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Is there any way this mod could not remove missile slots on armless characters? At least those that spawn without arms, but if dismemberment of a hand occurs, removing the missile slot would be obvious.
This is mainly to fix compatibility with the Rogue Robots of Qud mod, but this problem can occur in an armless character no matter if modded or not.
This is also partially an issue which affects vanilla, as using a ganglionic teleprojector to control a base-game robot with no arms will cause the same issue of being unable to equip any missile weapons (or at least it should unless you're hardcoding in the hexagun behavior ONLY for the player's original body).
The names of the Missle Weapons sometimes don't line up with what the limbs are when you change them
This is the best mod, please keep it working <3
make one of them a freeze ray of for optimal results
you lose two arm slots, two leg slots, and your face becomes feelers. then, you grow a new limb and gain a new mutation (both have the same properties) they are called your bilge sphincter. it gives you 1 AV, 600 mollusk rep, 6+ Strength, greater movespeed while in deep liquids, and it can carry fluids that it can then shoot out using the spew skill it adds.
very strong mutation.
anyways, thanks badmojo, can't wait to slog up with some extra arms in the near future!