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I am not super versed in the handling of pawns, however, this could be a solution. If I learn anything further, I'll again report in. I will be using the mod with the base and power edit, and see if anything weird happens.
I don't wanna look like a bad modder but I wanna relax n' play Rimworld for a while. I'll take a look some other time X_X
https://gist.github.com/HugsLibRecordKeeper/79f3280cd5fbd00e4f118c5ec5a2a0ca
Here it is. A few mods got yoinked, but nothing that I'd assume be a culprit. Safe to remove. I only removed after I resolved the issue, so I know this wasn't caused by that.
Hope it helps, even a little.
I see the difference. VFE - Mechanoids bots use the VFEMachineBase, and ones via addons (such as yours) use BaseMechanoidKind. So, I'd assume that's likely the difference, though I'd imagine it's also a limitation or ease of access difference.
I apologize if I was accusatory any, I do not mean any ill will. I admire your work.
It's not a big deal, mostly wanted to report and see if there was anything known, or if I had found something. I'm going to go on a limb and assume Visible Raid Points might be the issue? It is a newer to my pack, and what I thought was just a simple little mod, appears to have a lot going on, now that I'm poking around.
I might remove it (I have a weird feeling it could brick my save however), as it's not that important to me, see if I can recreate the results without it on a separate devtest world.
Didn't look too far beyond that. Was mostly poking around for power references.
It's more so that they have such a high combat power level that they don't get selected to be placed in raids? I have no idea what kind of mod would cause that, and I don't have your modpack.
You could open this mod's folder in the mod list and edit the xml yourself, and see if that works.
I could be completely missing a joke here, as that -could- be intended, however, if not simply putting this here as that is probably otherwise not intentional. If not, perhaps lowering them to pre-lancer CombatPower of maybe 100-150, could do it?
Dependency on Makeshift Robots removed until it is updated for 1.4
Had to make some changes to get it to work, though.
I didn't do anything specifically for WThack so I don't think you can hack them.
Sorry if the balancing is pretty wack.
I don't think that would be economically practical
Now i have no excuses about letting enemies escape ;'(
@Enderjed (though I haven't gotten around to a flamethrower or chainsaw)
@ClockworkC0rvus
@SQman
My try at making a landmine roomba.. (and glock roomba)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2860639557
It's. A bit crap. To say the least. But I tried!
[Mod will be separate from this one..]
I've no idea how to do that, sorry's..!
But I'll look into the code when I can.. and maybe I'll see..
Alright! ^w^