2.0 READY!!! A Simple, yet handy workbench for crafting faster, mostly everything, mostly.. U may need to get in it!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
I noticed that the Mk2, Mk3, and Mk4 workbenches each have their own technology nodes, but they're all already unlocked at the start of the game?
Is this intentional?
If so, why even add the technology tree nodes for them?
I just de-compiled the mod, turns out you just need to set all of the "enabled = true" to "enabled = false" in the recipe.lua file (except ofc the mk1 workbench) to fix the issue of all workbench recipes being available at the start.
Extremely simple fix.