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Slight clarification on the below as well. SE only recognizes 1 respawn ship per planet / planet type, but if you have multiple, you'll essentially get a random result (you have no choice).
So, for instance, if you had the EEM Rover, the Vanilla SE Drop Pod, and a Workshop mod for planetary landers (that didn't overwrite / reuse the vanilla definitions), then there would be a 1/3 chance every time you respawned of getting any particular ship.
My Discord link is in EEM'd mod description in case you need it :) A quick comparison of the vanilla definitions vs the one in 2073200387 should show you what needs to change though.
Planetary and lunar respawn ships can only have 1 definition each. Space respawn ships can have multiple. This can only be bypassed by planet specific respawn ships, and even then you can only have 1 per planet type.
This mod exists because EEM has to disable the vanilla respawn ship's definition in order to add the rover. In order to bring them back, I have to remake the vanilla respawn ships with a new ID, else they won't work (since the vanilla definitions are disabled).
There is a better than zero chance any mod you use to replace the vanilla respawn pod for planets simply reuses the vanilla definition and substitutes their prefab instead for it. This isn't incorrect, but it is lazy, and leads to the type of conflict you are describing.
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