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https://gist.github.com/HugsLibRecordKeeper/ef6198942da0c26aec6b4959345358b2
I was going to next do EXACTLY WHAT YOU ARE DOING and work on some kind of broad patch for all the other stuff. You've correctly identified most of the 'major' mods that need patches (obviously patching EVERY mod ever is a little unrealistic but you're hitting the big ones that anyone interested in Tribal starts is probably rocking).
Well. That's how I was going to spend my day. Um. Thanks man!
I was going to take a swing at making a patch for this for VFactionsE: Tribals and noticed there was a log wall already in their research tree, yet I had a log wall available from the start... turns out there's two log walls.
Since the 'Vanilla' series of mods are a little more broadly supported by the community, could a patch be introduced that upon detecting VFE:Architect it disables this log wall altogether so as to not double up?
Source file: F:\Games\SteamLibrary\steamapps\workshop\content\294100\2597790751\1.3\Compat\PrimitiveWorkbenches\Patches\CraftingBasket.xml
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
[Tribal Essentials Reborn - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingDef[defName = "VBY_PrimitiveKiln_Rotated"]/comps/li[@Class = "CompProperties_AffectedByFacilities"]/linkableFacilities"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=3
Verse.PatchOperationFindMod(Primitive Workbenches): Error in <match>
Research Tree: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2608058938&searchtext=research+tree
No Research: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2007422044&searchtext=no+research
What just doesn't make sense to me is why don't these traps need a rearm, cause enemies just ignore 50 prior bodies that fell into the trap and walk into their doom. If you want to keep the AI as it is, the traps need to be single use during the battles (rearm mechanic) otherwise they provide infinite value.
I still think that they would be too cost efficient compared to vanilla single use traps even with rearm, but that would be a step into the right direction (vanilla traps cost 45 (40% more) and deal 10% more damage, require 20% less work compared to pitfall, and are, most importantly, single use).
Right now, the traps are a complete cheese, in my opinion at least.