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Rather than creating a RimlaserGunplay.xml file that uses a PropDef that doesn't exist in Rimlaser and that generates an error if you don't use the Gunplay mod, wouldn't it be better to do it in a patch using <Operation Class="PatchOperationFindMod">?
Wiki: https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationFindMod
Type Gunplay.GunPropDef is not a Def type or could not be found, in file RimlaserGunplay.xml. Context: <Gunplay.GunPropDef><defName>Rimlaser_LaserRifle</defName><barrelLength>0</barrelLength></Gunplay.GunPropDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3283592628
PawnsChooseResearch (Continued)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2904905818
Research Reinvented: Stepping Stones
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868389782&searchtext=stepping
ResearchPal - 1.4 Repackage
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2982967973
Rimlaser is a fantastic mod, and I love laser lightshows during combat, but I'd like to be able to take more prisoners.