I've been using this mod for a week or two now and I've been enjoying it quite a bit, I'm using: - Outposts Custom - Take Rucksack in Outpost
Both seem to work just fine with each other, without conflicts.
I've also tried using the following mod: Outpost Defense Upgrade Mod but it seems to conflict with both. I'm mostly interested in that mod as well because on the one hand it adds a toggle so that I can just turn on/off the incendiary mines in outposts with a daily cost, but it also allows outposts that are close to the base to still be able to use their incendiary mines, as the game normally gives you a warning message if an outpost is too close to the base saying something like "Mines too close to home site" and it doesn't allow you to build incendiary mines in that case, but with that mod it bypasses that and does allow you to do it.
I was wondering if that is something maybe you could add to your mod somehow? The problem is that if I use that mod, I can no longer take rucksacks from outposts, and I think it also has some conflicts with Outposts Custom, so I was wondering if maybe there's a similar functionality that you could add to your mod (toggle on/off the outpost defenses with a daily cost, that also bypasses the proximity warning to the home base for incendiary mines). If it's too much trouble don't worry, I figured I should ask since I don't know how to make those 2 mods (Outposts Custom, Take Rucksack in Outpost) and the mod from the other author (Outposts Defense Upgrade Mod) compatible with each other.
Look at "Outpost Defenses x5" (module in my mod). It's an analogue of "toggle".And I can't add "toggle" from a third-party mod, because it's unethical and prohibited.Author T1maniac reacts very aggressively to mods similar to his mods.
I see, makes sense now that I think about it why you have the 'Outpost Defenses x5' version.
In that case, I think I'm going to be using your version because I've been using most of your mods and I've been enjoying them a lot (the Take Rucksacks in Outpost is REALLY useful), a few questions if I may:
1. Does Outpost Defenses x5 bypass the "Too close to our base, we can't risk setting up landmines!" warning? It's a bit annoying to build an outpost nearby to create a safe zone around my base but not be able to build mines to defend it because it's too close. Would it be possible to add some sort of override to your Outpost Defenses x5? (I read a comment posted on a youtube video that apparently outposts within 118 meters from the center of base are not allowed to have minefields regardless of our base safe zone size, maybe that distance could be reduced? Idk if that's possible or if it's a hardcoded thing in the game)
2. I checked the screenshots, I like the idea of having longer-lasting options for incendiary mines and zombie lures, but I find their costs a bit too steep since I've already made my lethal economy much harder with other mods. Would it be possible for you to make an 'Outpost Defenses x5 Lite' version for example where the new added options for 'A Lot of Incendiary Mines', 'A Lot of Infestation Bait' and 'Strong Plague Disruptor' costs are just double the default costs? (same duration as you assigned, same bonuses, just double the vanilla costs)
Thank you, if it's too much trouble or too complicated don't worry, I'm still enjoying my time playing with your mods. :)
Edit: Alternatively, part of the cost for A Lot of Incendiary Mines could maybe be Fuel (as well as Ammo), and part of the cost of A Lot of Infestation Bait could be Food (as well as Meds). Just thought it could be a way to balance it out so as to not require that much ammo per outpost (13 ammo is a lot, although I do get that one wouldn't normally activate defenses on all outposts all the time, but in lethal if you have a hard economy already even getting a few rucksacks sometimes can be hard to sustain if you have infestations everywhere)
7 comments
- Outposts Custom
- Take Rucksack in Outpost
Both seem to work just fine with each other, without conflicts.
I've also tried using the following mod: Outpost Defense Upgrade Mod but it seems to conflict with both. I'm mostly interested in that mod as well because on the one hand it adds a toggle so that I can just turn on/off the incendiary mines in outposts with a daily cost, but it also allows outposts that are close to the base to still be able to use their incendiary mines, as the game normally gives you a warning message if an outpost is too close to the base saying something like "Mines too close to home site" and it doesn't allow you to build incendiary mines in that case, but with that mod it bypasses that and does allow you to do it.
I was wondering if that is something maybe you could add to your mod somehow? The problem is that if I use that mod, I can no longer take rucksacks from outposts, and I think it also has some conflicts with Outposts Custom, so I was wondering if maybe there's a similar functionality that you could add to your mod (toggle on/off the outpost defenses with a daily cost, that also bypasses the proximity warning to the home base for incendiary mines). If it's too much trouble don't worry, I figured I should ask since I don't know how to make those 2 mods (Outposts Custom, Take Rucksack in Outpost) and the mod from the other author (Outposts Defense Upgrade Mod) compatible with each other.
In that case, I think I'm going to be using your version because I've been using most of your mods and I've been enjoying them a lot (the Take Rucksacks in Outpost is REALLY useful), a few questions if I may:
1. Does Outpost Defenses x5 bypass the "Too close to our base, we can't risk setting up landmines!" warning? It's a bit annoying to build an outpost nearby to create a safe zone around my base but not be able to build mines to defend it because it's too close. Would it be possible to add some sort of override to your Outpost Defenses x5? (I read a comment posted on a youtube video that apparently outposts within 118 meters from the center of base are not allowed to have minefields regardless of our base safe zone size, maybe that distance could be reduced? Idk if that's possible or if it's a hardcoded thing in the game)
2. I checked the screenshots, I like the idea of having longer-lasting options for incendiary mines and zombie lures, but I find their costs a bit too steep since I've already made my lethal economy much harder with other mods. Would it be possible for you to make an 'Outpost Defenses x5 Lite' version for example where the new added options for 'A Lot of Incendiary Mines', 'A Lot of Infestation Bait' and 'Strong Plague Disruptor' costs are just double the default costs? (same duration as you assigned, same bonuses, just double the vanilla costs)
I appreciate the reply by the way.
Edit:
Alternatively, part of the cost for A Lot of Incendiary Mines could maybe be Fuel (as well as Ammo), and part of the cost of A Lot of Infestation Bait could be Food (as well as Meds). Just thought it could be a way to balance it out so as to not require that much ammo per outpost (13 ammo is a lot, although I do get that one wouldn't normally activate defenses on all outposts all the time, but in lethal if you have a hard economy already even getting a few rucksacks sometimes can be hard to sustain if you have infestations everywhere)