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This mod destructively overwrites what other mods (like jewelry) may have added to the outposts
It completely replaces the products of those 3 outposts. This simultaneously makes those 3 too high tech and then too low tech once you've advanced.
There are more dynamic patching operations available and I can't recommend this patch to players in its current state.
Load Order:
Outposts expanded
VOE: Additional Outposts
This mod
I was wondering if you could make the patch apply only while on medieval tech level so it would be friendly to tech traversal?
I'm using world tech level mod to control that.
I've noticed that, in place of leather, my hunting outpost is sending me hides equal to the leather quantity. Each hide is worth 1 fur/leather. Any chance this could be patched to send either finished leather or a proper number of properly-sized hides?
until then its just a small patch to change the ores and gems.
And it seems they removed part of the code which lets an outpost spawn in with hand selected layouts sooo that part is gone sadly :(
I fixed the productions bugs for the mining/drilling/production outpost so those should be working but I need to do more tests to figure out if changing the layout is even possible anymore or its gone :(
(maybe also for once add more outposts so there are more variety.)
@Aksi77
@PolandKurwa
This mod only changes the look of the settlements and their outputs, the rest is handled by Vanilla outpost expanded and it seems you problem lays not in this simple patch
@iGeo
Its been a long time since I looked at the patch but from what I recall that might be the cause.
Or it could be that Vanilla Outpost Expanded itself doesn't let you mine plasteel.
Either way its an easy 1 line code to do if you want to change it I recommend having a look :)
Check the Change Notes
It doesn't replace the WorkSites that are generated by Vanilla Game