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Maybe they could contact you once you unlock machining? That tech specifically is really the start of actually doing industrial-tech stuff and, since (at least in CE) it's the second-to-last tech on the early-game rush to make your own ammo, it acts as a good marker for an established colony, as getting to it takes long enough that you're likely to have established some semblance of a base with at least basic infrastructure by then instead of still operating out of just a hastily-built shack or a covered-up cavern with nothing in it.
10/10 mod :D
@The Lost Cake they already check for illegal plants
@Vril that's a feature, not a bug. this faction's whole point is that they use somewhat organized loadouts so you won't have, say, mid to high tier combat pawns spawn without any chest armor. if you want raider gear to be totally random and incohesive then yeah, vanilla outlanders are better
>Sovergenity comes to aid me
>3 lads with shotguns drop pod, drink some go-juice
>proceed to go into middle of the raid and absolutely obliterate tribals
absolute kino
ty
What is funny though is that they have the same faction weakness most do; Temperature. I noticed when heavy winter sit into my colony, the inspection would come only to turn around halfway to my place as they weren't able to handle the cold. That could be a way to dodge the inspections.... but also make the trade convoys also turn around.