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Outfitted adds stats selection for outfit policies. It inherits the original ApparelPolicy (new Class ExtendedOutfit) and adds some additional fields. These fields, as expected, are not covered by Export Agency. But even more, for new games the data from EA overwrites the default outfits (which is exactly what expected, again). But it is not nice :D
I investigated the topic and I found a solution.
Modified/added code: https://pastebin.com/u/mitasamodel/1/NsyRLufx
tl;dr: If outfit is not standard, then store it fully in config (all fields). By loading the settings check if the type is resolvable (avoid errors) and copy fields using reflection (avoid hardcoded references).
I suggest to discuss it =)
For example, I am currently able to craft psychite tea at my electric cooking station, despite not unlocking it in tech tree yet.
Is this intended behavior (to prevent errors or what have you) or a bug?
@Birb, so.. you deleted the mod config, and are then surprised it is empty ?
Is this a bug or intentional and Export Agency is not able to do Assemblers with its ability to learn Bills from any Workstation via the Portable DB
(@Erdelf sorry if I overstepped here - I thought I would share my experience)
Works perfectly fine with Odyssey and doesn't have a dependency.
Although the alternative doesn't save bills, it has everything else: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3222246658
Otherwise, I don't know. Never heard of it. Hard to say.
Enough people consider this mod cheating, others like me QoL