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()Everything is (no longer?) broken
(x)Refactor for new HAR API
(x)Remove crownTypes to make way for headTypes
(?)Impliment headTypes
()Refactor for new MoHAR API
()Refactor for new MVCF API
()Finish refactoring Factions for 1.3
()Refactor Factions *again* for 1.4
(?) Confirm that making PCF work under 1.4 is beyond my arts.
Clearly the best combat overhaul is whoever finishes first.
Health tab shows the guns just fine, but there's no toggle option either.
You can suppress the error my turning the eye graphics on, which will have no other effect. They already show up anyway, as previously mentioned.
Either way, the error message is safe to ignore.
If you are running VFE and Rimworld 1.3+, there is a newer version of this mod on the HAR Discord. It hasn't been pushed to Steam yet, since it would break the game for people running 1.2 or PCF.
Two issues I've been having though.
One, is that it's hard to tell which weapon goes where (it seems like some item descriptions have the same attach point but are called different things)
Two, is that some things (such as the heavy rail cannon don't have a surgery to uninstall. Whereas the Ultra-Tech Super-Battleship hull that I just purchased has no surgery option to be installed.
The more we know, the better our chances of finding a solution.
I'm in the middle of reworking the way backstories hand out implants (since I had to change the body plan anyway to add tongues), so there will never be a better time to look into it.
I think it's a mod conflict but I'm not sure what is causing it.
I'll keep the original multi-class ship race definition in the mod, so any existing pawns should be fine. It'll just replace their pawnKinds in any group makers, when the updated variants are ready, so no new copies of the old version will be spawned after that.
I already keep a lot of older stuff in here, just in case someone has an old save that needs it.
More controlled Gatcha eggs are planned. At least light/heavy/specialist/evil for each tech tier.
Body Size is very linked to race, so making Destroyers small and evasive is easier if they have their own Race Properties entry. I can make them all see each other as the same species.
I still want to leave a lot of customization room, for battle cruisers, super heavy battleships, light carrier conversions, and Large Cruisers.
I need to make more variety in the common draw backstories, and give more cool extras to the R and UR backstories in each deck.