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And the "drop pod spot" was likely never needed. In vanilla (at very least since 1.4), traders always drop the pods to an exposed trade beacon. If only one beacon is exposed, it will ALWAYS drop it at that beacon. If you have other exposed beacons, you can exclude them as drop spot by building a single roof over them. If all your beacons are covered, it likely lands randomly on the map or to the beacon that is closest to not being covered. Same goes for quest payments.
In most cases, "drop pod spot" isn't needed and their description is a bit misleading as it practically covers vanilla behavior.
@ThatsAFrog Of course I can eject genes. This is just useful QoL feature
appreciate some guidance in this regard!
Besides that, I feel like base game rimworld should have just had something like the trade area from Amazing Cultivation Simulator, where you could easilly tag an item to be hauled to a trade area instead of fiddling in menus.
The only thing I do with the beacons is change the power usage of them as your base gets bigger while the logirithmic power is setting is turned on.
I'll also correct myself about a vanilla trade beacon being required, I'm not sure when, but it looks like ludeon changed the code that checks that so that isn't required. so you only need a single beacon, be it modded or vanilla, happy days.
So maybe another mod is interfering.
what is listed for tradeships becomes the same as what would be listed for visiting merchants. not necessarily the whole map, though I have thought of adding a setting for that (excluding fogged areas, and power requirement would be larger than now, but not much larger)