Difference between revisions of "Object Mod"

287 bytes added ,  14:13, 11 February 2017
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→‎Notes: Added warning about reuse of misc mods
imported>Google12
m (Removed the incorrect description of priority, which I had added earlier)
imported>Google12
m (→‎Notes: Added warning about reuse of misc mods)
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* The object you select for Loose Mod will turn all objects of that type into a valid thing to be used to re-apply this mod to something. For example, if you choose BaseBall here, if you have any baseballs in your inventory it will be listed as a mod you have and can be applied for free.
* The object you select for Loose Mod will turn all objects of that type into a valid thing to be used to re-apply this mod to something. For example, if you choose BaseBall here, if you have any baseballs in your inventory it will be listed as a mod you have and can be applied for free.
* If the same loose mod is associated with two different object mods, even if the loose mod is in the player's inventory, the workbench will require a new instance to be constructed.
* The value of a loose mod controls the order in which the object mods are presented at the workbench


== See Also ==
== See Also ==
*[[:Category:Items|Items Category]]
*[[:Category:Items|Items Category]]
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