Ever wanted to keep these climate adjusters or toxic spewers or whatever else that comes with mechanoid clusters? Well, now you can!
Description
This simple and slightly dirty mod lets you claim victory over a mechanoid cluster without destroying buildings that add game conditions. It also lets you claim and relocate these "problem causer" buildings, similar to unstable power cells. Unlike said cells, they weigh a lot and are therefore hard to steal from encounter maps - this is by design.
Warning: might mess with things that are technically half a mechanoid cluster in a human leather trenchcoat, but it shouldn't ever [i]break[/i] things. Exercise common sense.
Known Issues
- With this mod you can reform your caravan at the problem causer encounter map without destroying the problem causer. This bars you from entering the map again for 24 hours and the problem obviously stays, but there are no other consequences.
- Problem causers keep working while minified. This can be solved with more coding, which is a little out of the scope of this mod, but I'm working on. Sorta. Either way, I urge the wise user to consider not abusing it.
Compatibility
Postfix-patches a single obscure method and applies a pinch of gentle xpath patches, so should be compatible with everything that doesn't try to do the same things as this mod. Safe to add mid-game, install all minified buildings before removing mid-game.
I haven't playtested it long-term, so tell me if anything is wrong.