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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3560724359
I'm working on trying to migrate the Events into the vanilla quest system.
I've also noticed that the user can receive traits which are usually exclusive to Anomaly creepjoiners, and I'm not sure if that's supposed to happen either.
I don't actually play Rimworld anymore and I'm not going to pay for a DLC I don't intend to use.
I was only able to test it with the base game which worked fine.
Please report any issues.
I have a save with the full mod. If I removed it and then used all the modular versions except for the chemical extraction mod, would the save still recognise everything from those modules as identical to the full mod? I.e. no adverse effects on the save?
If you don't want to have them as an enemy you can open the mod and edit the file in Defs/FactionDefs. Simply remove the line with <naturalEnemy>true</naturalEnemy> and they won't be an enemy in your next colony. Please beware that it might not affect your relationships in your current savegame.
Is it possible to edit Blue Moon Corporation factions natural goodwill? I am happy to have factions that dislike me but maybe not so much.
Assuming everything loads and works, I think all we have to do is add ammunition to the weapons and then put in CE Stats.