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I have completely emptied my mod list and only had this mod and it's requirements active but i STILL couldn't figure out how the merchant works as I could not call a trade caravan. The only thing I can think of is that it doesn't work like an ability on the HUD and is something else.
Regardless, it doesn’t work on boss mechs, but it does work on their backup, which makes them sitting ducks since you can just instantly explode them. Apparently this exploit has existed since biotech released.
And before you ask, yes there are two per colonist
It doesn't care about ingredients, just about the meal being in the correct category, and its preferability. If another mod changes those, the code won't work
after download this mod, I found that modifying the permit content and cooldown in Royalty and edo did not take effect
Without a log, all I can say is it doesn't happen in my game, you have an obvious mod conflict
e.g (scrapper giving 100% return on deconstruct for constructoids)