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I was hoping to have my mechanitor ship land there to plan an assault, but it said 'this tile is already occupied', or something to that effect.
Excellent, thanks very much.
Ah ok. As long as this mod gets updated, I don't mind.
It normaly has no bad side-effects.
It is for one a measure for programmers to deal with boredom of repetitive work,
a memonic device to better remember stuff in the code. ( after a few days you really don't remember what the variable "counter12a" does but you do remember "ThiccWarqueen"
and lastly it's a form of IP protection.
You see that stupid comment in Line 12342 ... yeap that guy stoly my code without credit
As long as this doesn't have any negative effects on the end product, you won't see me complaining.
So... don't go exploring if you're afraid of finding things.
Turkler is just like that, adding weird stuff that some people might find funny in these mods.
Ignore what you don't like, that's the best policy.
I am extremely eager to see this mod in 1.6.
Anyway, my point was not to remove it complete. I like to disable the material part (the glass and its assets).
Do you use that? Because if not it should work and we avoid the possible conflict & bloat.
I have no problem with the other stuff introduced.
And it is a problem with Rebuild & VE: They bundle things which should be parted. Best example are the warcarskets, which are simply exo-skelets, which are bundled to their pirate mod... thats like adding a unicorn to CE.
But i get your point too.
My question: My approach is to use cherry picker to disable the material part. Are you using the glass stuff? Or will it break your mod?
Anyway, i know this is something pretty much every mod maker hate but perhaps you should consider to use one or two of the vanilla expanded mods for additional objects. They usually avoid the problem i mentioned above.