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Isherwood farm mutable #72424
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Isherwood farm mutable #72424
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Could probably do with deduplicating at some point
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<Bugfix>
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Overmap, Mapgen, Map extras, Map display
Mods: Aftershock
Anything to do with the Aftershock mod
Mods: Desert Region
Anything relating to the Desert Region mod
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Summary
None
Purpose of change
Partially addresses #62747
Mitigates #73493
Isherwood uses old fields
Describe the solution
Remakes the Isherwood farms as a mutable
"Isherwood Farm Mutable"
, shuffling the placement of the isherwood buildings and including the same phases as the regular farm mutable after initial phases placing the Isherwood specific maps and a border of special terrain to reduce the chance of it being overrun with triffids/ants etcIsherwood specific maps can't spawn extras anymore (the roads inbetween the buildings and the generic buildings/fields still can, a flag/field to disable extras for a whole special would be good)
Makes it globally unique
Adds NPC faction camp support for mutable specials (and translation extraction handling for them)
Describe alternatives you've considered
Also adding paddocks, I'd prefer to wait til the dairy farm is mutable too though so it can be fitting with that
The map still sticks out, I can't think of a particularly good way to make it not stick out in all possible scenarios
This is pretty basic, I'd like to add more entrance layouts and better looking building -> rural road connections in a future PR as well as just more tweaks to all the maps.
Keeping the same special id
Testing
Additional context
Example layout