
Craft previously uncraftable resources
Allows crafting resources that are non-craftable by default. These can be crafted at the industrial workbench:
Solvent
Sealant
Polymer
Memory Substrate
Membrane
Luxury Textile
Lubricant
Adhesive
Adhesive (from duct tape loot)
Craft previously uncraftable components
Allows crafting components that are non-craftable by default. These can be crafted at the industrial workbench. It is currently unknown if any of these are used at all in the game, quest-object or otherwise or if they are unused or cut content. For now these only serve as decoration items. These were all added as new records so to not conflict in any way with the original records that have some unknown conditionals. (Crafting these requires Special Projects perk 2 and 3).
Deformable Nozzle
Gravitic Laminate
Regenerative Illuminator
Stimulated Shielding
Electron Pump
Gravity Inducer
Helical Equalizer
Neutral Capacitor
Plasma Igniter
Quasi Neutralizer
Stochastic Emitter
Thread Logic Circuit
Veryl Explosive
Craft previously uncraftable misc/aid items
Digipick
Ship parts
Med pack
Trauma pack
Emergency kit
Resource Weight Changes
Changes the weight of all inorganic and organic resources to be lighter but based on realistic values:
Inorganic resources use their actual real weight per one cubic centimeter, divided by 100, e.g.: one ccm of Iron: (7.87 / 100) = 0.0787 (game default: 0.6).
Fictional inorganic resources and resource groups (e.g. Caelumite, Chlorosilanes) have a weight of (1 per one ccm / 100) = 0.01.
Organic resources use a hundreds of their game default value, e.g. Fiber: (0.5 / 100) = 0.005.
(Note that values smaller than 0.00 are not displayed in the UI but the weight will still count and stack up with increasing resource count).
These weight changes have been primarily done to lessen the tendency to become over-encumbered without outright setting every resource weight to zero which would feel like cheating to me. The numbers in-game are still unit-less but as the new weights are based on real world metric units they can be easily upscaled if needed.
Credits:
ciathyza