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Her opinion is as follows: add a key, “Priority” value to the number ;
make sub-mod “number” in metadata is greater than the main mod to ensure that patch is sequenced
Angry, about programming these I really do not understand, very envy to be able to personally make MOD
Of course, there are no Gates, just a lot of vicious pirates and hot-mouthed crabs
I could get rid of all the added ancient gates and add an alternative path to the outpost but I'd rather keep the story patch close to the vanilla story progression with all the familiar steps
Maybe it's not really T3, but I'm also using this mod for universe generation improvements, so I thought maybe the player's starting planet would actually need to be determined based on the story structures, and there's another way to do this is to make the Esther Bright's location coordinates are somehow put into SAIL
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2587899098&searchtext=overgrown