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@TurtleShroom: Foundations are added as a terrain type rather than a floor as there are only these two layers available. It sounds like your changes have made the foundation occupy the floor layer so they have to rip it up to replace it, but this reveals the mud underneath which won't support other floors.
Detecting the presence of Fertile Fields is easy, but patching Fertile Fields' terraforming operations is practically impossible from my side. The foundations are already designed to be cheap.
You shouldn't be able to build Concrete foundations on marsh, that's what wooden foundations are for. But if you need to build heavier, you'll need to do some terraforming. Concrete foundations are mostly for looks and immersion, wooden foundations are practical, but both rely on terraforming of some kind to really pop.
I do appreciate the idea, and the thought put into it! I'm afraid I'll be leaving the mod as is, however. :)
Perhaps, when this mod is installed, and you detect Fertile Fields installed alongside, you could disable / remove / correspondingly increase the cost of terraforming away from marsh etc? Or reduce concrete foundations to compete? That'd offer a nice trade-off between "put in the work to fill in the marsh" vs "drop some concrete on top of it."
Just a thought!
Thanks guys.
Gday mate!
So you can see, it's not really directly a conflict? Simply More Bridges fixes something that should really be in the vanilla game, but that unintentionally applies to Foundations too. We've tried fixing it on our end, but we may need to speak to Mlie to have them fix it their end.
So not a problemm just two ways to remove foundations is all. ;)