Difference between revisions of "Object Mod"

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269 bytes added ,  09:28, 28 October 2017
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imported>Qazaaq
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imported>Google12
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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.
* 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.
* If the conditions for creating a mod are not met, but there is already an instance of the loose mod in the player's inventory, the mod will appear as an option at the workbench but when trying to apply it, the player will be told they lack the necessary requirements
* At the workbench, object mods appear in ascending order based on the value (in caps) of their associated loose mods.  Object mods without loose mods appear at the end of the list in alphabetical order.
* At the workbench, object mods appear in ascending order based on the value (in caps) of their associated loose mods.  Object mods without loose mods appear at the end of the list in alphabetical order.
* All of the mods in a mod collection must have the same attach point.
* All of the mods in a mod collection must have the same attach point.
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