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It's possible you could switch that up and enable Slocan, then Elliot, to break the E-W rather than the N-S, but I never tested that, and I suspect doing so might blank-out a portion of Elliot Pond with the endless random woods of Slocan.
Another option is to simply give up on Slocan Redux, since it's so out of date, and is a massive area with no foraging zones set.
For compatibility with Military Fuel Depot, that author has made a version specifically compatible with this mod. Check his workshop for that alternate version.
My only issue with the map is the huge zombie population, it seems grossly unbalanced.
Side note the path to escape from raven creek by eliot pond is the biggest feature for reaven creek in years (the other is the laboratory but needs a quiet gross forest walk)
The Slocal Compatibility is going to be a bit far off TBH real life stuff is taking front seat at the moment, and its been awhile since i've used the tools so when things calm down im going have to refresh myself and hopefully my files are just all weird and sloppy.
The cell its 27X44 where the 2 roads cross, slocan lake should be the last map in load order to be overriden for this and other mods (like the lab). large mass of cells in slocan lake are random forest
Could be posible you make the cell into a separate map with the cross roads, also could be nice a shorter path to rosewood
thanks for the work
I put the cells of Elliot Pond in my spreadsheet [docs.google.com] that I made a reddit post about. So if anyone wants a visualization of Elliot Pond versus the rest of the map + a bunch of other map mods, you can look there!