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Cheers, and thank you so much for all your work on this!
The mod is still good for making little hideouts and stash spots though. If the mod creator can figure out what the issue is with the farms, storage, auto jobs and etc or just update the mod to cut out things that can't be fixed the mod would be alot neater.
What's worse is the farming. I can't seem to get my guys to auto farm and auto haul the water to the farm and the hemp from the farm into storage correctly at all. I've looked up the issue and done all the fixes people talk about online to make sure it's not just a glitch on my end and like I said the auto jobs seem to work for things not from this mod...
I'll look into it, but there's not much else I can think to modify, especially to avert some kind of hardcoded game behavior.
I can dig deeper into FCS to see if there's something I missed. Unfortunate. :(
You could build the entire thing with Master Builder/Smuggler and place a _single_ non-MB/Smuggler item in the mix, and boom, you'd have an outpost, too.
I'll do a full audit of Master Builder items, just to be sure.
So no, there should be no player outpost triggered by placing the smuggler's walls.
I also checked the Master Builder gates/walls, none of them should trigger an outpost, either.
See the updated description above for what Smuggling Enhanced does, but it was basically to address the Shinobi Trader not having enough cats. Let me know if it solves the issue a little bit. There's not a whole lot to that mod, but it modifies a core game object, so I wanted to split it off from this one. It still requires this mod in order to run.
Master Builder also has more style (customized clothing), more money, higher stats.
1. No base game objects modified at all, only new objects created.
2. As such, should not conflict at all with any other mod that exists anywhere.
Adding a new faction means also modifying existing towns, areas, to include these factions, which then raises the risk of conflicts with other mods.
As such, this mod will probably only ever be either a 'base mod' or a standalone mod focusing on the building aspects of Smuggling and Master Builder/cheatmode.
Other aspects of Smuggling will likely be separate mods (which I'll link to from here as they are added) for things like tweaking the gameplay, or adding things like a 'Smuggler faction'.
Or did you want something like a Smuggler faction, that you could sell hash to instead of having to join the Shinobi Thieves?
I've spot-checked all of these objects for Smuggler and confirmed this was the only rogue item, and fixed that by setting it to False.
I've also enabled animals inside all Smuggler buildings.
Smuggling is now its own blueprint category when building.
Will likely move Master Builder stuff into its own category as well, but it's tedious cut and paste work.
* Double-checking that the 'Player Town' flag is not set (some offline reports from a friend that it's still counting as a player town, based on something he placed)
* Reorganizing Master Builder and smuggler blueprints into their own category, rather than intermixed with everything else.
* Try to figure out the economic side of smuggling (smuggling vendor?)