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Maby I get new ideeas regarding what else to add too my already growing mod list
PS: yeah I know I'm just throwing more things your way, srry for that ;)
regarding Colony manager I just erased everything in the ManagerStations_Rsearch.xml ... that just leeds to the manager stations all apareaing in the architect menu, and I found that annoying so I erased all traces of the 2nd manager station and AI station from the Buildings_ManagerStation.xml this solved the buildings appearing in the architect menu but still leaves the errors regarding the missing research subjects when launching the game, that don't seem to have any other effect except maby be annoying 'coz the exist
PS: like I said canibalizing mods
@Sol'dnesanar I thought I'd let you know that I have a functioning "A Dog Said..." patch ready that will be added with this update too. I might try to do one for Colony manager as well, since that's one of my must haves, but I haven't even looked at that code yet so I can't make any promises just now.
that pairs nicely with Quarry that might help at least a bit for those that miss Misc. Robots ++ from the high tech runs