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I've done that before and many people came back asking why EPOE-Forked isn't compatible with XML Extensions instead, or they stop using the mod altogether because they see incompatible tag with X modules despite the options become integrated in the main mod with XML Extensions.
I've seen people continue to use module mods despite XML Extensions, they are still surprised that the menu comes integrated with that option and that they didn't need the module anymore.
The patches are essentially identical. I added a failsafe to just disable that option in the menu if both this and XML Extensions are together.
Either way, I can't win, people don't read.
Only prosthetic tier items will appear in the machining table. Everything else will be at the bionic workbench or the synthetic nano printer.
If that is not the case, then do you have XML Extensions? If you do, it does have this mod's option built in and you may of enabled it without realising it.
I checked MSE2's upgrade modules, and it would appear it reacts to moving all of them to our workbench, and this patch does not cover his abstracts.
Thanks for pointing this out, I will contact the author of MSE2 about this. In the mean time, I will apply a work around.
Load this mod after MSE2 to get the correct changes for now until that gets updated to check for this mod.
This patch mod does not delete any existing EPOE workbench in your game, but they can still link as normal.
* The workbenches can link up with each other and the Fabrication workbench to improve production speed.
* Patches for Cyber Fauna and Vanilla Furniture Expanded - Production to allow additional link ups.
Does this patch reduce compatibility with "Vanilla Furniture Enhanced - Production" ? Otherwise said, will I still be able to benefit from all the "linkers" if I want to keep this patch mod to merge all EPOE workbenches ?
I'm so glad this mod exists, because I strongly dislike having dozens of workbenches all over my colonies, doing just a single task or two.
Been a while since I looked at 1.0 base game stuff, and have done an overhaul on the mod structure, so the old 1.0 version of this mod no longer work. Hopefully I didn't miss anything now.
It says it right at the start of the description that it removes the workbench from the architect menu. I will add further clarifications of its exact function if it helps.
"...removing the ability to construct any more EPOE workbenches." You might want to add this part to the description. I refrained from using this mod, because I thought it wouldn't remove the workbench from the architect menu, but just its bills.
In a new game, they are for all intent and purposes, removed. Although you may still encounter them if you got Real Ruins and come across a player ruin that has one surviving. Can use as normal or just dismantle for resource.
Which sadly was required to keep exact name to avoid breaking patch files that relied on finding the exact name for patching.
Might want to change that to make it more clear.