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tested with over 300 mods and I haven't seen that behavior, can you create a new issue on github and include your log: https://github.com/beeteedubs-gaming/RWM_BTD_REMIX_GravshipBlueprints
it wont capture other floors, capture is based off what the game detects as part of the gravship that you're saving from, so you can capture that regular map part of your ship, it would capture the stairs or whatever you use to move floors, but you'll have to build out the other decks.
Maybe regular blueprint mod to capture those the other decks, and you could devmode place the blueprints in after the ship is generated.
https://github.com/beeteedubs-gaming/RWM_BTD_REMIX_GravshipBlueprints_SubModTemplate
I like this idea, let me think about, I can definitely make it happen I just need to think it through!
I do have the designs available on github that you can import with the Planning Extended mod if you use that:
https://github.com/beeteedubs-gaming/Blueprints_Gravships
That could be pretty cool.
In case you want the experience of progression buiilding up gravship bit by bit, but want to end up with the outline of some of these gravship by the end.
Just updated and it should be working now, it did on my test.
Note: the mod author of that other mod is replacing the base game gravship def, which is pretty wild to me because then they re-add the base game def with a different name. Not a good practice. They could run an XML patch instead, or do it a few other ways without blowing up the base game def.
Using their mod with any other mods that try to place gravship hull and power conduits on the same tile will need to create custom workarounds for them.
I think the most worrying thing is that there are only about 100 tiles I think between starting platform and map edge on The Gravship start, so IF the ship were a hundred-ish tiles long AND the docking point was at like the nose of the ship, there is a little buffer area for bridge placement from ship to platform ... it might push the butt of the ship off map and I think it would just force spawn the ship in the middle of the map at that point as that's the fallback I setup.
So needs to be like an obscenely large ship to give the less ideal spawn.