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<disallowedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">DirtCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">StoneCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">SandCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">ScrapCubeSculpture</li>
</disallowedThingDefs>
<disallowedThingDefs>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</disallowedThingDefs>
in MapGen_DefaultStockpile3 ResourcesRaw category.
Defs/ThingSetMakerDef/root/options/li/thingSetMaker/fixedParams/filter[categories/li[text()="BuildingsArt"]]
just add this node to it:
<disallowedThingDefs>
<li>DirtCubeSculpture</li>
<li>StoneCubeSculpture</li>
<li>SandCubeSculpture</li>
<li>ScrapCubeSculpture</li>
</disallowedThingDefs>
In my architect tab I recently noticed there is an option (separate from the other IEDs) to build an antigrain warhead trap, costing 0 materials. According to "Whats that Mod" it belongs to this mod; does this mod add its own antigrain warhead trap? I am running almost 300 mods, with some rearranging the architect tab, so it is entirely possible the issue is just on my end.
I imagine a set of Base layouts that get bigger proceduraly, but that sounds scary hard.
Error in Large Faction Bases (Continued), assembly name: LargeFactionBase, method: SymbolResolver_EdgeDefense2:Resolve, exception: System.MissingMethodException: Method not found: void RimWorld.LordJob_DefendBase..ctor(RimWorld.Faction,Verse.IntVec3,bool)
...
https://gist.github.com/HugsLibRecordKeeper/cc654f8ba64a262273ed2321e1c7586c
https://pastebin.com/14mkGrKT
The base building, itself, was great, but with no easy way of changing the rewards to a more suitable level, it was kind of useless.