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If anyone wishes to adopt my mods to do whatever they please with them, I'm perfectly fine with that. Power to you, modders.
By any chance, do you have any mods that might be changing the stock of traders? Perhaps it is also removing the tech limit on neolithic traders, or allowing them to carry weapons up to Spacer tech. If I had to guess at a culprit for this, it would be that.
I don't know how tagging works in Rimworld, but is it possible for things like this to only show up when crafted, used by raiders, or as special treasures in "treasure trove" events and such?
If you're talking about the Modularization Weapon Mod, I looked at it and it seems like I would either have to include a bunch of that mod's code into this one and then create modifiable versions of each weapon in order to make it compatible. Alternatively, the authour of that mod could take my guns and create modifiable versions of them to include in his mod. Considering my lack of talent in C# and the fact that it would be much easier to do on the other mod's side, I would suggest asking that authour if they're willing to take a look at my weapons.
To be honest, I'm not precisely sure how Cryptosleep works precisely so I could be totally wrong about all this. But the way I understood Cryptosleep, is that the user is put into a sort of sedative nutrient gel that also protects them from the freezing process which keeps them in a state of suspended animation. And when they are awoken the gel thaws so they can be removed, hence the slime that tends to spawn.
My idea for the weapon however, was to use the same tech used to rapidly freeze people in cryptosleep, without any concern for their protection thus making the freezing process a deadly one.
All that being said, I am actually thinking of another name change for the weapon..
As for a 1.0 version, I still gotta look into this.. I'm not sure if I understand exactly how to make it work yet, it seems pretty straight forward but I also gotta figure out how to test it
cool for the bit of toxic buildup - another 2 mods have some antitox medicine tablets which can reduce it,, but i never got the toxic fallout event yet (but have a bunch of those pills, and scarves just in case) :)
(that reminds me i need to update more of mine to 1.1 lol)
Other than that I just rolled out an update that adds toxic build-up on top of the acid sprayer's chemical burns, changes the flame explosion sound to a more realistic one, changed a few research requirements, and lastly, the cryo-blower has been changed to the crypto-blower to fit in better with Rimworld's lore.
im still trying to get my 1.0 savegame and all the mods into 1.1 but will be cool to try this one once ready :)