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I just need to know what to do at this point with it.
The number of walk-on survivors and survivors you can find via balloon missions is entirely dependent upon the seed. I don't agree with that, but that's how the game is currently designed.
You start with 6 survivors, and the mod is tuned to 'allow' a dozen or so more at any given time. The join events are again, completely dependent upon your seed.
>t's easy enough to look by opening this mod in the mod editor. The only expedition survivor finds and walk-in joins you could have with this scenario are those which the mod author specifically added to the mod, because the default game ones are set to only happen on the crash landing scenario.
This mod steals all of that from the base scenarios. You will get walk ons "join events" plus balloon rescue events.
I could be interpreting it incorrectly though.
It's easy enough to look by opening this mod in the mod editor. The only expedition survivor finds and walk-in joins you could have with this scenario are those which the mod author specifically added to the mod, because the default game ones are set to only happen on the crash landing scenario.
So any that could happen would have to explicitly be in this mod (or in some other mod you are using, as @Waterdragon77 aptly pointed out already).
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so i have to stop here and start new with 9 starters and want get 3 more
I still find it crazy the description for the Fabricator Matrix is "the instructions to make this are included in a 500 page manual in every decently stocked survival pod". Then what was the crash-landing scenario's pod? Was it a bare bones and cheap people mover ship? Yeah, right.
When I sat down and looked at it, the material fab tech seemed like gitterworld stuff that non-official military wouldn't be provided the tech for. You can still get it on the black market, but that's where it comes from.
The design idea behind this was that this group of mercs hocked everything to pay for a shot at founding a settlement on some far flung fringe world. A chance at life not quite entirely under the thumb of the central confederacy, but also having a shot at making their fortune.
I'm curious because I was testing to see if the Crystal Fabrication mod was compatible with this scenario, but couldn't see Fabricators at all at the start.
Oh god yes that is a steam workshop issue sometimes it just will not update mods.
That is due to map seed. This is how they designed the game and it's cumbersome. That definitely needs to be addressed in mods. Right now each map seed has a specific sequence of joiners. Every time you play with a given map seed, you'll get the exact same joiners at the same times.
OMG10 : I don't touch any crafting or material items. Anything that is in the trading scenario will be here.
benal: make sure you have the mod activated, and start the "mercenary outpost" scenario.
And when i started it i could only start with the standard 4 instead of the suggested 6.
Starting situation has been slightly adjusted.