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This module mod was made before XML Extension, but I kept it for in case people didn't or can't use that mod. Otherwise the option and this mod's patch are the exact same, and add a little extra to disable the option to not further complicate the menu.
I now see the dependency on the mod page and missed it with it not being listed as a dependency in game.
Thanks for letting me know!
You are missing EPOE-Forked in your mod list.
Does anyone have a clue how I can fix this?:
https://gist.github.com/HugsLibRecordKeeper/263fca01f327e3f2fd9cfb1b1f121d64
I don't know how to read the logs so I just hit the upload button.
Something about "RadioButtons", "Failed to find a node with given xpath", "Failed operation" and a HugsLib "bad request StackTrace"?
No, there isn't. Our mod's internal structure is more flexible than the normal out of date EPOE, which leads to any new items we add can automatically adjust to all our modules without needing to update them.
I've been using this for a while now but recently installed Misc. Robots and it started requiring me to build all previous tiers, but uninstalling Misc. Robots fixed it. Thought I'd leave a note if anyone else runs into this problem or has a fix by playing around with load order. Thanks again!
I think it's good to have options with mods.
There have been many changes in the new update, and I plan to make another module mod that allows reverting one change for people that don't like it, although it is not my taste as it deviates away from vanilla's intention, and that is the work amount. The update has raised them back to vanilla levels.
For player's preference if they want a easier game, I will still go to efforts to make the new module anyway for reducing work amount needed back to old EPOE's low amounts.
I suspect Steam did not auto-update it if that is the problem.
Unsubscribe and resubscribing to the EPOE-Forked version will fix that.
(Assume english language version)
"Make" is the directly crafting term here, whilst "Assemble" is the upgrading version of the recipe.
If you have this mod active, then all of them should display with "Make", when you select a new bill. Any existing "Assemble" recipes you have already ongoing in the workbench, you may remove them and they will not pop up again for selection until this mod is removed.
I should mention a thing about mid-save is that existing recipes do not update, and you may want to reset them by deleting and remaking them. Technically all recipes types (Both direct and upgrade path) are included in the main mod, and simply using patch mods to lock and/or unlocking them.