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Thats not working with simple sidearms, so i pass on it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2695164414
I don't know if "unplayable", but certainly very inconvenient.
This mod should, IN THEORY, work well enough on 1.6, especially if you make a local copy of it and edit the supported versions file to include 1.6 as well.
Here's the code for the patch. [github.com]
I can confirm though, that after removing the mod everything is in working order again (not in the old corrupted session but in the new one I started). Shame though, because the unlimited range was pretty neat. I also found another mod, with more workmodes for your mechanoids and one of them makes all the mechas in the chosen group seek out enemies on the map on their own, which is a pretty good replacement, at least for my needs. Maybe this could help you, too!
Good luck on fixing your mods :D can be a real pain sometimes
Can you tell me exactly what you were doing or what was happening when you got these lag spikes? I'm trying to figure out my own issues with my mod list and I hope this can narrow it down.
Did you have a lot of mechanoids on screen at once? What does your debug log say? Any red errors?
any idea on what type of other mod this mod could be conflicting with? :/ i've been trying to figure it out for the last couple of hours. removing the mod after the lags happen doesn't fix it sadly, so i guess it's a conflict with another mod?
I checked the mod, knowing just how unhappy the game got when I changed the firefoam gene to have a large radius (freaked out from time to time with red text but worked) Thinking this mod just upped the radius, I was going to just pass by. Looked at the comments. Just removed the check!? Perfect, simply perfect. My multiple mechantor base will thank you!