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Either way though, I’m assuming it is, but just want to double check, it’s fine if I look at the code, right?
Yes it is
How is it integrating the teleporting with the pathing?
It sounds like it just paths like normal, but “if enemy nearby, teleport to them”, so it’s not using teleportation to move, but just as a shortcut?
I do not understand what do you mean. An AI pawn uses a teleport if its target is within range of the teleport, thus no effect on pathfinding occurs
Quick question, that teleporter, does it effect pathing at all? If so, then may I look at it and try to modify it so I can give to to pawns to allow them to teleport to target deststinations?
fair enough.
I have seen Mech Stuff Elongated, but personally, I have found that @Dimon typically makes mods that are in a style I prefer. Not sure how or why, it just is. (Although the other one is nice. I like the idea of upgrades that are more in line with this mod)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2991209908
Biotech Mech Stuff Elongated - Mechanoid Upgrades lets you upgrade your mechs, but its hediffs never appear on wild mechanoids.
Personally I'm gonna use debug to add these to my mechs, but make "sacrifices" (blowing up valuable items or resources) to maintain balance.
It's compatible with biotech. No, these upgrades are only available to wild mechanoids.
Thanks!
This does not affect the number of raiders