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I also tested if it made a difference if Combat Extended was higher or lower in the mod list. But these errors kept happening either way. After building some Beastly Vanilla Turrets turrets, I could see that they actually shot at enemies within range... if Combat Extended was loaded after. But if Combat Extended was loaded before, then the turrets wouldn't even fire at enemies.
Well, even if these errors did not happen, the turrets in Beastly Vanilla Turrets would not respect ammo consumption.
I also tested it in combination with Yayo's Combat 3, which seems a bit like a lite version of Combat Extended. Beastly Vanilla Turrets worked just fine with that, even with Yayo's ammo turned on. Though, the turrets still did not consume ammo.
My testing shows that this mod is incompatible with Combat Extended. I even tested it with the bare minimum mod list: Harmony (required by CE), Core, Royalty DLC, Ideology DLC, Beastly Vanilla Turrets, & Combat Extended. In every case, this mod gave a RED error that did not exist without it (in combination with CE):
Quote, "Could not resolve cross-reference: No Verse.ThingDef named Gun_EmpLauncher found to give to Verse.ThingDefCountClass (2x null)"
Details: https://pastebin.com/MAvyPx8f
When I started a new game and turn on God/Dev Mode, I opened the Security tab to place some turrets. However, merely hovering the mouse over Beastly Vanilla Turrets turrets gave another error:
Quote, "Exception filling window for Verse.ImmediateWindow: System.NullReferenceException: Object reference not set to an instance of an object"
Details: https://pastebin.com/Jxjvd3Jg
Now, I've also been looking into another similar mod, trying to convince its mod author to make it compatible with TurretExtensions , but have had no feedback till now.
Would I have a better chance with you, switching to your mod, since I really want my turrets to be as vanilla-like as possible, and all work consistently the same (with the framework above) ? I think it's mostly a matter of XML patching, something like this .
Thank you very much for your consideration, and sharing and creating the mod.
(some people like having 1 huge lump of each ore to mine, but i like using more frequent ore patches, of smaller sizes and richness, as for me its more fun moving ore-miners around :)
to start with, the tutorial and vanilla is good, but if you want to go all the way, i did an Angel Bob Yuoki game :) (new versions might conflict now but the pyanadon mods, like Pycoal for example, really do help the original game shine even more :)
(so if you want a base with beautiful clean coal, lol, try pycoal :)
@pgames-food - I checked out that mod, and it would really have to come from them., They use C# programming and I only use standard xml, the lesser/easier of the mod options
is the mod from haplo, maybe theres a way to mix the abilities of both mods somehow (i think his one automatically lets you attach any modded item, if it is on the floor nearby)