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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2362315100
Hope it helps anyone!
Locate this file in the mod:
<installpathto Steam>\SteamApps\workshop\content\294100\1408445111\Defs\ThingDefs_Misc\SSTWeapons_Base.xml
Open in a text editor, and change this:
<ThingDef Name="SSTBaseHumanMakeableGun" ParentName="BaseGun" Abstract="True">
Replace "BaseGun" with "BaseHumanMakeableGun".
That's it. BaseGun was apparently deprecated in the 1.0 release.
for (int k = 0; k < recipeDef.products.Count; k++)
{
ThingDefCountClass prod = recipeDef.products[k];
Thing product3 = ThingMaker.MakeThing(stuff: (!prod.thingDef.MadeFromStuff) ? null : dominantIngredient.def, def: prod.thingDef);
JobDriver threw exception in initAction for pawn Sunbin driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_43338) A=Thing_TableMachining35696 B=Thing_UnfinishedGun35839 C=(126, 0, 133)) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenRecipe.PostProcessProduct (Verse.Thing product, Verse.RecipeDef recipeDef, Verse.Pawn worker) [0x00000] in <filename unknown>:0
at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator0.MoveNext () [0x00000] in <filename
The morita is perfect (I love the burst!), but it needs more AP and should be a little bit more expensive than the vanilla weapons.
By the way: Thank you for this SST mods!
They are meant more for your colonists to stick together and overpower whatever they are shooting at with a storm of bullets; rather than just one single colonist taking on more than one enemy, that is where these weapons fall short on.
You know what mod this is from? It isn't this one, right? way too OP