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I have a save with the full mod. If I removed it and then used all the modular versions except for the chemical extraction mod, would the save still recognise everything from those modules as identical to the full mod? I.e. no adverse effects on the save?
If you don't want to have them as an enemy you can open the mod and edit the file in Defs/FactionDefs. Simply remove the line with <naturalEnemy>true</naturalEnemy> and they won't be an enemy in your next colony. Please beware that it might not affect your relationships in your current savegame.
Is it possible to edit Blue Moon Corporation factions natural goodwill? I am happy to have factions that dislike me but maybe not so much.
Assuming everything loads and works, I think all we have to do is add ammunition to the weapons and then put in CE Stats.
I updated the mod a few months ago so the chunks should be viewed as hostile similar to the normal hives and get attacked automatically. Also there is a hard cap on the maximum amount of chunks. I think it's somewhere around 60 but I would have to check the code.
Combat Extended compatibility is something their dev team does, it is not, and will never be, something that's the responsibility of other mod devs.
CE has an inbuilt autopatcher if you're desperate to use this mod with it, otherwise? Literally be patient, CE adds compatibility for the most popular mods on the workshop.
To some it up: The weapons, faction and pawnDefs for the faction would need patching if CE is present. Check my comment from 24th August: Just install the core mod and all addons except weapons and blue moon and you're fully CE compatible.