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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3361231919
Hope it helps anyone!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3227695395
also, could you maybe make wether caravans bring slaves based on ideology precepts, and even make the range change based on precepts (configurable, and you can, via configs, change the values)
Verse.PatchOperationReplace(xpath="*/TraderKindDef[defName = "Caravan_Outlander_PirateMerchant" or defName = "Orbital_PirateMerchant"]/commonalityMultFromPopulationIntent"): Failed to find a node with the given xpath
[End of stack trace]
[[SYR] More Slaves] Patch operation Verse.PatchOperationReplace(*/TraderKindDef[defName = "Caravan_Outlander_PirateMerchant" or defName = "Orbital_PirateMerchant"]/commonalityMultFromPopulationIntent) failed
are these caused by a mod conflict/mod out of order error?
@Arthuro did you change anything in the files?
Anyone know of at least a mod to force towns/ships to restock when it happens?
if I may request a feature for this mod I would wish for a mod setting to disable the existing mod setting "Additional slave count" overwriting the countRange of slaves defined in the xml.
This way it would be possible to have different factions have different counts of slaves which ignore the pop cap.
Probably not worth the effort but I stumbled across this "problem" while balancing my modlist and just wanted to make a suggestion.
Greetings!
Got scared but Im all right now.
Wondering if this mod is causing it.
*btw thank for the mod ^^*
- Tweaked slave ships and slaver caravans to still spawn at max population intent
- Curve is not disabled, you will get a lot of slavers at high pop intent (vanilla) but at low pop intent the chance will not be zero, instead it will be 40% of normal
- Changed patches to affect any trader that uses the slave stockgenerator, this will make this mod affect traders from other mods