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If you're changing the modules listed above and want it to be compatible, you will have to make sure the changes in ACPS are also present in your mod and your mod should be loaded afterwards, otherwise it will break
You'll probably want to check ACPS is present, I have a similar flag set up as other mods, such as Planetary Diversity and Real Space, you can find it in the like game launch event or something, don't remember exactly atm.
This mod is very good, well thought out and implemented with great effort - thank you!
I see clearly from the above Description section that this mod deals exclusively with archologies. But at the very end in the Overrides part, orbital rings are now involved but in way unknown and concerning to me. I also want to use orbital ring mods that significantly alter them, what potential problems might come to this mod if they conflict? (I'm thinking of loading the orbital ring mods after APCS).
I have screenshots of all of them except the ascension ones since they broadly depend on what bonuses you get from the ascension itself
Though the machine ones don't really have any choices so they get either a mitigation or expanded benefit. Virtual gets amenities usage reduction and amenities bonuses. Nanites gets nanites from basic jobs and additional basic jobs, modular gets roboticists and automodding