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Regarding the camping feature, i'll check how the new camps actually work and then see if it makes more sense to keep the existing functionality as a separate option or if it makes more sense to move over to the new system.
@Numidyum yup! In case the ground consists of mud or water, wooden bridge flooring is placed on top. In which case it would be weird to allow heavy items, so yeah, it also makes sense from a tent floor perspective. If you want to build heavy items, just replace the floor.
@Raith unlikely, sorry.
@Shanzival tried to make them compatible before, but it's a bit tricky. I'll try again when i have some more time for modding.
@Perrydotto hm, if it's a modded tile u can add it to the compatibilitydef that's included in the mods defs folder, u'll find more info on the wiki, those sometimes won't work for the story locations. If it was a vanilla one, it might be some other conflict. You can try to share your log with hugslib.
@Demonic thanks bud, i appreciate it. :)
@Realm Imp hm, i included a heavy charge blaster without a texture for some of the bosses, which would have look weird otherwise, but it shouldn't be obtainable by the player.
A way more interesting caravan camping feature than any added by other mods, way better caravan item selection than any before, cool scripted storyline (a little cringey at times but it's still cute) that kinda puts the VE team's new Quest Expanded entries to shame imo, tons of little QOL features for caravaning in general, etc. etc.
Honestly bro, you deserve to be hired by Ludeon for this one, I feel like this is exactly what people want out of a caravan focused DLC.