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Also, the mod update is ready to go. Just finished messing with the files and I'm ready to release it as soon as the game itself gets updated. The name of the mod will be temporarily changed to Outpost Variety [Under Renovation], while I work on more content for it.
All modules which got accepted into vanilla have been removed from the mod, and we've got a few new modules rolling out early as part of the new batch. The updated version of the mod will contain a nightclub module and a large engineering module for colonies.
If you are currently playing on the Unstable version, where the new vanilla content is being tested, having this mod on will cause the game to crash because of the module duplicates.
I am working on an update to remove the modules which got accepted into vanilla from the mod's files, and add a new batch of custom modules to keep the mod relevant (I had new stuff in the works for a while). Until then, it's best to keep this mod disabled in your mod list.
I will post another message here once the mod has been updated.
If you can get everything anywhere you go, then it quickly becomes dull and de-motivating.
I would not consider this as a L for devs, rather I think they did well.
But there is a case for making outposts immune to overvoltage, or at least to increase the overvoltage limit past 2.
Some of the pumps weren't wired to their water detectors and some of the wall caps didn't properly disappear when they were supposed to.
Hopefully I've caught all of those mistakes by now, but I'll keep an eye out for them as I continue my work.
I don't know if it's my delusion, but after this mod, there are no husk‘s sites or Joker sites at the outpost
Also, an update is out. I've added two new generic docking modules and fixed some small issues in the existing ones.
If the modules here use the vanilla outpost types for generation, they should work in conjunction just fine. I'll grab it later and check it out.