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That’s why your mod fits my playstyle perfectly. Big thanks for the time you put into making it!
Do you think there’s a chance you’ll be able to make a version compatible with 1.6?
My advice to anyone trying to use this mod with sos2, they *can* work together, but you're REALLY not gonna like when they *don't* work together.
if possible please compatibility with SOS2, thank you
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1909914131
I've used both and its generally not an issue, just don't expect any support from SOS2 team if you hit a problem.
https://gist.github.com/fcaa5625dfd7bcd896e0030e14082d67
(ever since version 1.0 ive been uninstalling and picking up every single piece of spare wall from maps and event/encounters that ive been able to carry) and this mod has been so useful setting up a perimeter here and there:)
for example here:
https://cdn.discordapp.com/attachments/214523406727512065/589297291374886912/cropped_base_-_with_notes.png
For the other direction make spike traps and IEDs craftable at Machining table so that these could be pre-crafted and easily slotted in by this mod.
Love the mod. It really is one of those "Why isn't this in the base game?" kinda mods. Thank you.
but yeah I watched it work just fine :)
this is something I've been wanting for a long time too :)
thanks for this
I've been wanting this feature for ages too. I wish I'd searched for it before when I played in 1.1 and 1.2.
Well great idea for a mod and thanks for making it.
Too bad 1.3 seems to be breaking everything important mod-wise.
In 1.2 it was working flawlessly. I will test it on a vanilla colony to see if its a mod incompatibility.
Update: Tested on a vanilla colony (only Minify Everything, Mod Diff, Mod Manager, Character Editor)
It worked, but I got an error when right clicking on the blueprint. So it seems to be a mod incompatibility: (couldn't paste the entire error log, so I screenshot it) https://i.imgur.com/kAaDamy.png