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Royalty DLC: Cataphract Armor and Cataphract Helment
VFE Pirates: Privateer Armor
It kind of adds quite a lot of functions that are embodied in mods, such as Non uno Pinata.
From the FAQ in the mod description:
"CE compatible? | Uhhhhhh probably i think yeah"
The idea was to make neolithic equipment relevant to the neolithic era, and as fun as that sounds, this was done through a method that I find disagreeable. Worse yet, it was done in the Combat Extended method where it just totally doesn't work with a lot of mods without a tailor-made patch.
This mod page doesn't tell you much about the actual gameplay, which is that you'll end up randomly getting an average colonist, a dumb colonist, or a smarty-pants, and this is determined by their faction's tech level, so somehow the furry pirate who wears a leather tarp and beats people with clubs is more well-educated and mentally capable than the team of talented researchers who were aboard a space ship moments before they ended up here.
https://gist.github.com/HugsLibRecordKeeper/68546867a23a9b8c1db648874fafff99
VFE - Pirates adds my favorite starting scenario where you start as spacer pirates who crashlanded. spacer pirates, pirates who are capable of space travel, yet they can't use the pulse rifle that they dropped in with because they're industrial.
The idea of Progression is to tie things together between mods, so what do you say about that disparity?
It seems that orbital book merchants cant generate their stock with your mod:
https://pastebin.com/c2ZyKShZ
On lines 11-64 the file contains what appears to be a duplicate of a Medieval Overhaul patch from Progression: Agriculture that handles some crop overlaps between it and Vanilla Plants Expanded. It's placed inside of an <operations> node as an <Operation> node rather than an <li> node, which is causing the whole patch sequence to fail.