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I'll check out the other mods, and will look forward to using v2.0 when I make the switch to 1.3!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2552628275
Could not find type named CompAnimated.CompProperties_Animated from node <li Class="CompAnimated.CompProperties_Animated"><secondsBetweenFrames>0.10</secondsBetweenFrames><stillFrames><li><texPath>Things/Special/Eccentric/Flare_0</texPath><drawSize>1</drawSize><graphicClass>Graphic_Single</graphicClass></li><li>
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Could it be a load order issue? I didn't notice a problem with my one chemlight I've used so far.
Just a thought, would definitely help those of us who cannot use Simple Sidearms (breaks my game) or Dual Wield (not yet 1.2)
If you've never looked at CAS, I guess I can try to set up similar conditions on the same map with and without your mod to see if the hit percentage changes. I take it that you don't directly manipulate hit chance, but change the light level and let that have whatever mechanical effects it has with whatever is installed?
I personally use Combat Extended and made this mod compatible with CE, where light does indeed affect accuracy of attacks. Vanilla Rimworld removed penalties due to darkness many versions ago, though the various light sources still help with movement and work speed in dark areas.
XML error: <explosionRadius>.5</explosionRadius> doesn't correspond to any field in type CompProperties_ExplosiveCE. Context: <li
XML error: <soundExplode>Eccentric_FlareHit</soundExplode> doesn't correspond to any field in type CompProperties_ExplosiveCE. Context: <li
Something like the above. Since CE updated recently I guess it's an update issue? Please look into them when you have time. Wish you a wonderful day.
<sound/> is what is called a self-closing XML tag, it's perfectly valid formatting and if your text editor highlighted that as an error, then that's the fault of your highlighter and not an issue that actually occurs in-game.
If you are having errors with CompAnimated, then that's typically a result of not loading JecsTools before Flares; I use JecsTools to animate the flare effects and this mod won't work without it.
Hope that helps!
the issues i've found are that:
some closing tags are not input correctly (the tag <sound /> is used rather than </sound>
several are that the types "CompAnimated.CompProperties_AnimatedOver" and CompAnimated.CompProperties_Animated" are missing in a few places
In a few places the tag <secondsBetweenFrames> is not linked to fields in the Comp Properties.
I hope this helps narrow down the problems, have good day!
We're gonna let them pirates know we are coming and blow their ass to smithereen
Thank you for the fast fix man :D.
Currently I use CE : FT with Dubs Bad Hygine, Rimfeller, Rimatomic, and 30 other mods, sadly it doesn't produce any log or information on what's the problem with, whenever i shoot the mortar rounds with.
While the rest of the flares (includes Flare gun and Flares) are absolutely working great.