Maybe you want to roleplay as a colony that doesn't have the time to meticulously catalogue the exact state of every single pair of trousers in storage.
Maybe you [i]like[/i] a little uncertainty in your life.
Maybe you think it's impossible to know that an autopistol's condition is exactly 47% of... something.
Or maybe, like me, you just put too much priority on colonists hauling things in out of the rain before they drop from perfect to 99%.
Replaces the exact percentage on damaged items with an approximate descriptor. For example, a Simple helmet (normal [b]92%[/b]) becomes a Simple helmet (normal, [b]nearly new[/b]), a Parka (excellent [b]42%[/b]) becomes a Parka (excellent, [b]threadbare[/b]), and a Steel wall ([b]22%[/b]) becomes a Steel wall ([b]falling apart[/b]).
Non-steam version and old releases can be found here.
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FPeteTimesSix%2FInexactExamine]https://github.com/PeteTimesSix/InexactExamine[/url]
If you want to express gratitude, support me or attempt to convert money into motivation, you can do so here: [url=https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fko-fi.com%2Fpetetimessix]ko-fi.com/petetimessix[/url]
I've set up a [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FmJcehKd4yF]Discord server[/url][discord.gg], which is the preferred medium for discussion and bug reports.