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Some of the names will probably be in Chinese because they draw from the same localisation as a base-game production method (eg: all the harvesting ones sans Cropdusting do), the rest will just be in English but at least it shouldn't be the string of code you were seeing previously.
Otherwise, fantastic mod, love it
Outside of maybe a challenge run where you specifically don't research pumpjacks, you'll never research compression ignition without pumpjacks as you need pumpjacks to produce the large amounts of oil needed to use diesel pumps. Compression ignition is also two tiers higher than pumpjacks, making pumpjacks a soft prerequisite of compression ignition anyway.
If someone does know how I'd appreciate any suggestions though :)
Hopefully they should be gone now, just deleted them from both the actual mod folder and my backup and updated it again.
I see that you mention that the mod only overwrites farms/plantations/misc resource. But I've turned off this mod to check whether this mod is the issue. Then, the Grey's version of production methods of the ranch came back.
Could you check whether this mod has a compatibility issue with ranches? Thanks, love the mod.
The fertilizer PM is there but the automatic irrigation PM is missing no matter the load order.
And also I appreciate the fact you like it, this really just started as me wanting to tweak the plantations so that they used fertiliser (and thus I could ship it from the metropole to my colonies) and I went "hey, why not upload it if anyone else wants the same changes".
It's quite literally saved me making my own for these buildings. It just needs a bit of a cleanup to play nicer with other mods.
Following up:
z will usually overwrite patches and other things people might use to resolve conflicts
It would probably be better to use some sort of standard prefix that indicates the mod like fpoat (apologies it was late when I commented last or I'd have suggested this at the outset).
You should also remove all of the stuff for fishing and oil buildings that you're not touching - if it's not something you're changing, it shouldn't be in the mod. (I had to manually patch the oil wells to work properly with something else.)
This results in the buildings wanting to have 7-12k employees per level at odd times.
It's solely because those pm's are all missing the "pm_" prefix, adding it in makes them all work again.