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I gave up when I saw that the arrival method was an enum XD
Do you mind if I copy LFM_ScenPart_PlayerArrivesShuttle over to my mod and change it up to my needs?
Sadly I can't just make it an optional mod interaction since I want to use a custom shuttleDef.
Also starting your scenario sometimes throws errors when the pawns get created (not always, but a lot of the times):
"MechFormfeederImplant has null Part. It should be set before PostAdd."
"LFM_ProcessBoosterImplant has null Part. It should be set before PostAdd."
To control their spawning in raids you should find Patch that affect Mechanoid FactionDef pawnGroupMakers and remove specific PawnKind(this patch usually located in modname/1.5/Patches or modname/Patches)
Balance wise so far I feel the Slinger's weapon is abit too strong compared to lancers, especially with them being 1 bandwidth cheaper.
Only other minor "issue" I've noticed is that mechs for the precept mood only count ones on the current map, so while caravaning with a good chunk of my mechanoids my colonists back at base tend to suffer mood penalties. But this is a reasonable caveat and even perfect makes sense flavor wise. So it's not really a problem.
High mechtech:
Slinger: regular subcore, 1 advanced component, 110x plasteel, 6x component,
Rocket slinger: slinger cost + 40x plasteel, 3x component(jump packs technology required)
Ultra mechtech:
Arbiter: high subcore, 1 signal chip, 150x plasteel, 8x component
Taintor: high subcore, 200x steel, 165x plasteel, 8x component
If there are problems with recipes(bug or not working recipe) please text me
P. S. Now I am creating pictures for steam page and then they will give full information about all mechs, items and abilities.
Thanks for feedback, I creating patch for compatibility with Vanilla Ideology Expanded precepts now. If you know any other mod that adds mechanoids or mech gestating precept, please tell me their names and I will create pathes with them too
CE?